"Capcom
vs. SNK is a fighting game scenario that many fans of the genre have
been waiting a long time for. So was it worth the wait? You bet!"
Okay, show of
hands. How many of you were in high school when the Street Fighter II
craze was in full swing? How many of you became hopeless fighter
fanatics, later drawn in by Mortal Kombat, Art of Fighting, World
Heroes, and so on? So after getting hooked on fighting games, which
school did you fall into, Street Fighter or King of Fighters? As these
two series have grown since the early to mid 90s many fighting fans
could only dream of what would happen if these worlds collided. It would
be like a Borg Cube facing off against a Star Destroyer. The A-Team
challenging MacGuyver. The Looney Toons characters meeting up with
the Disney crew. It would be so far beyond epic. Now we have a chance to
actually have our favorite Street Fighter and King of Fighters
characters lock horns and the end result as an exceptional experience.
This is one
title where the gameplay is king. While we’ve come to expect this from
fighting games where solid controls and complex, but not overwhelming
moves are of the utmost importance, everything moves at such a
wonderfully fluid, crisp pace. Of note is that the button use has been
setup to be more accommodating for the Dreamcast’s gamepad. There are
only a strong punch, a strong kick, a weak punch, and a weak kick, with
mid-power attacks left on the wayside. This is great since it alleviates
the need to use the incredibly out of the way trigger buttons on the
system’s controller. The button and directional pad schemes for
pulling off the moves in Capcom vs. SNK are much the same as the moves
for Street Fighter, as opposed to King of Fighters, with a lot of
charging back and semi, quarter, and three quarter stick movements. For
SNK fans out there that gaff at such a thing the special moves of the
SNK characters have remained intact in how they are triggered. Be warned
though that not all of the rather hefty library of King of Fighters
special moves is readily available to the characters. As new features in
the game are unlocked EX versions of all of the characters become
available along with their extra special moves, which can be
supplemented with other special moves of the particular character. This
way players get access to most of the special moves all while the game
is kept balanced. What’s especially nice about the game is that it
isn’t as over the top as other recent Capcom fighters, as things like
20 hit combos and air blocking are not present. Fighting plays out far
more like Street Fighter II and King of Fighters ’95. It’s a
wonderfully stripped down, back to basics approach that will make many
players change their dynamics in order to do well. Rounding out this
onslaught of gameplay features is the choice of "grooves" to
fight in. Players have the option of either going with the Capcom or the
SNK groove while playing. The Capcom groove gives the three tiered power
meter at the bottom of the screen that steadily increases with each hit,
move, and so on. The SNK groove has the manually charged power meter and
also allows rolls/sidestepping. With all of these great features it’s
very easy to loose hours planted in front of the TV with this game.
There
are some other gameplay features that need special attention, most
notably groove points. These are rewarded to the player for landing
moves, pulling off special attacks, and so on, and can also be lost for
being hit or using cheap shots. After finishing the game the players
groove points determine how many Vs. Points they receive to spend on
opening up new features. The confusion comes in trying to figure out how
the grading system works. Players are grade with Ds, Cs, Bs, As, and
Supers depending on what they do. There are some obviously logical
moments where players get a lot of points for counter attacking a
special
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move, or loss a lot of points for being knocked out. However,
many other times it doesn’t make much sense how points are distributed
as even getting crafty five hit combos will result in getting a D.
It’s very strange. The other gameplay feature is choosing
teams, as characters are ranked from one to three. Bosses are ranked
three, characters like Ryu, Kyo, Ken, and Mai get two, then warriors
like Blanka, Chun Li, and Dhalsim get one. That in mind, players have
for points to play with to make their team. They can take a boss
and a rank one character, two rank twos, and so on. It makes for some
intriguing strategies.
There
has also been plenty of sprucing up to the visuals in this game. While
the Capcom characters look nice and crisp with plenty of detail, it’s
the SNK characters that look especially good as they have finally
received a long overdue facelift. After years of seeing Terry Bogard and
the gang looking the same with their graphical presentation looking more
dogged as other fighting game franchises received constant aesthetic
improvements it is wonderful to see that they have been so spruced up.
The environments for the game look great too, and their intros are quite
interesting. There is quite a bit going on in the background on a lot of
the levels, and the attention to detail is remarkable. What is
particularly striking is how close to photo realistic some of the
onlookers appear. While Capcom vs SNK is a 2D game there have been some
pretty 3D effects thrown into the mix to spice things up some, with
dazzling energy attacks. For dessert players get to see artistic
renditions of all of the characters by both the Capcom and SNK artists.
It’s really neat to see character sketches of the SNK characters in a
heavily anime style, and Capcom characters in a far more realistic
style. One other nice touch are the special intros for certain
Capcom and SNK characters when they face off, like M. Bison and Geese
Howard, or Mai and Chun Li, don’t worry I won’t spoil them for you,
but they are really good. Capcom vs SNK is a spectacular display of fine
2D gaming.
Even the audio
stack up well. The sound effects have been polished quite a bit, making
for some very nice, clear thumps, zaps, and battle cries. Musically,
there is a lot of electronic music here. This is a very pleasant
surprise what with all of the poppy, and "heavy metal" tunes
that usually pop up in fighters these days. It’s solid, straight to
the point audio in this game.
Of
course there are the characters that must be addressed. By and large the
selectable characters are those from Street Fighter II Turbo and King of
Fighters ’95 with a few others thrown into the mix. For many these are
the most popular, but there are some glaring omissions like Dan, Joe
Hibishi, E. Honda, and a few others. While this is disappointing there
are some hidden characters to help make up for it.
Capcom
vs. SNK is a fighting game scenario that many fans of the genre have
been waiting a long time for. So was it worth the wait? You bet!