October 08, 2002
Platform: Nintendo Gamecube Developer: CapcomPublisher: CapcomReviewed by: search66
Gameplay: [6] Graphics: [8] Audio: [8] Replay: [7] Overall: [7.2]
-INTRO- No matter what happens to Capcom in the future, they will always be remembered for one thing: Street Fighter. The rock-solid developer has throughout the years did one thing, and did it well. Known for classic 2D fighters, one has to ask themselves this: "Is the next generation of gamers ready for 2D again?” By today’s standards many have become spoiled with the onslaught of brilliant 3D character models, vast landscapes and more power-ups than there are in a one pound bag of Skittles. The truth is, developing a classic series and re-porting them to the new consoles is quite a challenge. Not only to lure in new fans to the series, but appease weather hardened gamers who have grown up with the 2D fighters.
Tiger... UPPERCUT The Capcom vs. SNK series isn't a new one. It's actually been around for a while, and features classic figures from both developers (Street Fighter, Final Fight, Darkstalkers, Fatal Fury, King of Fighters and Samurai Shodown). So if you have been a fan of either of the developers you are sure to find your characters readily available. There are 44 fighters available in all, and SF purists will be glad to know that Ken and Ryu are back and badder than ever. To briefly give those unfamiliar with this type of fighting game, don't expect this to be the next Tekken or DoA. The gameplay is based around old-school 2D fighting. There are dozens of combo's, tons of projectile and charge up moves but you will never find any counters or counter-breaks. This is what has made 2D fighters so successful over the last two decades. This legacy is what actually worried me when it came to transitioning the control structure over to the Gamecube. For the most part my fears were right on track and many times the game played more like a button-masher than the mechanical flow that most were used to with 2D fighters. The largest obstacle that Nintendo had to overcome was the use of "special" moves. Unfortunately, many of the signature moves are nearly impossible to pull off naturally. Moves like Ken/Ryu's dragon punch (F-D-F-P) were frustrating to the point of madness on the Gamecubes tiny d-pad. I'm all for analog sticks, but when it comes down to 2D fighters you just have to have a competent d-pad. Now, most other moves were easily pulled off and the analog controller worked just fine. Moves that required half-circles and 360 degree joystick movements were better than ever. I found myself getting my butt whooped playing with my favorite SF'er (Ryu), simply because I couldn't pull off his dragon punch and whirlwind kick instinctively. Depending on how much the weak d-pad problems bother you really depend on how much replay you’re going to get out of the game. The review could really end here with that statement. For 2D purists will avoid any title that doesn't have the control they are accustom to. While I agree for the most part, the game is still refreshing for it's one of the few fighting titles on the Gamecube. Hey, beggars can't be choosers. Once you get past the d-pad issue (if you can) the game plays like the arcade classics of old. For the most part I was enthused just to play a Capcom game on my little purple box. The game plays as good or better than the arcade stand-alone or any console for that matter. The animations are fluid and it just feels right. It's a good feeling playing the series and most old-schoolers will come to appreciate many of the gameplay aspects. Combos are crisp and clean, projectiles have a nice pull to them and the physics seem to be just as you remembered them. As with most fighting games, each new release has a "hook" and you have to give it to Capcom for making the series still feel fresh. In Capcom vs. SNK 2: EO, the EO stands for Extreme Offense. After charging up (via a bar) and pressing the "c-stick" you can unleash an offensive awesome special move. The impact is impressive and actually added a new dimension to an old favorite. The next "bonus" that Capcom threw at us was something called a "groove system". At first I thought it was going to be gimmicky, but overall I was quite impressed. There are six "grooves" one can choose and each one changes the fighters fighting style. When you see the word "groove" just replace that with "fighting style". These styles range from super-defensive to ultra-combo laced. So, you can customize your certain game style according to the "groove" you choose. Probably the most impressive aspect of CvS2:EO is the customization and mechanics. With six modes of play and player styles this is sure to keep die-hard 2D fighters at bay. 2D neva' looked so good This is where the game shines. I don't care what anyone else says, because I found the graphics to be simply perfect. Sure they could have added a few extra frames in some of the animations, but for the most part the game is perfect from a visual standpoint. Yeah, the graphics may seem a bit 86'ed compared to others in the genre, but for those who can appreciate the flavor of 2D then you will feel as I do. I've read other media regarding the visuals. They claim the "out-dated" graphics are not viable by today standards. And even sources who claim to appreciate 2D claim the game doesn't play smooth. [rant] To dampen the critiques rage I just simply want to tell them to get over it. The games physics and character control (as far as graphics) pan out the same way they have for the last 12-years. What was good in the arcade and was good for consoles is still good today. [/rant] To add to the goodness of the visuals (see rant) the backgrounds are better looking than ever. Featuring some sweet flowing polygon environments, 2D never looked so good. The combination plays well with the flat character images, and the contrast of colors shows that Capcom was on top of their game. By far, this is the best looking 2D fighter released to date. When it comes to audio I was also a bit disappointed in the onslaught of media. All of the critiques whined and moaned about the soundtrack. Wake up dummies! The soundtrack is a brilliant throw-back of tunes that simply oozed with old-school arcade flavor. Close your eyes and you can almost feel the buzz of the old arcade days. The sound effects also match the soundtrack wonderfully. Crisp sounds, awesome voice-overs and all of the familiar trademark sounds are all here. I do wish, however, that there were a few more remixes of some of the older SF and Samurai Showdown themes... 66 Says While the game is far from perfect and many will (and should) snub the game simply because of the quirky d-pad, I found the game a nice change of pace. I was also glad to see a fighter on the GC, for I was foaming at the mouth for some kind of fighting action. If you are fortunate enough to have both a Gamecube and a PS2, I highly recommend choosing the PS2 version. From a visual and audio standpoint they are nearly identical. But, the Dual-Shock controller will be a much nicer fit than the GC's. The game is great, and I've actually gained more respect for Capcom. None of the problems were their doings, for it was the lack of a viable d-pad that doomed this game from rave reviews. Kudos Capcom, keep up the good work and I wish you more success on the PS2 for this game will never go gold on the Gamecube. Rental material here folks. Even for me who loved the game, I found myself cursing more than laughing, simply because I couldn't pull off some moves instinctively. Humph. Will we ever see a 10/10 2D fighter on the Gamecube? Nope, not with this controller...
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