It’s fair to say that I’ve had a very rocky relationship with Street Fighter V. After giving it several chances (and after Capcom did more work to actually finish the damn game), I did end up enjoying it somewhat, but I still don’t love it. Perhaps that will change when I get around to upgrading to the Champion Edition, but I’m not holding my breath. It did make me wonder though: how has its predecessor – Street Fighter IV – aged in the twelve years since it launched? The first of several revisions, Super Street Fighter IV, was one of the games that forced me to upgrade my PS2 to a PS3 back in the day (the other being Yakuza 3) and I recall happily buying the other updates despite all the negative comments from the fanbase following Capcom’s “promise” (lol) that they wouldn’t replicate their Street Fighter II strategy…
2014’s Ultra Street Fighter IV finished the “series”, and I probably spent the most time with this final update than any of the previous versions. Well, I decided that – since I was between games – I would revisit Ultra SFIV to see how it holds up in the harsher light of 2020. That and the fact that I need to pick up the Champion Edition of SFV before flicking back over to it, but I haven’t found the enthusiasm to do so yet.
Every so often I will actively purge my videogame collection of all the games I know I’ll never play again, or those that I haven’t touched for years. I used to keep everything but, over time, I’ve managed to wrestle the inner hoarder into partial submission. After all, there isn’t the time to keep up with new releases let alone return to everything I’ve already experienced. You have to be realistic sometimes and simply let go. Tying in with this philosophy, I recently decided to turn a critical eye towards my PS2 collection. I’ve long considered this shelf to be slimmed down to the bare essentials but when “essentials” is still around fifty titles, there remains space for improvement.
Rather than simply get shot however, I’ve decided to play some of these games again to see whether or not they actually hold up in the harsh light of 2020. First up, Beat Down: Fists of Vengeance, a 2005 beat ’em up from Capcom. When I originally played this, I loved it. I considered it to be underrated; a hidden gem if you will.
But how does the 2020 edition of me feel about Beat Down?
I’m slow off the mark discussing this but, then again, what’s new around here? I’d originally planned on talking about the Resident Evil 4 remake right after the news broke, but shit happened and I slacked off with blogging.
Anyway, my question is this: is a remake of Resident Evil 4really necessary?
Whenever there’s a discussion about which of Capcom’s forgotten fighting games (so anything other than flippin’ Street Fighter, then…) should be brought back in a blaze of current-gen glory, there’s usually only one franchise that tops the polls: Darkstalkers. As a huge fan of the Darkstalkers, I can’t suppress the fanboy in me very effectively and I tend to agree. That said, there is another fighting game with a cult following that has been pushed to the back of Capcom’s storage locker for far too long: Rival Schools.
I’ve always been aware of Rival Schools but it was one of those games that I didn’t get around to playing in period. Until recently, the closest I came to the franchise was playing as Kyosuke in Capcom Vs SNK 2 and Batsu in Tatsunoko Vs Capcom. That all changed when I was slimming down my collection and testing out game discs (many of which I’d bought years ago and never played) before listing them for sale on ebay. The Playstation port of Rival Schools: United by Fate was one such game and there was a part of me that had to wonder why I had shoved this to the back of the shelves and ignored it for so long, especially since I’m a big fan of classic Capcom.
It’s what’s inside that counts
The first hurdle that needs to be cleared, when playing Rival Schools for the first time in 2020, are the horribly outdated visuals. Look, I’m no graphics whore. I grew up playing the Playstation and I’ve also enjoyed Sega Saturn and 3DO games long after they were “current” systems, so I’m no snob when it comes to old 3D. But it’s an unavoidable fact that we’ve been spoilt by the realistic graphics of the last few hardware generations, so returning to the era that pushed crude textures and pioneering polygons into the mainstream is always going to be jarring and requires a brief adjustment.
As such, I was initially taken aback by the character models in Rival Schools when I first booted up the game. Perhaps I’d just become accustomed to the perfect curvature of Sophitia’s bosom in Soulcalibur VI, or maybe it was because I’d not played Rival Schools before so my eyes weren’t prepared. Whatever the case, some of the most enjoyable fighting games of the 90’s – Tekken 2, Street Fighter EX and Virtua Fighter 2 – all look pretty blocky these days but that shouldn’t (and doesn’t) detract from the quality of the games.
So once I’d acclimatised to some of the derpy expressions and Tiffany’s cubism-inspired tits (complete with a primitive jiggle effect), I found myself enjoying the game, warts and all. In truth, the characters only look janky up close during win animations. During regular gameplay, they actually look pretty good for their age and you’d be a fool to expect much better from the original Playstation. Perhaps Tekken 3 and Soulblade are a little easier on the eyes but Rival Schools isn’t that far behind.
But it really is what’s under the skin that counts.
Rival Schools is presented as a three-dimensional fighting game fit for the late 90’s but, in truth, it’s a bit of a hybrid. While it does have a sidestep feature and dynamic camera angles to capture the crazy super moves, it still feels like a 2D fighting game. That’s because it uses the familiar Street Fighter-style inputs on the d-pad and a light/heavy attack set-up over on the buttons.
It’s not necessarily a bad thing however because I immediately knew what I was doing, allowing me to pick the game up quickly and concentrate solely on getting to grips with Rival Schools‘ unique mechanics.
First up, Rival Schools is a tag-team fighting game of sorts. I say “of sorts” because you can’t actively tag back and forth between your two characters, as in the Marvel Vs series, but you can switch in between rounds. You can also utilise your partner for powerful combination super move known as a Team Up Technique. Depending on your partner, the Team Up move can be an outrageous tag-team super move for big damage, a stat boost, or even a cheeky health boost. I really like this tag-team system because it injects strategy into a fighting game; do you choose a partner that can restore health and simply use them solely for that purpose or do you forfeit the stat/health boosts, select two characters that you are competent with, continuously switch between them and opt for the big damage Team Up Techniques?
Each character also has a selection of “Burning Vigour” super move attacks. These and the dual-character Team Up Techniques are all ridiculously awesome because they are incredibly over-the-top and feel stupidly OP. These crazy moves also tend to be shown off with different camera angles, taking advantage of the game’s 3D engine. I’ve played a lot of Capcom fighting games and I have to say that the Burning Vigour and Team-Up Techniques in Rival Schools are probably some of the most visually satisfying of the lot.
You also get plenty of access to these attacks too because the super guage fills up faster than The Flash on Speed. Some may criticise this because it makes the game feel easy and the super moves throwaway. I get that, and agree to a small extent, but Rival Schools is more about the entertainment factor than being a serious tournament game.
But there’s still more to the core gameplay. For instance, there is the Textbook Combo (a nice school-themed pun!) which is the ability to string together a short sequence of light and heavy hits, similar to Darkstalkers‘ Chain Combo system. You can also launch enemies skyward then jump up to hit them with a Textbook Combo in mid-air and even cancel into Burning Vigour supers. If it sounds similar to the the Vs series’ air combos then that’s because it feels exactly like that, down to the launcher input being the same.
There are also Defensive Fall and Get Up Attack techniques, as well as dash attacks. Finally, there is the Dodge ability that snaps you out of the 2D plane and back into the 3D realm. You can dodge sideways in either direction and, if you time it just right, you can evade an incoming attack at the very last moment and slide all the way around to your opponent’s back to catch them off-guard with a combo or deliver a different, more powerful throw attack that can only be used at an rival’s back.
A loaded package
Away from the actual gameplay, Rival Schools is simply bursting with charm and it’s easy to see why so many people love this neglected series. The characters are bold and full of personality, the music is terribly catchy and there is a big effort put into the presentation of the game. There is an anime-style intro upon booting the game up, for example, multiple animated endings and every character has their own unique illustrated endings to their stories. It’s one of those games where even the sound effects for selecting menu items are endearing.
The characters all feel unique to play as, and there are twenty of them to choose from as standard. That said, the veteran fighting game player will spot some cheeky imitations in amongst the roster, such as Hideo who is essentially the Ryu of Rival Schools with Shoto-style special moves. Roy seems to have borrowed Ken’s Shoryu-Reppa super move and Street Fighter Alpha‘s Sakura is included in the line-up. Overall however, the roster isn’t simply a copy-paste job; the majority of the fighters have their own style and are fun to experiment with.
Capcom really went all out with the Playstation conversion of this game too. There are two discs: an Arcade disc and the Evolution disc. The Arcade disc alone would have been acceptable enough since it features a fantastic conversion of the arcade original, a training mode and extra, bonus features. But Capcom also threw in the Evolution disc which is just so much more.
The Evolution disc contains an optimised, more balanced version of the game and more characters. As well as unlockable, alternate outfit versions of four of Rival Schools‘ female characters (complete with unique Team Up Techniques), there are 24 pre-edited special characters – mash-ups of the original characters and their moves. You also have the new Group Battle, League Battle and Tournament Battle modes, as well as the Cooperate Battle which allows four players to get in on the tag-team fighting with the assistance of the Playstation Multi-Tap. Finally, there is a “Lesson” mode and an art gallery. Phew!
It seems surreal in this post-Street Fighter V age to be playing a Capcom fighting game that had a warehouse of kitchen sinks thrown at it. To any younger readers of this blog, I would say this: go play PS1 Rival Schools and you’ll understand why us grumpy old farts moan about the bare-bones menu screens on modern fighting games, and the way that there is nothing to unlock (unless you are paying by credit card).
Rival Schools: United by Fate was an incredibly pleasant surprise and I think I need to be sent back to education myself for making the schoolboy error of not playing this sooner (enough with the school jokes!). After spending a good amount of time with the game, I can definitely confirm that the characters have just as much charm and appeal as Morrigan and co. from Darkstalkers. What’s more, the fighting system is excellent and strikes a perfect balance between the technical stuff and accessible, mental fun. It certainly wouldn’t need much to be brought up to scratch for a modern revival, something I’m now very much all for.
The only downside is that the Playstation port isn’t the cheapest used game to pick up these days, and it hasn’t been re-released on PSN outside of Japan (reportedly due to licensing issues) which certainly doesn’t help. That said, I think that Rival Schools is worth every penny of your money if you are a fighting game nut or a fan of classic Capcom.
Yes, posts have trailed off here on Darkstalker90 Gaming but that doesn’t mean that I haven’t still being playing videogames. I’ve just been spending less time with them, and have had even less time to write about playing them. But I thought it would be a wasted opportunity NOT to look back at this year and the games I’ve played.
First of all, this might be first year that I’ve not played a single new release. Everything that I’ve spent time with or completed has been pre-2019. On the flipside, I’ve also not spent much time at all with retro games. 2019 has been about catching up on my backlog and playing stuff from recent years that I just hadn’t gotten around to until now.
My list of completed games looks like this (links to my reviews where available):
So, not very many then but that’s an accurate reflection of the sort of year I’ve had: not many games completed and most of those that were finished took me ages to get through, purely due to a lack of time and, in some cases, motivation. I can’t lie: I did fall out of love with gaming at several points in 2019 and simply couldn’t be bothered with it.
But what I did play, I really enjoyed. Spyro Reignited Trilogy and Crash Bandicoot N Sane Trilogy were two mighty fine remasters that I heaped praise upon. Spyro Reignited in particular impressed me no end. The Spyro games were, after all, some of my absolute favourites of all-time so I was concerned that the Reignited Trilogy might do too much meddling and piss all over my happy late-90’s memories. I needn’t have worried though. Yes, there were some unforgivable glitches and, yes, there were a few small alterations to pander to our overly-sensitive modern society, but otherwise this was how you remaster games.
I’m very much looking forward to getting around to the Crash Team Racing and Medievil remakes in 2020 when I finally pick them up. Hopefully, the positivity can continue (I haven’t read any reviews of either and I’ve mostly avoided gameplay videos).
Finishing Yakuza 5 after starting it years ago (literally!) felt like an almighty relief. I’m a completionist you see, and Yakuza 5 is possibly the most bloated of all the games in terms of 100% completion requirements. In the end, I had to just give up and complete the main game to get it out of the way but I did achieve well above 90% completion. I never did manage to catch that damn Ito fish nor beat the toughest difficulty of Winter Combat, though. As for the Japanese gambling minigames? I’ve decided that I’m never going to bother with these, even if it does mean forfeiting 100% completion in all Yakuza games going forward.
There was more Yakuza to come in 2019, however. After a little break, I decided to get into the PS4 generation of games and play Yakuza 0/Zero. What a game this was! First up, there was still a lot to do but Zero was nowhere near as vast as Yakuza 5 so it was definitely a less intimidating challenge. Again, I skipped the gambling games and just went for my own custom “100%” completion and did manage to complete everything else. The storyline – set in the 80’s bubble of real estate and excess – was fantastic and really helped flesh out the events of the Yakuza canon prior to the original game. The combat was much improved too with a selection of different fighting styles to master. All in all, Yakuza Zero was more of the same but, paradoxically, felt incredibly fresh, despite it being the sixth installment in the series that I have played. It’s a true testament to the quality and consistency of these games that I can play what is essentially the same thing for well over a decade and still be utterly absorbed by the experience.
So I give my Game of the Year award to Yakuza 0.
2019 was also the year in which I reacquainted myself with Platinum and their signature brand of off-the-wall, crazy action games. I started by replaying Anarchy Reigns (PS3) and finding – much to my pleasure – that I enjoyed it a lot more the second time around and, despite the many flaws, I was able to appreciate it for what it was. I then moved on to the Bayonetta games. Yes, I was well behind on playing these but that didn’t detract from the experience. The first game, for example, blew me away with its amazing style and challenging gameplay. The sequel was more of the same but not quite as impactful in my opinion. It was much more sedate near the beginning and, on the default difficulty, I didn’t die a single time, rarely having to dip into my swollen stash of health-restoring items. That said, I still got a lot out of Bayonetta 2 and, in a way, the lesser challenge allowed me to enjoy experimenting in battle a bit more. Overall though, I believe that the original is still the best.
Aside from games that I can actually say that I completed, I also put a lot of time into two fighting games this year: Soulcalibur VI and Street Fighter V. I won’t go into great depth about either here (because I’ve done enough of that this year on this blog) but suffice to say, I have really enjoyed both. Street Fighter V was a game that initially didn’t sit well with me at all and, while there are still numerous elements that I will likely never accept, I gave the game a second chance and did at last gel with it in terms of gameplay.
Soulcalibur VI, meanwhile, has retained its crown as my favourite fighting game of the current generation (out of those I have actually played of course…). The DLC has never failed to please me and the gameplay itself is just so much better for feeling closer to SCII/SCIII than the deflating SCV. The support shows no signs of slowing down either with a second season of DLC right around the corner kicking off with Samurai Shodown‘s Haohmaru, SCIV veteran Hilde, new moves and more customisation items. I can’t wait.
In closing, I won’t make any resolutions or promises for 2020 because I know that I likely won’t stick to them. However, I feel that I played far more games this year that I enjoyed as opposed to games that I didn’t, so if I can have a similar strike rate for next year then that would be enough for me.
I honestly thought that I was done discussing this game. I’d spoken at length about my problems with Street Fighter V in general THEN I gave the uprated Arcade Edition a second chance before finally reaching my concluding sentiments towards Capcom’s flagship fighting game. I didn’t think I’d be making any further posts about SFV and that I’d simply enjoy playing the game from time to time (because Soulcalibur VI is just BETTER and enjoys more of my attention).
But then Capcom decide that they are going to release ANOTHER subtitled entry into the Street Fighter V series – Street Fighter V: Champion Edition…
The gaming world be like:
Now, some people are pissed about this and some aren’t but before I get into that, let’s have a look at what the Champion Edition consists of, shall we? Essentially, it’s as close as you can get to a “complete” edition of SFV. CE includes all of the currently available DLC characters, stages, costumes and new V-Skills. The only bits not included are the Fighting Chance costumes, collaboration costumes and Pro Tour DLC. Even so, that’s one whopper of a deal.
Price-wise, Champion Edition will weigh in at £24.99/$29.99 for the physical edition (out February 2020) or £19.99/$24.99 for the digital upgrade kit. If you want to simply upgrade whatever version you currently have then you can do that now and get ahead of the physical release, though it’s worth remembering that the “physical” version is likely going to be a tea coaster of a disc with a voucher code in the box for the content, so the digital upgrade is worth considering.
Additionally, everybody – regardless of which version of SFV they currently own – will receive a free update that adds the new V-Skills and balance changes to their game.
Finally, there are going to be two new DLC characters added to the game and the first one is an absolute tool that Street Fighter veterans will have to remove their forcibly-erected mental blockades to recall. I am, of course, talking about the ultra-cheap Gill – one of the most notorious and cheesy bastards from the entire fighting game genre. I personally hate Gill. I LOVE playing Third Strike…but I don’t like reaching the end of an arcade run-through and dealing with THIS shit:
Hopefully, they tone this guy down for SFV. I mean, it’s kinda cool that he’s back at last – after years of being exclusive to SFIII – but he just needs to chill the fuck out.
But let’s get back to Champion Edition‘s bundled content because many are (understandably) not too happy about this. Anybody who is familiar with SFV will know that it isn’t a cheap game. Gamers who have stuck with it since launch will likely have spent a pretty penny on DLC OR earnt the add-on content by grinding away online and using hard-won Fight Money to purchase new characters, costumes and stages. Characters tend to cost around the £5 mark while costumes are (at least) a few quid apiece, as are stages. Even colour swaps cost money (remember when you had those just for using different buttons to select characters? Ah, the old days…).
So £25 for the whole shebang is a bit of a kick in the teeth for long-term players. For one, complete newbies will be able to rock up to the party late and purchase everything for this budget price. Secondly, can you even forgive Champion Edition‘s existence and low price-point when it makes a mockery of how much you’ve paid over the years for add-ons? Let’s not forget that the disc version will likely get even cheaper once it’s been on the shelves for a while.
And it isn’t as if Capcom are rewarding your loyalty because the digital upgrade to your existing copy is a mere £5.00/$5.00 cheaper. In my opinion, the discount should be a lot bigger than that. After all, that difference will be negated in no time once the retail edition’s price drops.
Of course, there are a few things to remember. Firstly, if a Street Fighter V player has been playing the game, buying bits and pieces of add-on content here and there, and feels like they’ve had their value (regardless of Champion Edition‘s devaluing of existing DLC prices), then that’s fair play. Not everybody cares about being outraged over stuff like this.
Secondly, nobody ever puts a gun to the head of a gamer and forces them to buy DLC. It is – and always will be – entirely optional. It is – as depressing as it is – just the way that modern gaming is and the way that publishers make money. If you feel that strongly about a publisher’s business model for their game, then don’t buy what they’re peddling.
Lastly, Capcom have some form with this. If you were naive enough to believe that THIS time it would be different, and that THIS time, Capcom would “play fair”, then I only have one response for you:
This is the company that charged full price again and again for multiple updates of Street Fighter II back in the 90’s. It’s the same company that promised that it would be different with Street Fighter IV…before they released Super, Arcade Edition and Ultra flavours. And it’s the same company that APPEARED to be doing something different with SFV, and though they technically haven’t gone back on their guarantee of the base version being the only disc you will ever need to buy, they are still trolling those who spent a fortune on DLC by packaging it all up in a cheap bundle.
I’m not defending Capcom at all but what I AM saying is that the consumer needs to accept some of the blame for trusting them over and over and over. This shit? It was always going to happen. Menat could have seen it in her crystal ball thingamagic. The smart people are those who avoided the game until now because they knew that this would happen. Those people are set for a hell of a deal if they pick up Champion Edition and obtain everything for £25/$30.
Am I annoyed? Of course I am. I only recently bought the Arcade Edition, after all, and I have purchased several characters and costumes throughout Street Fighter V‘s life. But I’m still going to pick up Champion Edition because the content I haven’t yet bought far outweighs what I have, so that £25 price point still represents big value (and I will make sure to pull the trigger once that price has dropped even lower). But I went into this game knowing that Capcom would pull these sorts of stunts; I expected it to happen so how can I be outraged? This is what they DO and people are furious every single time as if they expected something different. I mean, if being charged for fucking palette swaps didn’t alert you to that fact, then what would?
In conclusion, Champion Edition is Capcom at their trollish best and I absolutely don’t blame anybody who is angry. The discount for going digital and upgrading early isn’t big enough and the package is an almighty kick in the balls for anybody who has already sunk a lot of money into DLC. That said, perhaps it’s time to finally wise-up and take Capcom’s promises with a pinch of salt when the inevitable Street Fighter VI arrives with the ‘promise’ of there being no revised versions down the line.
By now, you’ve probably seen the trailer and reviews for this thing but I’m going to talk about it anyway. I love retro/classic games and I adore Capcom’s back catalogue so a product like this should either be in my hands already, or on my Christmas wishlist. But it isn’t and here’s why.
What is Capcom Home Arcade?
Essentially, the Capcom Home Arcade is a premium version of the tried-and-tested retro-themed plug ‘n play devices. This one means business though. The device features a pair of arcade-style controls for starters, and competition-spec sticks/buttons from Sanwa. Here it is from the horse’s mouth a.k.a. the official site:
“Featuring a pair of competition class Sanwa JLF-TP-8YT sticks with 8-way GT-Y directional gates and OBSF buttons for the finest precision, response times and durability.”
So this isn’t something that’s going to fall apart and break after a few hammerings. Sanwa are, after all, a well-known and respected brand in the arcade stick field.
The device has the (pretty much now standard) HDMI-out connection and also wi-fi connectivity for uploading high scores.
As for the games, you are once again assured of quality. These are original CPS1 and CPS2 arcade ROMs running on a licensed (not without controversy…) version of the emulator, Final Burn Alpha, so you won’t be getting the kind of shady emulation associated with cheaper retro handhelds or plug ‘n plays from the likes of Blaze.
So as far as the actual quality and execution of the hardware goes, I cannot fault the Capcom Home Arcade.
What are the games?
The device comes with sixteen pre-installed arcade titles:
1944: The Loop Master
Alien Vs Predator
Capcom Sports Club
Cyberbots: Fullmetal Madness
Darkstalkers: The Night Warriors
Ghouls ‘N Ghosts
Mega Man: The Power Battle
Street Fighter II: Hyper Fighting
Super Puzzle Fighter II Turbo
So what’s wrong with it, then?
So…solid hardware, a decent line-up of games and sound emulation; should be a great product then, right? Well, I would never ask anybody to take my viewpoint as the gospel (because this is just my opinion after all) but, in my eyes, the Capcom Home Arcade is FAR from deserving of a “shut up and take my money!” meme.
For starters, this thing is ugly as sin. Look, I get where they were going with the design, and I’m not saying that it won’t appeal to anybody, but this just looks a bit tacky. The non-symmetrical, oddly-shaped form isn’t pleasing to my eye. It’s like the next Playstation being a giant Sony logo – who would take that seriously? I would have much preferred a traditional-shaped arcade stick decorated with some original artwork from an artist associated with Capcom such as Kinu Nishimura, Bengus or Akiman.
But the physical shape of the Capcom Home Arcade is the least of the problems.
The roster of games is, admittedly, far from awful. These types of products are usually loaded up with the same games over and over again rather than the juicy, rarely re-released titles that fans of the company involved are constantly clamouring for. So credit must be handed to Capcom for including the likes of Alien Vs Predator, Gigawing and Armored Warriors. They also avoided two other pitfalls: wasting slots with sequels and wasting slots on a slew of Street Fighter II revisions.
That said, I have to wonder why they went for the Hyper Fighting version of SFII rather than Super Turbo, or why they chose the original Darkstalkers over the much expanded sequels. On the whole though, these are petty moans when many of these games have never been ported to home systems. In fact, almost all of these aren’t available on the likes of PSN, XBLA or Nintendo’s E-Shop at the time of writing.
There are even two trump cards in the pack: Alien Vs Predator and Progear. The former is one of the all-time greats in the side-scrolling beat ’em up genre and has never received a home conversion (the SNES version is the same in name only), something that fans had long written off as ever happening due to licensing issues with the characters. As for Progear, this is a CAVE-developed bullet-hell shooter that has also never been released outside of obscure, mobile ports for old phones.
Did I say the line-up of games is “far from awful”? I should take that back because it’s actually bloody good once you realise that you can’t just go and (legally) download them from PSN or XBLA for a few quid.
So…what IS wrong with it?
The Capcom Home Arcade retails for £200 and that is BIG money for a plug ‘n play, no matter how good it is. You ARE getting solid build quality and an interesting collection of games to play but it’s just too much in my opinion, and that isn’t me being a tight-arse git who wants everything for nothing.
For starters, you have to be a fairly hardcore gamer to pay that much money for sixteen games, and those sorts of gamers have been playing un-converted arcade games for years on dedicated emulator-based arcade cabs. Many committed retro-heads even have the original CPS1 and CPS2 boards for these games and play them via JAMMA-compatible SuperGun devices.
Then there is MAME. Yes, it isn’t technically legal but, again, most people haven’t been waiting 20+ years for Capcom to re-license Alien Vs Predator. When a game is THAT good, you just emulate it, as you would with the other titles that have never received home conversions. Yes, we would ALL (myself included) like to play and own everything legally but it simply isn’t possible when certain games don’t get re-released. We have our virtual collection of arcade cabinets on our computers and MAME does a damn good job of emulating them by this point.
And if MAME is too dodgy for you, several of these games were included in the various Capcom Classics compilations for PS2/Xbox/PSP which are readily available on the second-hand market. Additionally, Final Fight, Armored Warriors and Captain Commando were not long ago included in the Capcom Beat ’em Up Bundle along with four other games. This is still available on PSN for £15.99.
And it’s highly unlikely that casual gamers, younger gamers or those new to Capcom’s back catalogue will want to drop £200 on this.
The fact is, you are so much better off by obtaining what you can via the aforementioned, existing compilations and just emulating the rest. The quality of the Capcom Home Arcade and its games cannot be disputed but why do yourself out of money? If this was a £100 or less then I would endorse a purchase immediately, even if the device IS butt-ugly.
Capcom would have been better off dumping these games on a disc or lumping them together as a digital compilation. Heck, release them individually on PSN, XBLA and the E-Shop. Start a new line of retro re-releases under some sort of fancy banner, perhaps. I have to assume that more money goes into Capcom’s pocket by doing it this way. Certainly, they are attempting to cash-in on the Christmas rush when more unsuspecting punters – partners of gamers for example – are likely to pay the £200. Nothing says “I love you” at Christmas when a long suffering partner presents you with a thoughtful and expensive gaming item, after all.
What I SHOULD be doing is celebrating and going nuts over Alien Vs Predator finally being shown the light of day again but, instead, I’m sitting here in disbelief having seen that £200 price tag and the naff aesthetics of the Capcom Home Arcade. If it bombs and stores are forced to slash prices by 50% or more to get rid of them then I will probably buy one but I have a feeling that these won’t be that mass-produced. The Capcom zealots will probably buy them anyway, no matter the price.
A lot of gaming news and announcements completely fail to enter my sphere of interest these days but, sometimes, I see/hear something that I can’t help but be excited for. It’s these little moments that remind me that, as much as I have cooled-off on the hobby in recent years, I still love gaming. Such was the case when I saw the news that Capcom is planning to “revive dormant IPs”
In fact, I was so pumped, that I decided to make a quick post about this news. First thing’s first though: I read this on The Fighters Generation, a website dedicated to fighting game news, reviews and artwork that any fan of the genre really should have saved in their bookmarks/favourites.
Apparently, Capcom’s confidence in their classic franchises has been bolstered by the success of Devil May Cry 5, Resident Evil 2 Remake, Monster Hunter World and the collective sales of 18.5 million units.
Naturally, the potential here is incredible. Capcom’s back catalogue is enormously impressive and I believe most gamers could think of a franchise or standalone game that had the Capcom logo on the box, and that they would like to see revived going into 2020 and beyond. Obviously, it’s far too early to get any hopes up yet but I’m going to throw caution to the wind and list off the top five games (in no order) that I would like to see announced…
It should come as no surprise – given the name of this blog – that I have always been a huge fan of Darkstalkers. It’s basically Street Fighter with vampires and mummies but Darkstalkers is so much more than that. The beautiful 2D art style lent a colourful and playful comic-book style to characters and themes rooted in horror. It was also an incredibly creative series with crazy moves and nutty supers that were a gazillion times more interesting to behold than Street Fighter‘s equivalents. And that’s saying something when much of Ryu and co.’s pyrotechnics, gravity-defying punches and outrageous super moves weren’t exactly grounded in reality in the first place.
In theory, a new Darkstalkers should be a success. After all, you only need to look at how popular and enduring the characters still are. However, Capcom have a recent history of trolling the fanbase with various hints and rumours that haven’t led anywhere unless you count Darkstalkers Resurrection for PS3/360 which was just a duo of tarted-up ports.
This being one of my absolute favourite series’ of all-time, I do have some reservations, however. Firstly, the game really needs a sumptuous 2D style to do the originals justice. I know that hand-animating genuine 2D sprites and backgrounds is no longer a viable thing in the industry but I’d happily settle for a convincing imitation. The King of Fighters XIII and Blazblue spring to mind, for example. But knowing Capcom, they will likely fall back on the tried-and-tested 2.5D style that has powered recent Street Fighters and MvC games.
Secondly, I will be underwhelmed (to say the least) if a new Darkstalkers becomes the next Street Fighter V and adopts the same rushed launch, DLC/F2P approach and focus on online play. And please, no petty stuff like censoring Morrigan’s cleavage or putting Felicia in a nun’s outfit (and yes, I know that that actually happened in one of her endings).
Capcom Vs SNK 3
The timing for a third installment in the CvSNK series has never been better. SNK are riding high at the moment with the successes of KOF XIV and Samurai Shodown (both great games) and they have been setting the fighting game world alight with mini crossovers. Mai Shiranui slotted neatly into Dead or Alive, Geese Howard brought his counter-attacks to Tekken 7 and Terry Bogard has starred in TWO non-SNK games – Super Smash Bros. Ultimate and Fighting EX Layer.
So why not blow the minds of fighting game fans and bring back the crossover series that gamers have been clamouring for for so long? The potential is immense. So many new characters have established themselves on both sides of the Capcom/SNK divide in the last twenty years so there’s ample room to spice up the roster. They could even expand it some more so that it doesn’t feel like just Street Fighter vs King of Fighters. Tatsunoko Vs Capcom and the last two Marvel Vs Capcom installments have shown that the developer isn’t averse to some left-field thinking and sending out tournament invites to characters not traditionally associated with their fighting games.
As with Darkstalkers, my main reservations would be the visual style and whether a CvSNK3 would become DLC: The Game. I have to be honest though: neither would put me off playing it.
A bit of a different survival horror game that didn’t do brilliantly at retail first time around, but now commands a fair price on the second-hand market due to gamers eager to play what they missed out on. Away from commercial success (or lack of), Haunting Ground was a interesting game from the same publisher that brought us Resident Evil. Unlike that series, however, the protagonist – Fiona Belli – didn’t fight back against the sinister enemies stalking her. The twist was that you really were just a frightened teenage girl, trapped in a massive castle, and being hunted by the owner’s servants.
Fiona had to avoid her enemies and hide in closets or underneath beds and it was very tense, knowing that you may or may not be discovered. She also had her faithful canine companion, Hewie – a German Shepard that could be instructed to attack enemies or retrieve out-of-reach items. You had to look after Hewie though, and keep him healthy so it almost felt as if you were building a genuine relationship with this dog, Fiona’s only friend and – in many cases – chance of survival.
Haunting Ground had such a fantastic, chilling atmosphere. There were only three enemies in the game but the threat of being found, and knowing that you could only flee in terror, ramped the tension up to often unbearable levels. Fiona could also fall into a state of panic if she was exposed to too much. Visibility worsened, she could start running about of her accord and could even fall over. Staving off exhaustion played a key part in keeping Fiona’s sanity at healthy levels and preventing a dehibilitating state of panic from setting in, so you had to be careful not to run too much or abuse the backstep and tackle abilities.
It was such a creative and original survival horror game. It also looked superb by PS2 standards. Additionally, there aren’t many enemies in the survival horror genre that can hold a candle to the robotic creepiness of the maid, Daniella.
In period, Dino Crisis was often described as “Resident Evil with dinosaurs” and that’s pretty much what it was. The controls and camera angles were very familiar to Resi players and the game was even developed by the same team. The original Dino Crisis was a big success and cemented itself as a firm favourite that most 90’s gamers will have played or at least heard of.
Unfortunately, the series never achieved the same longevity as it’s zombie-infested sibling. Dino Crisis 2 traded survival horror for a greater focus on all-out arcade action but was still a success for Capcom. The same couldn’t be said for 2003’s Dino Crisis 3, however; a sequel that took the series into space with new characters, mutant creatures engineered from dino DNA and one of the worst in-game cameras ever implemented. The fact that it was exclusive to the original Xbox – when Dino Crisis was traditionally a Playstation-first series – probably didn’t help sales either.
So it would be awesome to see a brand-new Dino Crisis that perhaps uses the Resident Evil 2 Remake engine. Come on, Capcom: bring things full circle again.
Thanks to digital platforms, side-scrolling beat ’em ups have seen somewhat of a resurgence in recent years with many enjoyable, original examples finding their way onto PSN and XBLA in amongst welcome ports of classic arcade brawlers. Even Streets of Rage is finally getting a true fourth installment so wouldn’t it be great to see a Final Fight 4 as well?
Obviously, there have been other Final Fight sequels post-Final Fight 3 but it’s difficult to count those as ‘proper’ sequels. Final Fight Revenge was a pretty poor attempt to simultaneously take the series into the third dimension AND the one-on-one fighting game format. Final Fight Streetwise returned to the beat ’em up format but barely had anything in common. I didn’t entirely dislike Streetwise (it’s so bad that it’s fun) but the miserable urban ghetto setting, swearing, a storyline based on substance abuse and even mutated abominations towards the end of the game, all marked the game out as the blackest of black sheep in the Final Fight series.
What we need is a REAL Final Fight follow-up that reintroduces some colour as well as the traditional side-scrolling format. It would be great fun. The recent inclusion of Final Fight 3‘s Lucia in Street Fighter V proves that even the lesser-known sequels to the original arcade hit are still in the front of Capcom’s mind so maybe and brand-new installment isn’t such a wild wish…
So those are my personal top five choices for Capcom revivals. What do you think of this news? What would be on your wishlist?
Almost two months ago, I decided to give Street Fighter V a second chance after ditching the pre-Arcade Edition version some time ago on the grounds that I just didn’t like what Capcom had done with it. I chronicled my thoughts, justifications and rants (mostly just me moaning, then…) in a dedicated post which you can read here, if you missed it. I signed off with an intelligent cheap “Meh” meme and these words…
…I still don’t really feel anything when I’m playing. It’s a solid game but that’s all. There’s a certain magic that I feel whenever I play Alpha 3 or Third Strike for example but not here. As with my first tour of Street Fighter V, I feel that there is a good game suffocating beneath all that F2P and online-biased structure.
But I carried on playing and thought I may as well share my final verdict now that I’ve played the expanded Arcade Edition.
And, well, it’s a good job that I’m feeling hungry because there’s a plate of humble pie in front of me.
Yes, that means I enjoyedSFV.
There – I’ve said it.
That doesn’t mean that the game is completely off the hook though. I still rank it below the other Street Fighter games (with the exception of the EX spin-offs), including Street Fighter IV, which in itself polarised opinion amongst the fanbase. To recap the things I didn’t and still don’t appreciate:
Being charged for everything, including simple colour swaps (seriously?)
The silly amount of in-game currencies, fortune tickets and all that BS; basically the smoke and mirrors that attempt (and fail) to disguise that SFV is an F2P game where you will simply end up paying real money for stuff.
The shift in focus to the online/tourney scene. Understandable but a definite thumbs-down from me.
The hack-job censorship applied to characters like Cammy and Mika…because we can’t scare the kiddies now, can we? Screw that shit.
And there’s a new one for the list that I hadn’t included before because I needed more time with the updated version of the game; the new characters. I’m assuming that Capcom has run out of ideas because the brand-new characters are just crap in my humble opinion. I’m not necessarily talking about their play style; more their look and inspiration. There’s ‘G’ who looks like lanky riff on Uncle Sam for starters. I thought it was a joke to begin with. At least his theme is cool.
Falke and Ed are just…whatever…more ‘tragic’ Shadaloo experiments. Abigail is Hugo on steroids and Zeku is Guy’s master from Street Fighter Alpha 2 but still not very interesting (why not just give us Guy?). His link to the Strider clan is a neat move on Capcom’s part but I still struggle to care about the guy (no pun intended). Then there is Necalli. Does anybody give a shit about this bloke or his story? I suppose somebody must…somewhere.
Finally, I really, really fucking hate Kage. Talk about lazy! I suppose his design is supposed to be ‘epic’ but really, it’s just yet another Evil Ryu with familiar moves. You know, I like Shoto characters, with Akuma being one of my go-to Street Fighter favourites, but I think I’ve had enough of all these new ones. Aside from the powered-up ‘Shin’ versions, there has also been various versions of Evil Ryu, a Super-Saiyan Akuma by the name of Oni, Violent Ken and now Kage. Just stop…
I’m undecided on Menat. She seems to have become popular enough but, eh…she’s just a new version of Rose, isn’t she?
The only new characters I’ve warmed to on any level are Laura and Kolin, though you could argue that the latter isn’t technically a new character since she was Gill’s assistant in SFIII, albeit non-playable.
ALL of that aside, I have enjoyed playing Street Fighter V. The Arcade mode has to take the lion’s share of the credit here because it finally allows me to do what I wanted to do in the first place – just have a few run-throughs with my favourite characters in the same format as Street Fighters of old. Prior to this mode’s addition, I was stuck playing Survival in the offline mode and while that was okay, it wasn’t really the same given the different rules. Arcade gives me – a non-online player – something to do and it has been an absolute godsend.
I enjoy getting good as my favourite characters and adjusting the CPU difficulty to suit but I know I’m not good enough to take it online. I’m just not that serious about fighting games anyway, and never have been. While the gameplay ‘feel’ is damn important, I’m more about the characters, design and art direction when it comes to fighting games. If all of that is spot-on, then I’ll get a lot out of a game.
With that said, I know I’m in a minority so I DO understand that I’m not Capcom’s priority or target audience anymore. My refusal to go online, for example, would probably render a lot of my complaints irrelevant in the eyes of many and I get that – I truly do. Nonetheless, I’m still a paying customer and long-time veteran supporter of the Street Fighter franchise so i’m going to give my opinion, no matter what it’s worth.
In summary, I’m not in love with Street Fighter V, but I have found myself losing more time to the game than I’d expected. I like how the game plays and the aesthetics are pleasing enough to my eyes. The game is now back in ‘rotation’ on my gaming playlist and that’s not something I could have imagined myself saying earlier in the year when the box was sitting, forgotten, on my shelf.
Moral of the story: don’t rule out giving games a second chance.
Darkstalkers‘ Morrigan Aensland is one of my favourite female videogame characters. I guess that’s a fairly unoriginal statement to make in 2019 but it was a different case back when Capcom’s Darkstalkers/Vampire fighting game series was a little more obscure and more the preserve of the genre faithful. Whatever your age or gaming experience, however, it isn’t difficult to fall for Ms. Aensland’s charms and so it’s no surprise that there are many figures and statues based on the sexy succubus.
There are only three that matter in my opinion though: the Max Factory statue (based on Kinu Nishmura’s Capcom Vs SNK 2 artwork), the reclining Yamato resin figure (with realistic feathers) and this nurse-themed figure from Capcom themselves, released under their Figure Builder line. The uber-talented Ms Nishimura was also behind the artwork that inspired this figure. Like the Max Factory statue (which I also have), I took one look at the preview pictures for this figure and knew I HAD to have it, despite the fact that I was adamant that my days of buying statues were over.
First of all…just look at it. Whoever sculpted this figure knocked it out of the park and dialled the sexy factor up to eleven. A lot of credit for the design must also go to Kinu Nishimura and her visual design of Morrigan’s nurse outfit. The metal bat incorporated into the stocking/garter is such a nice touch. Then there is the translucent ‘blood’ base with a cute lil’ bat popping up out of the blood. Morrigan herself is posed brilliantly, giving her patient a devastating view as she produces a thermometer.
Obviously, PVC figures can’t hold a candle to the vastly superior quality of the limited polystone statues that cost hundreds of dollars, but the finish here is still pretty damn good. If I have any criticisms then the first would be the inclusion of the oversized injection needle behind Morrigan. Yeah, it looks cool and fits the horror theme but I think the figure would have been just fine without it. Secondly, I’m not sure that her breasts needed to be so enormous. Don’t get me wrong, I’m certainly not complaining, but just a little bit smaller and they’d still be pretty damn big as well as better proportioned overall.
In conclusion, this figure is second only to the older Max Factory Morrigan statue in my opinion but that’s just because I love that particular pose and the artwork it was based on. On balance, this nurse edition of everybody’s favourite succubus is of better overall quality and pretty much essential if you are a fan of the character.