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Dreamcast Capcom vs. SNK Developer: Capcom | Publisher: Capcom
Riisuke
2D Fighting Skill Level: ...
Players: 1-2 Available: November 2000

Everyone rumored. Nobody believed - But you see, it's true...

Yes, the wait has finally ended for what unquestionably has been one of the most anticipated titles in the Capcom tapestry of fighters. As Capcom vs. SNK made its way into the arcades, its Dreamcast counterpart arrived throughout import shops nationwide and Japan. While I wasn't able to personally witness the madness that gathered in shops (I prefer to get my titles in a discreet and expedious manner), it's quite apparent that this game has triggered a signifcant response that has old-school and newcomers alike turning their heads.

Right, so enough with the monologue. It's quite evident that you're eager to know just how awesome (or bland) this game really is. If you've already searched the more popular online venues for information, then you've come away with some stirred emotions which left you asking more questions then answered. Save for the full review, at present I have come away with more than adequate satisfaction for Capcom's latest.

Several hours later, I find myself becoming more adjusted to the new engine which radiates an aura of nostalgic feelings from the ol' stompin days of SF2. Capcom vs. SNK for the uninitated brings together a total of 28 playable characters which respectively come from both universes. Players can select between the two featured "grooves" available which have slight differences as to how characters perform during gameplay.

Graphically, the game is very solid in execution, which places itself between Third Strike and Alpha 3. Each fighting atmosphere is full of color and has an adequate degree of personality. However the stages are so sharp that the characters actually seem somewhat out of place. In terms of resolution and animation, the Capcom characters look somewhat outdated. Compare Chun vs. Mai for example and you'll see distinctive differences right away. The music is certainly an improvement from the jazzy tunes that made their debut on Marvel vs. Capcom 2. Though it's of the same class...they bode well with the action on-screen and won't compel you to turn your sound down.

The gameplay certainly doesn't come off nearly as harsh as most have proclaimed. It's certainly a big change from the aerial raves, and V-ism nuances, though does this make the game simply unentertaining? That's truly a matter of perspective. One which I can't answer for you all and can only recommend that you take the time to play it yourself. Due to the fact the engine consists of a 4-button system as opposed to the traditional 6, it does cause some characters to be significantly impaired (or at least not as effective as they've been in previous titles). I am personally still making adjustments with characters that I can relate to. It's almost as if I am actually learning to play my personal favorites again; (along with the entire cast of SNK). Not entirely a bad thing, but veterans surely will cry 'lack of depth', 'weak system' or such and move on.

Packed with an abundant number of secrets to be unveiled (about 77 in total), Capcom vs. SNK stands to keep many up for hours upon hours unlocking the goods. It's most effective if you happen to own a NGPC and SNK vs. Capcom: MOTM along with a link cable to import the data to your Dreamcast. (Though for those who just need to HAVE IT ALL, visit booyaka.com) for the hack file. At this point, my thumb is pointed up for what has come across as a radical change for players. I'll be sure to go into further detail next week...

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