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Xbox Capcom vs. SNK 2: EO Developer: Capcom | Publisher: Capcom
Rating: ATeenBahn
Type: Fighting Players: 1 - 2
Difficulty: Adjustable Released: 2-11-03

First off, I'd like to formally apologize to all of the avid fighting fans for not personally covering this game during its initial release for Dreamcast. Despite initial hopes to be all over it like white on rice, I've felt nothing short of a great disgust for the engine entirely. Naturally, such strong negative feelings were made evident in my performance, creating an even greater void and yes - more disgust. So it's pretty ironic that after two years, here I am (genuinely passionate at that) on the verge of ranting about like a gaming fanboy. Change is good.

There were a number of factors which led to this gradual change of heart, but I suppose the most significant was the fact this is the only console fighter in the U.S. to offer online play. Plus, the occasional game sessions with some of the local players slowly began chipping away at the thick, biased shell which kept me distant for so long. The timing couldn't be better ever since popular arcade venues have been replaced by workout gyms or residential housing - leaving the fighting community with limited alternatives to retain their competitive edge. And let's face it, for anyone that's already familiar with the game, we've all picked it up for the same reason - to talk tons of smack, kick ass and have fun doing it. To quote a familiar line. . .

"Hardcore fans have been eagerly anticipating this event.
And now, the waiting is finally over. . ."

Thanks to Xbox Live, such aspirations have been fulfilled. All you need is a copy of the game, a high-speed connection and your own personal "gamer tag" to get started. Wait a second. . .before I address the online elements, since it's possible that you've little or no knowledge as to what's new in the sequel; cue the background details if you please. . .

"This is the first dream event of the 21st century!"

The original edition was easily one of the most anticipated fighting games in history as it marked the first official crossover between the Capcom and SNK universes. Though as outlined in our review, its release was met with mixed results. Thankfully, the sequel made atonement for nearly everything that fans considered inappropriate within the game (especially avid SNK players who had every right to acknowledge that they were given the short end of the stick). CVS2 expands upon the limited game mode system, featuring 6 grooves in total (divided into 3 distinct categories respectively for the Capcom and SNK ensemble). Each groove offers specific abilities featured in previous Street Fighter 2 and King of Fighters' titles such as air-blocking, short jumps, parries, side-steps and custom combos. Best of all, where the original title only consisted of four action buttons, the traditional 6-button layout has returned! (Thank goodness Capcom recognized their error, it was such an awkward adjustment). O_o

For added variety and enjoyment, players can also configure pre-existing grooves to create their own specialized fighting style referred to as an Ex Groove (exceptionally similar to the aspect featured in Street Fighter Alpha 3's World Tour Mode). Plus, in order to accomodate novice players who may be intimidated by the game's complexity and logistics have a choice from two control configurations after selecting their favorite groove. Hado-wha? Can't pull of a Dragon Punch? Not to worry, thanks to the EO Mode or EO-Ism as it's called in the game; (AC-Ism allows the standard arcade parameters, recommended for more experienced players), giving newcomers with little or no knowledge of the game's mechanics to execute moves with ease and in essence, offer some exceptional competition against more experienced players. Though before some of you begin shouting unfair advantage, this mode creates a significant handicap (if that's even a suitable term) in case any *** cough, cough! *** veterans chose to take advantage.

To elaborate on the EO Mode specifics - in place of the directional pad (which is disabled), you'll need to use the left and right thumb sticks. Each action button corresponds to a designated special move. Normal moves are not accessible, so standard combos can not be executed. While this sounds pretty reasonable, I've encountered players that have used this and it's created some heat among other online players. Basically because any EO player can execute special moves at the touch of a button. Instant execution with zero reaction time. As a result, you could be facing someone that's got a Level 4 Bison and all you hear is "Pyscho Crushaaaaaa!!!!!!!!!!!" over and over. Not going anywhere for awhile? Approach such players at your own discretion.

Most importantly, the character roster shot up dramatically, featuring a total of 44 characters to choose from. Though don't expect any new kids on the block. Chances are if you're a fighting veteran, you've played with Ryu and Kyo before. Moreover, the cast includes characters including Eagle, Maki, Yun, among others that have at one time or another, graced the fighting or action genres in some respect. So technically, there's really nothing new about the cast in general, other than the fact they're playable in this fighting edition. Although it's wishful thinking, I'd love to see a fighting game include a relatively larger ratio of original characters that make a sequel worth playing.


Maki: Final Fight's femme fatale...

Purist aspirations aside, CVS2: EO is essentially a solid arcade translation to the Xbox. I won't elaborate in details on the graphics and sound other than to state that I am eagerly awaiting for Capcom to produce a high-res fighter akin to Guilty Gear X. (Seriously, is a sprite upgrade too much to ask? Seeing Morrigan's dated look is really depressing and it indicates just how lazy Capcom has truly become). But I digress; two specific elements within the game were addressed. If you're looking to use roll-cancels here, you'll have to look elsewhere because it's no longer possible. P-Groove now allows players to execute Super Cancels (special moves cancelled into supers) ala Street Fighter 3. Plus, a few of the characters who are acknowledged as "top-tier" (i.e. Sagat, Blanka, Cammy) were tweaked to be somewhat less of a dominating force. ("What powah! Who can stop these devastating warriors?!?")

Um. . .yeah.

These characters STILL are devastating. It's as if Capcom dropped the notch .001%. So yes, you too in five minutes or less can become a "skilled" opponent just by mashing away on Fierce (or Roundhouse) and dominate your opponents with ease! It's true!

"The time has come, when the new history is going to unfold."

Though let's move onto the main draw of the game; online play - the pros and cons, and most importantly, the overall experience. To reiterate the general admission expressed among other editors and fans - the game is awesome, but it's not perfect. We'll tackle the cons first. Lag is one of the greater concerns among the fighting community and unfortunately it shows its head on occasion. One would expect that latency wouldn't be an issue seeing as how a high-speed connection is mandatory. Though the general consensus discussed throughout numerous forums has led me to the conclusion that certain ISPs are the main suspect.

I'd like to stress to anyone who's considering purchasing CVS2: EO to conduct some research on your existing ISP to ensure that it's even compatible with Xbox Live. Users of Road Runner, Comcast, MSN Broadband - to name a few will get you up and running with no difficulty (See Internet Service Providers at the official Xbox website). Though if you're using a non-certified ISP (read: recognized by Microsoft as a "compatible" service), chances are you'll among the disgruntled due to the possibility of exercising a few more extra steps before you can even jump on the virtual battlefield. Compared to the X-band (which basically was the precursor to what we're enjoying now), matches occassionally are hindered by congestion to the point that your reaction times will be substantially compromised. In that event, it's suggested that you connect your Ethernet cable directly into the Xbox instead of through a router to receive the best possible connection speed. With just a bit over a week in operation, I am sure that Microsoft has received tons of consumer feedback and hopefully they'll address the network issues in a prompt fashion.

". . .the road to victory is not an easy one."

Network imperfections notwithstanding, over 90% of the matches I've played online were very smooth and responsive. Using the Xbox Communicator is a great asset for interacting with other players whether they're friends or someone you've never met. So even though you can't "see the intensity in their eyes" like the arcade, at least you'll be able to hear it along with the rest of the trash talk they'll be spewing at you. If one can even call it that. Sometimes, you'll encounter some "unique" challengers and it leads you to the conclusion that some people are better seen than heard (on any occassion). In the event, I sincerely recommend that you take advantage of the mute function.

In any case, if you're totally dependant on the Communicator, you're likely to run into some difficulties. It's a subjective point, but generally many players feel that a joystick is the best way to play console fighting games. . .and I'd be the first to agree. However, if you're a owner of a MAS Arcade stick or some obscure third-party peripheral, be prepared to do a lot of cord swapping. You see, none of these sticks were developed with Xbox Live's networking functions in mind. In other words, they're not designed to support the Communicator. So, if you're comfortable with making the investment, you may want to consider an X-Arcade adapter which will accommodate your headset. However, whether you'll be comfortable using the stick itself is another discussion altogether. On a slightly related note, players with an affinity for pad usage are pretty much SOL if you're expecting to be a force to be reckoned with using the S controller or stock pad (ew!) due to their design. Your best option is to acquire a Magic Box and then if you've got a Saturn joystick or 6-button pad lying around - plug that sucker up. Otherwise, prepare to lose a LOT of online matches.

Speaking of losing, your statistical performance is ranked against players worldwide. At present, Japan is leading the pack with a sprinkle of North American competitors spread throughout the top 200. The rankings is very straightforward, featuring your current rank, wins, losses, total points accrued (tallied from matches against other players based upon over match performance, use of special moves, supers, etc.) and your native country. For many, the ranking system will mean the difference between being a good player and a better player. Most are so rank conscious (or ignorant) that they will do anything to compromise the ratio of losses when encountering players that defeat them in a match. Their solution? Pulling the plug. Lame. . .simply because you'll receive a loss on your record along with the player that ejected from the match. Is this fair? Of course not, but unfortunately no counter-measures have been developed and the designated winner ends up with a raw deal. This is an extreme deterrent to fair play and it must be addressed immediately.

". . .will they go for the down-and-dirty, quick strike?"

Overall, CVS2: EO is very enjoyable to play. In fact, it's downright addictive. Veterans of the X-Band era can definitely relate to playing for endless hours - simply because they can't get enough. It may seem somewhat picky, but I am really disappointed with the online interface. It's extremely dull and sterile. Thankfully, this can be overlooked due to the relative ease of setting up matches. Selecting Quick Match for example will put you against any available player(s) which are online. This is recommended for those who don't want to bother with the more advanced match modes - Opti-Match and Create Match. Selecting Opti-Match requires specific settings according to your preference based upon location, voice chat, or game mode (console, arcade, EO).

During peak hours, (which usually ranges from the mid-afternoon to the late evening) will produce a lot of results. However, during off-peak hours (midnight and beyond), you'll likely find one or two players. During these times, it's best to configure your settings to "No Preference". There are three modes in total (Console, Arcade, and EO). Personally, I try out all the modes, especially EO and Console Mode, which will allow you to select any color edits that you've produced in the Color Edit Mode. Create Match is also ideal if want to flag your availability to other players, which also allows you to configure the game rules. Oh, and we can't forget the Friends List to add well, your friends for one, along with new competitors you meet on a daily basis. These are typical Xbox Live features, though it's nothing extravagant to get you psyched to play, sadly. The entire foundation would have been so much more of a jolt to me if there was some added flair, but all you get is this generic looking box and a dull font accompanied by the redundant character match-up theme. Bleh. . .


That lag really burns me up!!!

CVS2 doesn't offer many new features besides online play and EO Mode. However for those occasions when you're looking to hone your skills, take a stop to the training mode and you'll be in for quite a treat. There you'll find a collection of classic and modern Street Fighter and King of Fighter tunes for your enjoyment. It's a small nostalgic perk, but why couldn't this be extended into the other game modes? I can only take but so much of "This is true love makin' !"

"Are you ready to get it on?!?"

The bottom line for any fighting game enthusiast is to get this game and to get it soon. Granted, it's not quite like the arcade experience you may be accustomed to, but where else can you engage a diverse range of players on a worldwide scope? CVS2: EO has a few minor faults such as an inexplicable sound glitch caused by executing what is known as a Finest K.O., disrupting the background music entirely. Compared to other platforms, there are greater load times (both in offline and online play) in-between matches. Plus, the lag has been a significant deterrent to most first-timers, compelling some to go as far as refunding the game. To me that's extreme and I can only say to those who've been heavily considering entering the foray to keep an open mind.

We've come a long way since the first online console network and the end result is quite impressive. Thus far, the level of success and intrigue is very positive. Many are hopeful that online versions of other classic fighters like Super SF2 Turbo or Vampire Savior will soon be added to the mix. That of course is a decision which will be decided among Capcom and Microsoft, and the success of this game could determine any possibilities. Until then, this is as good as it's going to get and the competition is booming. Get on there and engage them - this battle is about to explode. Fight!

http://ecc8.powinc.net/ecc8_trailer_final.avi

· · · Bahn


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Rating: ABahn
Graphics: 8 Sound: 7
Gameplay: 8 Replay: 10
  © 2003 The Next Level