Showing posts with label fighting. Show all posts
Showing posts with label fighting. Show all posts

Thursday, October 15, 2009

The King of Fighters? Don't think so.


It's been an incredible year for 2D fighting games. Street Fighter IV announced itself as perhaps the finest the genre has ever seen – featuring gameplay that walked the fine balance between pick-up-and-play and truly hardcore, a superb online experience and great visuals. Marvel vs Capcom 2 was a great revival of an old favourite franchise, with one of the largest and most interesting rosters of all time. BlazBlue was a breath of fresh air to the genre, and created what could turn out to be a blockbuster franchise in the years to come.


KOF XII wouldn't last a single round with Street Fighter IV or BlazBlue


Amidst all this excitement, it's hard to understand why anyone would bother with a thoroughly mediocre title like the King of Fighters XII. The latest in the venerable franchise is a classic example of what not to do with a sequel – a laundry list of game design don'ts.


In case you get the wrong idea – let's make it clear that the basic fighting system in KOF XII is as solid and sophisticated as ever. All the classic 3-on-3 team fighting mechanics that made it a much loved title on the Neo-Geo platform return in the latest version, with some small tweaks and additions. There are improved knockdown attacks and juggles that open up new offensive possibilities. There's a new critical counter system that, if timed perfectly, stuns your opponent and renders them vulnerable to offensive chains. It's a system that has stood the test of time, offering equal opportunities to offensive and defensive players – but it's really a no-brainer for the development team, who were working with gameplay that has been honed over fifteen years.


They've got almost everything else wrong.


The visuals are fairly decent, but given the achievements of Street Fighter IV and BlazBlue, they don't really hold up. The backgrounds are decent but not spectacular. The sprites are animated fairly well, but still have a jaggy, retro look. While this is fine for a truly retro title like MVC 2, they don't quite cut it in a full price game. But it's fine, really. The visuals would be tolerable if the rest of the game wasn't so broken.


You see, the essential problem with KOF XII is that there's nothing to do. Offline, there's a basic single player mode, a versus more, a training mode, and some unlockable art. That's it. No challenges, no story mode, no survival, nothing. In this day and age, for a full-price game, that's simply unacceptable. The single player arcade mode is essentially a time trial – there is no boss character to play, and no reason to play repeatedly. This game is only fun when you're playing it with a buddy on the same console.


The online experience could have perhaps justified the price, but it's simply awful. The lag is terrible – a deal breaker for a fighting game where timing is everything. You can't find players with decent connections. You can't quit out of spectator mode until the bout is over.


Better learn to love this menu - because you can't quit out of it.


Even more unforgivable – the game's offline and online menus appear to have been designed by either incompetents or sadists. For instance, you can't quit from the character selection screen to the main menu – you have to first start a match, and then quit to the main menu. This deserves a resounding WTF? It's ridiculous that a game this broken made it to retail.


KOF XII's lack of features and bad design combine to catapult it into 'disaster' territory. Avoid this, and spend your money on Street Fighter IV or BlazBlue.

Friday, August 21, 2009

Marvel vs Capcom 2 - Furious, Frenetic, Fun

by Anand Ramachandran.




Now THAT is a roster. Other fighting games can eat their hearts out.


In a year that has already seen two of the finest 2-D fighters ever in BlazBlue and Street Fighter 4, the re-release of Capcom's old classic arcade fighter Marvel vs. Capcom 2 could easily have passed without much notice.


But, thanks to a brilliant fighting system that rewards the hardcore without being too harsh on n00bs, charmingly arcadey presentation that is retro in the most wonderful way, and a diverse and awesome 52 character roster, Marvel vs Capcom 2 takes its rightful place among the top fighters available today.


Spins a web. Any size. Catches thieves just like flies.


MvC 2 was a much loved game in its arcade and Dreamcast avatars, and thankfully, most the good stuff remains unchanged in the new version (available for download from XBOX Live in India). The arenas have been modified to fit the widescreen ratio, and this actually opens up a little more space for fighting, impacting the tactics ever so slightly. The sprites remain unchanged, and look great even today. It's not quite Next-Gen visual pwnage, but it's stylish and pacy and rather trippy. The character portraits which appear on the victory screen and the team selection menus are all immaculately drawn and hand-painted, looking terrific.


The fighting system itself is superbly designed and balanced. Every character is viable, and, if you invest the time to master each one's individual moves, you'll be rewarded with an incredibly satisfying gaming experience. MvC 2 doesn't confuse you with a bewildering array of moves like the Mortal Kombat series for instance. Each character has anywhere between eight to ten moves, including specials, all of which are easy to learn. The challenge is in the execution and timing – winning in MvC 2 is about intelligent team composition, control of arena space, mastering the timing of combos, assists and hypers.


Ryu, Thanos, Cable. Triple-team. Nuff said.


All fights in MvC 2 are tag-team, and you can tag a team-mate into play at any time. This is especially useful if one of your characters is taking a pounding – swapping him out for a teammate will restore some health, and the teammate may be better suited for a particular opponent. Smartly tagging your characters in and out is crucial to success. Also, depending on your combo-meter level, you can perform devastating double-team or triple-team hyper combos that deal serious damage. But, unless you time them well, your combos can be blocked or dodged, so desperate hyper-comboing isn't a guarantee of success. You can also forcibly knock an opponent out of the fight and swap one of his teammates in, another critical tactic you must master to focus on a weak opponent and knock him out. It's all very tactical and skill-based, and it's extremely satisfying to win fights after implementing a well-thought out strategy, combined with old-fashioned butt-kicking.


The character roster is also complete awesomeness – Spidey, Iron-Man, Hulk, Cap, Logan, Doom, Iceman and more from Marvel duke it out with Ken, Ryu, Zangief, Abel, Dhalsim and many other Capcom faves. Sights such as the tiny ServeBot growing to humongous proportions and flattening the Hulk with a cartoon hammer are incredibly funny (unless you're the one playing Hulk), and the move combinations are virtually endless. Every character has some great specials, and these are great fun when combined with two or more characters to create maximum carnage on screen.


Servbot acquaints Steve Rogers with the power of a non-Mjolnir hammer.


With 52 characters in the roster, you can probably spend forever playing this game, even in single player. Add a smooth online experience, Marvel vs Capcom 2 is probably the best value for money 2-D fighter available in the market today.