Capcom vs. SNK: Millennium Fight 2000 — Issue 42

The fight of the century

Who would win between Cap­com and SNK?
That’s the ques­tion that was at the fore­front of every­one’s mind in the ear­ly 2000s. The rival­ry between the com­pa­nies was well known, and the streets were hot with love for their respec­tive fight­ing game series. When Cap­com vs. SNK was released, the ques­tion was answered, though we still did­n’t know who was bet­ter defin­i­tive­ly. There’s a sequel for that.
What CvS did get right was the ini­tial ques­tion. Take some of the best and most pop­u­lar fight­ing game char­ac­ters from both com­pa­nies and pit them against each oth­er. Mar­quee SNK names like Ter­ry Bog­a­rd, Mai Shu­ranui, King and Rugal Bern­stein face off against Cap­com main­stays like Ryu, Ken, Chun-Li, and Sagat. The full ros­ter has some­one for every­one from each com­pa­ny. If you like grap­plers, there’s Zang­ief rep­re­sent­ing Cap­com while Raiden shows up for SNK. Love fight­ing teenage girls? You’re cov­ered with Saku­ra and Yuri. The selec­tion is a nice buf­fet to choose from.
But then it gets a lit­tle more inter­est­ing. Each char­ac­ter is slot­ted into a one-to-four ratio cat­e­go­ry. Heavy hit­ters like Aku­ma and Orochi Iori, usu­al­ly hid­den boss char­ac­ters in their respec­tive games, are Ratio 4. Ratio 3 fea­tures boss char­ac­ters such as M. Bison, Geese and Rugal. Ratio 2 is for the mid­dle-class fight­er like Ryu, Ken, Kyo Kusana­gi and Mai. In the low­est ratio are light­weights like Saku­ra, Ben­i­maru, Yuri and Dhal­sim. The Ratio Sys­tem allows mul­ti­ple com­bi­na­tions so long as the ratio equals four. Build­ing your team is cru­cial because of the pow­er bal­ance impli­ca­tions and their poten­tial matchups.
The in-depth fight­ing sys­tem is not with­out its flaws, how­ev­er. The place­ment of some char­ac­ters in the Ratio Sys­tem is ques­tion­able and their movesets being pressed between EX and reg­u­lar cat­e­go­riza­tion is arti­fi­cial lim­i­ta­tions imposed at best. This is fixed in the sequel but here it’s a prob­lem that slight­ly affects game­play adversely.
In addi­tion to the Ratio Sys­tem there is the Groove Sys­tem. A two-part func­tion, the Groove Sys­tem deter­mines how the char­ac­ters per­form cer­tain basic moves like rolling and dash­ing and how super moves work. Cap­com Groove plays a lot like Street Fight­er Alpha 3 with access to Lev­el 3 supers imme­di­ate­ly with enough super meter built up. SNK Groove plays sim­i­lar­ly to the Extra Mode in the King of Fight­ers series. Here, you only get access to Lev­el 3 supers when your life meter is flash­ing, though you can charge your meter man­u­al­ly to gain Lev­el 1 supers. There’s a lot of strat­e­gy involved in choos­ing the right Groove and apply­ing its prop­er­ties to your advan­tage, which is a nice change of pace.
Cap­com vs. SNK also gets its envi­ron­ment right. The game looks fan­tas­tic, with beau­ti­ful back­grounds of famil­iar loca­tions for both com­pa­nies. Of spe­cial note is the SNK graph­ic mode for Cap­com char­ac­ters. Shinkiro out­did him­self with the stun­ning and life­like art­work. I was­n’t super famil­iar with his work before­hand because I was­n’t an SNK enthu­si­ast. But, you can con­sid­er me a devo­tee as of this game because I fell in love with his art through his char­ac­ter portraits.
And, along­side the gor­geous envi­ron­ments is a won­der­ful­ly nos­tal­gic sound­track. Sure, there are some new tracks, but the meat and pota­toes are in the old­er remixed tracks. The sound mix­es well with the action, and there are quite a few bops to be had here. The sound­track is one worth adding to the collection.
Cap­com vs. SNK is a great start for the fran­chise. It’s built with vet­er­ans in mind, but even as a new­com­er you can find a char­ac­ter to learn and devel­op. Cap­com banked on the unini­ti­at­ed tak­ing the time to learn the back­ground of the char­ac­ters fea­tured, and the result is worth tak­ing a spin 22 years after its ini­tial release. No, the ques­tion of who’s the best was­n’t answered here, but it’s one worth explor­ing in a top-notch release for the Dream­cast fight­ing game library.

QuackShot Starring Donald Duck — Issue 42

Don­ald the Explorer

As a child of the ’90s, I grew up on the “Dis­ney After­noon” car­toon line­up. All the shows received the video game treat­ment for either 8‑bit, 16-bit sys­tems or for both con­soles at the time. I had a Sega Gen­e­sis and won­dered when Dis­ney would license a game based on a DA show for Gen­e­sis. Lit­tle did I know, Sega had license deals with Dis­ney direct­ly, and like Dis­ney games made by Cap­com, Sega made a game that was­n’t anoth­er “Duck­Tales,” but was set in the series’ uni­verse and had its reg­u­lar char­ac­ters. His name is Don­ald Duck, and he made his debut in plat­form gam­ing in “Quack­Shot Star­ring Don­ald Duck.”
In Quack­Shot, Don­ald sets out on a trea­sure hunt stretch­ing across nine stages. One day in Duck­burg, Don­ald vis­its his Uncle Scrooge and while check­ing out his library, Don­ald stum­bles upon a mes­sage from King Grazuia, an old ruler of the Great Duck King­dom who has hid­den his leg­endary trea­sure across the world. Enclosed with the mes­sage is a map that Don­ald believes leads to trea­sure that would make him rich­er than Uncle Scrooge. How­ev­er, Big Bad Pete and his gang also find out about the trea­sure and set off after Don­ald, turn­ing the trea­sure hunt into a race to see who gets it first. 
Con­trol of our dar­ing adven­tur­er is sim­ple with the d‑pad and, com­bined with abun­dant options, ensures that you can set up move­ment, weapon use and dash­ing to spe­cif­ic buy­outs. Don­ald may have odds against him, but he has some advan­tages with his plunger gun uti­liz­ing yel­low plungers to stop Pete’s hench­men and oth­er foes tem­porar­i­ly with an unlim­it­ed sup­ply, and a reload­able pop­corn gun that shoots five ker­nels at once. Don­ald also has some of the “Duck­Tales” crew help­ing him: Nephews Huey, Dewey, and Louie pro­vide trans­porta­tion to each des­ti­na­tion, and Gyro Gear­loose pro­vides Don­ald with bub­blegum ammo that can break down obsta­cles. The MVP weapon in the game is the “quack attack,” which Don­ald can use to knock down any ene­mies instant­ly. I give cred­it to Sega for using Dis­ney’s knowl­edge of Don­ald’s tem­per. The graph­ics and music were excel­lent, live­ly, and bright for an appro­pri­ate­ly spry game.
The down­sides to “Quack­Shot” are few but are sim­i­lar­ly found in most plat­form games. You must ensure per­fect tim­ing for Don­ald when he either cross­es dan­ger­ous obsta­cles or per­forms his dash move. Also, mild­ly infu­ri­at­ing is small voice sam­ple usage for the char­ac­ters as this was not only a debut game for Don­ald, but also it is set in the Duck­Tales uni­verse. There was so much untapped poten­tial for rich, estab­lished his­to­ry. Final­ly, you can only start the game in Duck­burg, Mex­i­co, or Tran­syl­va­nia. To pass lat­er stages, you need a par­tic­u­lar item, so there is a lot of back­track­ing unnecessarily.
“Quack­Shot Star­ring Don­ald Duck” was one of the games that I start­ed off with as a Gen­e­sis own­er. A sol­id plat­former, it showed that Sega had tal­ent of devel­op­ing con­soles and leg­endary games using orig­i­nal and licensed char­ac­ters. Most impor­tant­ly, I got to see anoth­er Dis­ney clas­sic char­ac­ter get his lime­light in his first video game with a star­ring role. Car­ry on Don­ald, car­ry on.

Strider — Issue 42

The ulti­mate nin­ja warrior

Strid­er Hiryu. Best known for his appear­ances in the Mar­vel vs. Cap­com series, he has been con­sid­ered a top-tier char­ac­ter by play­ers and is con­sis­tent­ly pop­u­lar. Strid­er also appeared in a stand­alone game in 2014 for var­i­ous con­soles at the time. How­ev­er, Strid­er was already estab­lished, start­ing in 1989 with his orig­i­nal arcade release that was port­ed to the NES and to the Gen­e­sis in 1990 via Sega. It was titled, yep, you guessed it, “Strid­er.”
In the year 1998, after a series of dis­as­ters fell upon Earth, peo­ple across the globe real­ized their sit­u­a­tion and began to work togeth­er to rebuild. Four years lat­er, in an East­ern Euro­pean nation called Kaza­fu sev­er­al red dots appeared as the advance guard of the evil space being Meio. They caused imme­di­ate destruc­tion of Kafazu, Europe, and North and South Amer­i­ca, result­ing in 80 per­cent of Earth­’s pop­u­la­tion being wiped out. How­ev­er, on a small South Seas Island called Mora­los, a secret orga­ni­za­tion known as “Strid­ers” began to move to stop Meio’s reign of ter­ror. They sent their best agent, Hiryu, for­ward with the task of stop­ping Meio and his plans for world domination. 
Con­trol of Hiryu is sim­ple, allow­ing him to attack in either direc­tion, duck when fight­ing, and climb to reach high­er areas. Hiryu also has use of his plas­ma sword, Fal­chion, to assist in remov­ing ene­mies from any direc­tion on the screen. I also found that Hiryu has two reli­able tech­niques that are game-chang­ers: a slid­ing move that gets him in tight areas, and a cart­wheel move that allows you to glide from sur­face to sur­face while in a spin­ning wheel, mak­ing Hiryu unpre­dictable when he lands. Hiryu also can per­form a ver­ti­cal jump, hang­ing and squat­ting attacks with Fal­chion. Hiryu will also get some mis­sion sup­port from three bat­tle robots: Dipo­dal Saucer, which fires light­ing bolts wher­ev­er Hiryu swings Fal­chion; RoboPan­ther, which cov­ers Hiryu from frontal attacks; and, Robot Hawk, which assists Hiryu by severe­ly attack­ing air­borne ene­mies. Apart from the usu­al powerups in hack-and-slash games, there’s also a powerup that increas­es Fal­chion’s power.
The music is accept­able for each stage, match­ing its theme with a few stand­out tracks for the levels. 
As much as I love Strid­er, there are a few flaws. The chal­lenge is on full dis­play from the moment you hit start. In the options screen, you can add up to five lives for Hiryu, but you must frus­trat­ing­ly hunt down extra lives and score points to acquire the rest. You also have an obnox­ious time lim­it for each stage; if you don’t clear a lev­el in time, you’ll lose a life. I also found it frus­trat­ing that Hiryu can gain up to five life bars, but if he has a sup­port part­ner, that can be tak­en away if he suf­fers too much dam­age. That makes his mis­sion much more dif­fi­cult unnec­es­sar­i­ly at times. 
Strid­er is per­fect for any­one who wants to act out their post-dystopi­an hero fan­tasies with­out fear of pos­si­ble legal ret­ri­bu­tion. It’s an endur­ing clas­sic that has tran­scend­ed the hack-and-slash genre and made a name for itself in the fight­ing game com­mu­ni­ty via the MvC series. If there was ever a time that I wish that Strid­er Hiryu was real and ready to kick a cer­tain vil­lain­ous coun­try’s ass, that time is now. Hail, Hiryu-sama.

Final Fantasy Anthology — Issue 42

Reach­ing a new audience

Chances are, if you’re think­ing about buy­ing this retro pack­age of Final Fan­ta­sy, you’ve already played at least one of the two games includ­ed. So, why buy this? Because the pack­ag­ing is the draw, and it’s a must-own if you like the Final Fan­ta­sy series.
Let’s start with the obvi­ous: Final Fan­ta­sy Anthol­o­gy does not have a lot of Final Fan­ta­sy games includ­ed. Two clas­sics with inter­est­ing and sto­ried back­grounds are here: Final Fan­ta­sy V and Final Fan­ta­sy VI. Until this release, Final Fan­ta­sy V had nev­er been trans­lat­ed and released in the U.S because it was deemed too hard for the mar­ket. Final Fan­ta­sy VI was released in the U.S. as Final Fan­ta­sy III. It was a crit­i­cal dar­ling in both mar­kets and is wide­ly regard­ed as one of the best retro-era Final Fan­ta­sy games and role-play­ing games ever. So, Square Enix putting these two games togeth­er in a pack­age would kill two birds with one stone: Good sales — near­ly a mil­lion copies sold — and intro­duc­tion of a “lost” game to the bare­ly tapped mar­ket. Square Enix suc­ceed­ed on both fronts.
Released in the U.S. and PAL regions, FF Anthol­o­gy fea­tures FFV and FFVI in full with new CG intro­duc­tion movies for both games. Although we have reviewed FFV pre­vi­ous­ly (see 2Q2010 issue), we have nev­er reviewed FFVI. Just know, how­ev­er, that both games are fan­tas­tic, with FFV as our choice to play in the pack­age. Both games have a deep sto­ry with mem­o­rable char­ac­ters that you come to know and love by the end of your adven­ture, and beau­ti­ful graph­ics and stun­ning sound­tracks. It’s a tes­ta­ment to the strong sto­ry­telling found in the retro FF era, and the pack­age is bet­ter for includ­ing these two games particularly.
Round­ing out the pack­age is the oth­er high­light: The includ­ed bonus sound­track CD. The sound­track fea­tures 22 of the best tracks from both games, with our favorites com­ing from the FFV por­tion. FFVI does have some bangers, also, so the sound­track is great addi­tion all around. 
What you should care about — and why you should buy this pack­age — is the fact that you’re get­ting the best of the 2D Final Fan­ta­sy games. Add in that sound­track CD, which is like a gate­way to FF music, and you have a good deal with in-depth game­play to boot. This is Square Enix at its best before it embraced the 3D era for its flag­ship role-play­ing series.

ModNation Racers — Issue 42

The mods must be unimpressed

Mod­Na­tion Rac­ers stum­bles at start­ing line despite wealth of options

When you come for the king, you bet­ter not miss. And, as much as Mod­Na­tion Rac­ers tries to come for Mario Kart, it miss­es by quite a wide mile.
Mod­Na­tion Rac­ers tries, I’ll give it that. There’s depth to be had here for an arcade go-kart rac­er. There are var­i­ous modes to jump into, includ­ing a career mode and online and offline play. Addi­tion­al­ly, the cre­ate-a-char­ac­ter and track edi­tors are seri­ous time sinks. A once-thriv­ing and robust online store for all sorts of mods — the name of the game — is still there. The cus­tomiza­tion remains deep, with var­i­ous ways to dress your char­ac­ter and build a rig that suits your aes­thet­ic. This is where Mod­Na­tion has the advan­tage over Mario Kart, and that’s obvi­ous from the get-go. 
But under­neath the sur­face, Mod­Na­tion starts to fal­ter big time. The tracks are gener­ic and bor­ing and are gen­er­al­ly under­whelm­ing with a clunky design to the over­all feel. There was noth­ing that jumped out as inter­est­ing, and they feel slapped togeth­er and cliche. And, equal­ly as bor­ing is the char­ac­ter design. Despite the char­ac­ters being chibi-rac­ers, they aren’t cute. The super-deformed look works when you can pull it off, and Unit­ed Front Games did­n’t suc­ceed here. The char­ac­ters look gener­ic and stale with no personality.
As bland as the char­ac­ter design is, even goofi­er are the con­trols. Kart rac­ing, while not a pre­ci­sion genre, should be easy to con­trol. Mod­Na­tion Rac­ers is not easy to race in, con­sid­er­ing there’s some­thing assigned to every but­ton on the con­troller and then some. On top of that, the con­trols feel impre­cise, loose, and slop­py. Also, the speed lev­els, while cus­tomiz­able, are not tuned prop­er­ly. What should have been the eas­i­est and slow­est speed for a new­com­er still felt like the equiv­a­lent of 150CC in Mario Kart. That’s not easy, and the con­trols are unhelp­ful in deal­ing with that sen­sa­tion of speed. 
Also, some of the rac­ing mechan­ics are ques­tion­able at best. The drift­ing fea­ture is ter­ri­ble; at no point was com­plet­ing a drift pos­si­ble going as fast as I was going. And, the AI’s con­sis­tent abil­i­ty to pre­vent weapon pick­up even on the eas­i­est lev­el was grat­ing as was the con­stant bump­ing into objects and bar­ri­ers. It’s obnox­ious also that there is no weapons dis­play beyond words and a meter. Explain­ing what the weapons are and their effects would have con­tributed to more playing.
Adding insult to injury, the sound­track is gener­ic and for­get­table. Not a sin­gle track stood out, and much like the lev­el design, seemed half-thought-out and lazy. I kept hop­ing and lis­ten­ing for some­thing, any­thing, to pique my inter­est, but I was dis­ap­point­ed there also.
Mod­Na­tion suf­fers from the adage of too much of a good thing. While it’s nice to have the wealth of cus­tomiza­tion options, it comes across as what the kids call “doing too much.” Every­thing seems extra and a lit­tle bit too much. It’s try­ing too hard to tack on a lot of things that are designed to out­shine the com­pe­ti­tion when it should have focused on get­ting the basics cor­rect. Even where there is depth, some­times you have to know where to rein it in, and Mod­Na­tion Rac­ers stum­bles on the steps on the way to cast their bal­lot for them­selves as the king of kart rac­ing. It’s an admirable but ulti­mate­ly flawed chal­lenge to the throne.

Super Princess Peach — Issue 42

A peachy keen adventure

Usu­al­ly, for us die-hard Mario enthu­si­asts, sav­ing Princess Peach is the name of the game when it comes to an adven­ture. After all, we start­ed way back when with Pauline in Don­key Kong and moved up to Mush­room King­dom clean up in Super Mario Bros. But occa­sion­al­ly, the script gets flipped and it’s about sav­ing Mario instead. Super Princess Peach does just that and does a damn fine, if not stereo­typ­i­cal­ly emo­tion-filled, job.
Start­ing things off with busi­ness as usu­al, Bows­er invades the Mush­room King­dom in a bid to steal Peach and wreak hav­oc. He suc­ceeds but, chang­ing things up, man­ages to cap­ture Mario and Lui­gi instead and cre­ate chaos with the Vibe Scepter, which con­trols oth­er beings’ emo­tions. Instead of hop­ing for a hero, Peach decides she must return the favor and sets out across eight worlds set on Vibe Island to save her plumber beau and his brother. 
In her quest, Peach is assist­ed by a sen­tient umbrel­la named Per­ry. Per­ry imbues Peach with Vibe meter by defeat­ing ene­mies and pro­vides oth­er tech­niques for her arse­nal. And Vibe meter is real­ly the oth­er big mechan­ic here. On the DS’ bot­tom screen, there are four emo­tions that Peach uti­lizes to solve puz­zles: Joy, Rage, Gloom and Calm. The emo­tions are inno­v­a­tive and easy to use, mak­ing con­trol­ling Peach a breeze. Rarely are the touch­screen con­trols an issue, and it’s easy to quick­ly switch among them on the fly.
Graph­i­cal­ly, Super Princess Peach is cute and vibrant, which plays well for the vibe Nin­ten­do is going for here. I expect­ed that Vibe Island would look bright and col­or­ful in most places and has a light, airy feel to it. The back­grounds pop and the char­ac­ter sprites are cute and weird in a good way. It car­ries the nor­mal Mario charm, but there’s some­thing about run­ning around as Peach with the adorable Per­ry that looks and feels gen­uine­ly refresh­ing. The sound­track is also some­thing spe­cial. It has a groovy vibe to it, and all the tracks work well with the sur­round­ings. Also, Peach’s voice act­ing is spot-on. Peach sounds exact­ly like what I would expect in mod­ern games, and I par­tic­u­lar­ly enjoyed the sound effects for the dif­fer­ent emo­tions she employs.
My only bone of con­tention is small but a big part of the game: The Vibe meter. While a nice mechan­ic as far as game­play goes, there was some­thing about it that both­ered me that I could­n’t artic­u­late when the game was released in 2006, but I can now. I’m not over­ly fond of the con­cept that Peach is led around by manip­u­lat­ing her emo­tions. It’s the con­cept that women are emo­tion-dri­ven crea­tures that jumps out at me as a lit­tle more than offen­sive. If we’re capa­ble of sav­ing our beau — which we whol­ly are, and it only took from 1985 to 2006 to show this — then we can do it with­out it implied that we’re wild­ly mood-swing­ing weirdos who are gid­dy at one moment and rag­ing or cry­ing at the next. It’s a lit­tle more than stereo­typ­i­cal misog­y­nis­tic non­sense that quite frankly was­n’t nec­es­sary to attach to an already damsel-in-dis­tress arche­type try­ing to change the sta­tus quo. The game, on its tech­ni­cal mer­its, is strong enough to stand on its own, honestly.
Despite some wonky ideas about Peach’s emo­tion­al sta­bil­i­ty and for­ti­tude, Super Princess Peach is a quaint and fun adven­ture. It’s not a game-chang­er in the Mario pan­theon but it’s easy, acces­si­ble, and adorable. I can’t ask for more out of my hop ‘n’ bop done right. It’s just peachy.