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Dreamcast Capcom vs. SNK Developer: Capcom | Publisher: Capcom
Rating: BBahn
Type: 2D Fighter Skill Level: Intermediate
Players: 1-2 Available: Now

Save for the history of the Capcom vs. SNK saga, the trek of how SF and KOF respectively were conceived; the primary topic at hand is "will you enjoy this game?" There's been a substantial degree of hype surrounding the game since its initial development. Doctored photos and even a MUGEN-based media file appeared; all unofficial and totally inaccurate to the 'real deal' shown at this year's E3. Naturally, skepticism became a dormant factor, right up to the recent release of the arcade and Dreamcast versions. Clearly, the quality and degree of entertainment weighed heavily on the minds of every gamer.

All drama aside, Capcom vs. SNK represents a unique effort to create a balanced engine in which newcomers and old-school alike would find interest. Contrary to past Street Fighter titles, CvS bids adieu to air-blocking, aerial raves, and other minute nuances in favor of a very simplified system which can be likened to Super Street Fighter 2 Turbo.

"A new player is challenging you..."

Perhaps as a whole, we've been spoiled as to the character roster a fighter should offer. Despite hints of a grandiose selection, players can select from 28 characters respectively from both universes. Additional fighters can be accessible by completing various game conditions; which greatly increases replay value. Thankfully, players who own a NGPC and SNK vs. Capcom: MOTM along with a link cable can use the points acquired in "Olympic Mode" and import the data to your Dreamcast.

As outlined in last week's report, the gameplay is a sharp contrast to the current crop of fighters which many of today's players have grown accustomed to. Though CvS possesses a simplified engine and conventional combo system, it's certainly quite enjoyable and a welcomed change from what's currently available. Capcom vs. SNK incorporates an altered Guard Crush system as seen in Alpha 3. However, unlike A3, the meter remains hidden, each player inflicts the same degree of damage and are equal in the degree of attacks which are accrued before left vulnerable to attack. When your meter reaches critical, the lifebar will flash before the Guard Crush gauge is broken. The window in which opponents are left susceptible to attack is much smaller then Alpha 3...thus it's vital to be be aware of such openings. Adopting a 4-button system (i.e. light punch/kick and hard punch/kick) will require some practice and adaptation, especially if you're a player accustomed to the traditional 6-button configuration. Certain anti-air and overhead attacks remain intact and are activated by pressing back or forward in unison with an attack button. While a reversal system remains absent, players can use the roll feature (akin to the King of Fighters series) to avoid incoming projectiles or as a offensive countermeasure.

"Which groove do you like?"

The "Groove System" in essence designates the manner in which your characters perform super moves during gameplay. Capcom Groove represents the system featured in Alpha; while SNK Groove allows players to charge their meter and unleash more destructive supers when the lifebar hits critical. In order to prevent unholy forces of doom, CvS incorporates a Ratio System that requires a strategic choice of player selection in accord to your playing style. Characters are divided into a tier, respectively Ratio 1-4 (the fourth tier will become accessible as you unlock players assigned to that ratio). Most of the female fatales are Ratio 1, average characters are Ratio 2, while bosses are Ratio 3. In theory, the system is supposed to signify balance, I've come to disagree with some of the choices (Blanka and Dhalsim in particular being Ratio 1).

Graphically, the game has a mix of yays and nays. Built on the same engine as Marvel vs. Capcom 2, all the characters animate in a fluid fashion although they still carry a slight degree of pixelization. The backgrounds, while not as immense as those present in MvC 2 are full of 2D vibrance and personality, a few akin to past SF/KOF titles. In terms of resolution and animation, the Capcom cast as a whole look somewhat outdated. Aside from Ryu, Ken and Bison, the rest of the cast are mere sprite rips from the Alpha 3 series. Compare Chun vs. Mai for example and you'll see distinctive differences right away. Capcom certainly spent a great deal on visual appeal as subtle effects are aplenty. At long last, the infamous 'circles' beneath the characters have been replaced by real-time shadows, collision and super effects can be likened to the visual splendor featured in the PlayStation version of Alpha 3.

"I am going to F***ing spill..."

The music is certainly an improvement from the jazzy tunes that made their debut on Marvel vs. Capcom 2. Incorporating a blend of techno and industrial themes, along with a keen rap theme sporting a glimmer of profanity (which surely will be omitted in the domestic version), gives the entire game attitude. 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.

Aside from the standard arcade and versus modes, Capcom vs. SNK features a Color Edit mode which allows players to create their own color palettes for their favorite Capcom/SNK characters. The Network mode, which of course is currently exclusive to the online foundation established in Japan allows players to battle each other online. Keeping an optimistic disposition, an online fighter is seriously coveted by the gaming community and perhaps SegaNet will host this game in the future come this November.

"Ladies and gentlemen..."

My only criticisms with the game would have to be its degree of depth and extras. While not alien to the nuances of 'old-school' being the game has a familiar feel of SSF2T, the engine seems quite basic to me. A considerable trade-off, primarily against KOF characters puts players at a disadvantage to some degree since many moves were removed (although a few are restored for EX counterparts). In addition, it's quite a letdown when only a small portion of Capcom's fighting ensemble receive improved animation while the rest remain sprite rips. It's ashame that we'll never see more of the CPS3 board, being that its potential was yet to be explored. As for the much discussed character roster, CvS certainly could've packed more hidden players; feverishly working around the clock to discover only five new characters only serves to have gamers wanting more.

Capcom vs. SNK certainly is a game which will pique the interest of the hardcore and newcomers alike. However, its level of enjoyment will vary depending on the degree of depth and enjoyment you're looking to acquire. Capcom and SNK aficionados owe it to themselves to add this to their current lineup, while newbies can embrace the game and discover another title offering solid gameplay and hours of entertainment.

· · · Bahn


Rating: BBahn
Graphics: 8 Sound: 9
Gameplay: 10 Replay: 8
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