Monday, February 1, 2010

Game Feature: Capcom vs. SNK 2

One game that continues to get a lot of voice for "best game in the genre" is Capcom vs. SNK 2. I have this game on the Xbox, so technically it's Capcom vs. SNK 2: EO with the EO (for either Easy Operation or Extreme Offense) added to the end of it. I don't really have much use for the EO mode, but for my kids, who haven't really mastered the art of the joystick motion required for, say, a basic Hadoken, it's one of their favorites to play because they can sit down and have a go at it without knowing what they're doing.

Really, though, the draw for this game is the fact that it combines all kinds of Capcom and SNK fighters together. Otherwise, how could you ever see what happens when you pit Ryu against Kyo or Terry? Sagat against Geese? Bison against Rugal? Or whatever other combination you wish. Of course, you can't do every combination, you're limited to the characters that they provide, but with 49 characters available (counting Chang and Choi separately) there's only a few that you'll miss.

Sadly, that gets right to the heart of one of my handful of small gripes about the game, but I'll just mention it and move on. There are a number of characters that don't really fit in the genre. They come from games that aren't really comparable, and in comparison, they feel out of place. In particular I'm thinking of Haohmaru and Nakoruru from the Samurai Shodown games and Hibiki from Last Blade. They've also continued the tradition of over-representation by some very similar Capcom characters; do we really need Ryu, Ken and Akuma? Well, probably yes, but if so, then do we really need Evil Ryu and Shin Akuma too? Probably not. If they'd removed these extraneous and out of place characters, we could have had room for a handful of other ones instead that better fit and are more sorely missed, that would have improved the experience.

But that's a minor pet peeve.

Rather, what did this game do right? There are a handful of other games that also mix Capcom and SNK characters, but this is regarded by nearly everyone as the definitive one. Partly that's because all of the other games out there that give us that same experience have significant flaws that they struggle to overcome, but partly it's also because this one is really just that good.

Sorta like Capcom did with Street Fighter Alpha 3, you can choose a game engine to apply to your character. There are more choices here. Twice as many, in fact. C-groove plays very much like SFA3's A-ism, while A-groove plays very much like SFA3s V-ism. P-groove creates an environment that is much more similar to SFIII's system, including parrying. The use of super combos is simplified from SFIII (you don't have to just pick one, for example) but its roots are very clear. There are also three grooves that are based on SNK games: S-groove which is like the earlier "EX" mode from King of Fighters, N-groove which is like the "Advanced" mode from slightly later King of Fighters games, and K-groove which is most similar to Samurai Shodown, except with "Just Defend" from Fatal Fury: Mark of the Wolves thrown in for extra effect. This insanely high number of possible combinations of characters and grooves makes for a game that you could potentially be mastering for years. I certainly don't claim to have done so: I stick with C-groove and about a dozen characters as my "go-to guys" most frequently. The level of choice is amazing, though.

As an improvement from the earlier Capcom vs. SNK, each character has been tweaked and improved. The earlier title had regular and EX versions of many characters, both of which felt movelist impoverished. This game, on the other hand, has merged those, creating more "full" characters that feel complete on their own. The older game also had a four button layout, which made it feel more King of Fighters like. In particular, this made the Capcom characters feel impoverished in terms of regular moves. They've reinstated the six button layout, and added new animations to allow every character to take advantage of them. These character and basic command improvements really propel this game to the top of the genre, and the phenomenal character roster to choose from cements its place. The fact that it combines SNK and Capcom characters together in a format that's not MUGEN or fanfiction is just icing on the cake.

That said, I can't let my description of the game pass by without making a handful of negative quibbles with elements of the game. I've already mentioned that a handful of the characters don't really fit and are poor choices. Most of the rest of my dislikes about the game are presentation issues.

One that's got a lot of attention on almost every discussion of the game I've seen so far are that the sprites are of mixed vintage and it really shows. The SNK characters were obviously all drawn recently, because Capcom didn't otherwise have them in their library of sprites. OK, well that's fair enough. Some of the Street Fighter characters, notably Ryu, Ken, Akuma, Bison, Chun-Li, and maybe one or two more that I'm forgetting at the moment, were also redrawn to look more similar to their SFII or SFIII appearances. A handful of other Capcom characters needed new sprites because they'd otherwise never appeared in a modern fighting game, like Eagle and Maki. Most of the rest of the Capcom characters use their recycled Alpha series sprites. These really don't look nearly as good as the newer ones. And most egregious of all is Morrigan, using her old Darkstalkers sprite, which in turn looks notably worse than any of the Alpha sprites. She's really a blight on the screen when she appears, which thankfully is rarely.

There's also only a handful of stages, and most of them aren't particularly attractive. This is disappointing, as the improved hardware could have given us some great ones. The older game, Capcom vs. SNK, actually had better stages (although it also had worse ones---stage design there was about 50/50. Real hit and miss.) None of them really actively offend, but they're extremely bland. There's nothing anywhere near as cool as the huge flaming car wreck stage in the earlier game, for instance. The exceptions to this are the two boss stages; the roof in the rain on the Japanese castle, and the rooftop after a massive explosion, with flaming debris everywhere if you get one of the the "true" bosses.

The same complaint could be made of the music. By the time I got this, I already had Marvel vs. Capcom 2 and Street Fighter III: Third Strike for the Dreamcast, so I knew what really bad fighting game music could be like. This game doesn't have particularly bad music. Sadly, it doesn't have very many tracks that are very good either. Most of them are kinda bland and uninspiring.

An even more minor issue; I'm not a huge fan of how they choose to render the special effects of super and special moves. I prefer the hand-drawn effects of prior efforts. It's not nearly so bad as the blobby mass of colored pixels that you got in the first game, although that could also be an artifact of the hardware that I'm running my ports on. But they're not very good, either. Considering how good some of those special effects have gotten in other games, like Marvel vs. Capcom 2 or King of Fighters XI (to use two particularly good-looking alternatives) having them appear lackluster here is a bit of a disappointment.

That said, all of those presentation issues are, when everything's considered, fairly minor quibbles. I really like this game, and it's certainly one of my "go-to" games when I feel like a little bit of karate supers action.

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