The Golden Age of Fighting Games: When it happened and why it ended [Part 3]

It’s well past time that I published this third and final part of my look at the fighting game’s “Golden Age” but, well…life/shit happens and I’ve been a bit lacking when it comes to those all-important creative juices. With that said, I’m back now so I apologise to anybody who has been waiting for Pt.3 but here it is – at last. So far in parts one and two, I have declared that the genre was at its peak from 1991-2000/01 and have discussed the reasons (as I see them) for its eventual, disappointing downfall. All things have to come to an end after all but worry not for Part 3 of this mini-series will focus on the happy stuff, namely what made this point in time so bloody fantastic for fans of fighting games…

A decade of innovation

It would be an outright lie to say that modern-day fighting games don’t bring new ideas to the table but it’s a stone-cold fact that the majority of genre staples and general mechanics (that are now taken for granted) were introduced throughout the 90’s and thus is was a very exciting time to be a player of fighting games. What we tend to see in modern fighting games by contrast are refinements, gimmicks (not necessarily always a bad thing) and attempts to be as flashy as possible.

Street Fighter II kicked things off in ’91 and while I have previously said that SFII cannot take any credit for being the original one-on-one fighting game (a statement I stand by), it certainly created a template that is still in use today. Best-of-three, special move inputs (now commonly used across the majority of fighting games), play styles (grappler, charge, projectile etc.) and character archtypes were all either born or made mainstream with SFII. SNK’s Art of Fighting would introduce ‘Super’ moves to the genre (before Super Street Fighter II Turbo popularised them) and Capcom’s other fighting game, Darkstalkers, debuted air-blocking. It’s actually astonishing that for all the visual and mechanical evolution of fighting games, Street Fighter II is still running in the background.

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How easy is it to forget that air blocking/guarding originated in Darkstalkers?

The next important innovation was already happening at the very same time that Street Fighter was dominating the scene however. Sega released Virtua Fighter in 1993, creating the first 3D fighting game. Comical moon-jumps aside, VF also championed more realistic fighting styles as opposed to the pyrotechnical wizardry and unlikely gymnastic feats of Street Fighter and began to carve out a niche of its own that would see major fruition with Virtua Fighter 2, a sequel widely regarded as one of the all-time greats within the genre. The likes of Tekken and Dead or Alive would follow (and overtake Virtua Fighter in terms of popularity) but Sega had got there first and created the genre’s second ‘main’ style.

So many smaller innovations were happening at the same time however. Fatal Fury experimented with plane-swapping, The King of Fighters brought team battles to the mix and Capcom’s Vs series would kick off the concept of crossovers between more than one company. Namco’s Soulblade (or Souledge in other territories) gave us weapons-based fighting while developers also experimented with taking fighting games into a more arena-based environment with the likes of Capcom’s Powerstone and Taito’s Psychic Force. Meanwhile, Super Street Fighter II X For Matching Service and Vampire Chronicle For Matching Service were quietly introducing online play to Japanese console gamers via their Dreamcast modems.

Obviously you can point out that it’s unfair to criticise modern fighting games for their lack of innovation due to the fact that there is only so much you can do with the genre and so the 1990’s would always boast the bulk of new, core mechanics. Regardless, the 90’s has to be remembered with greater fondness for this period of rapid evolution.

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Virtua Fighter 2: the sort of huge leap forward that will likely never be seen again within the genre.

Art that blew us away

Outside of  the technical stuff, this was THE most incredible period in terms of artistry for fighting games. Hand-drawn backgrounds and sprites were often beautiful to behold with the absolute zenith emerging towards the latter part of the decade. The likes of Street Fighter III, Vampire Saviour, The Last Blade 2, Marvel Vs Capcom and Arc’s Guilty Gear series boasted gorgeous 2D sprites that were a joy to behold and it was fascinating to imagine how many hours of painstaking work and skill we were witnessing on our screens. Today, the same developers behind these games are using 2.5d character models and ‘2D’ characters that are actually layered over polygons as well as cinematic super move animations with multiple camera angles. All of this is far from offensive and does actually look pretty nice but it simply cannot awe in the way that fully hand-drawn characters once did.

Backgrounds and backdrops were just as mind-blowing with the very best featuring ridiculous levels of detail and – in the case of larger crossover games – lots of hidden easter eggs and cameos to pick out. These were often more impressive than the characters themselves and even earlier 3D fighting games featured some lovely, static backdrops that were appealing in their simplicity without needing to rely on distracting background action. Below is a small selection to illustrate what I mean because art speaks for itself…

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Savage Reign [Neo-Geo]. Incredible levels of detail.
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Tekken 3 [Arcade]. King’s stage. The distant, cloud-topped mountains in the background are a simple yet beautiful backdrop.
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Tekken 2 [Arcade]. Jun’s ‘Morning Fields’ stage. So, so basic yet so beautiful. The peaceful countryside is a stark contrast to the bone-snapping combat but works so well.
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Street Fighter Alpha 2 [Arcade]. One of the most atmospheric stages in any fighting game.
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Samurai Shodown IV [Neo-Geo]. Ridiculously beautiful. Capcom were the masters of sprites but SNK were the GODS of backgrounds.

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More Samurai Shodown IV because why not when it’s THIS pretty?

And this amazing, transitional stage from The King of Fighters ’99 that never fails to blow me away…

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This is just the tip of a very large iceberg and if you (like me) have spent countless hours exploring the full spectrum of fighting games from this era of hand-drawn artistry, you will very likely have your own nominations and personal definition of the term ‘impressive’. Given the vast quantity of fighting games that were produced in the 90’s, there is so much to see and many, many hidden gems when it comes to stunning backgrounds.

Sounds good to me

Of course, tight gameplay and pretty aesthetics need suitably good audio to match and this golden age of fighting games just so happened to represent developer sound teams at the peak of their powers. Modern fighting games tend to have very orchestral ‘epic’ soundtracks, pulse-pounding techno or mixes of older themes. The former work within the game(s) and are of good quality but are usually not that memorable. The latter – to me at least – demonstrates a distinct lack of confidence on the part of the developers when it comes to composing original, catchy themes that will be remembered in years to come.

Fighting game music from the 90’s though? It stuck in your head and is the kind of stuff that gamers flock to Youtube to listen to again all these years later. Importing expensive soundtrack CD’s from Japan is WORTH it for these OST’s. This was also an era when console ports of arcade fighting games such as Virtua Fighter, King of Fighters ’96 and the Playstation Tekken trilogy featured arranged versions of the entire soundtracks that took advantage of the CD medium. Clear effort was put into re-arranging soundtracks and catchy arcade riffs suddenly gained transitions, extra layers of instrumentation and more depth in general. The best part was that BOTH the arcade and home arrangements were usually worth listening to and I can’t have been the only one who regularly switched them about in the options menus!

There are literally hundreds of amazing tracks to choose from so below are (Youtube) links to just 10 of my favourites from the era.

Those are just a fraction of my favourites and if I’m being honest, I feel that the list does a major disservice to some of the more obscure fighting games of the era as well as some of the major ones but I could genuinely sit here linking away forever to what I consider to be amazing pieces of music.

Heart and Soul

All of this – the innovation, art, music – are however, all mere ingredients that come together to form the biggest characteristic of the fighting game genre in ’91-00/01 that gives it the Golden Age status. That characteristic is SOUL. This was an era when developers were battling to outdo one another at a terrific pace, developing bigger and better arcade boards, fighting fire with fire and racing to be the first to introduce their new innovations to the market. Capcom and SNK slugged it out for the decade (before the incredible Capcom Vs SNK series paid tribute to their war), 3D fighting games evolved at a great pace and bigger and bolder sprites vied for our attention on a constant basis.

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Let’s be honest: do modern fighting games feel as colourful and creative as this?

When the dust settled though, it was us – the fans – that were the real winners. Fighting games during this period felt like more than just simple money-making products (which they obviously were intended to be). They felt alive and you could feel how the developers had put so much creativity and artistry into trying to make the best possible product, pushing the available hardware to the limits and beyond (see the necessary RAM expansion cartridges for Sega Saturn ports of several Capcom and SNK games). The graphics, sound and even conceptual character artwork just kept getting better and better as each year passed and it was a real treat to behold.

Modern fighting games are still very enjoyable but there is a lot of focus on the almost clinical tournament play (as it is streamed over the internet as en E-Sport), online play and DLC. The creativity is still there but computer modelled characters and environments simply cannot stop the heart in the same way that hand-drawn animation once did. There is also so much recycling and updating of old music and stages from the past with an over-reliance on the glory days. True, fans don’t help this matter at times when they demand to see throwbacks in order to feel comfortable with a new generation of their favourite series but even so, the current fighting game scene certainly doesn’t feel innovative or aesthetically special (rare exceptions aside of course).

Taking one final, quick look at the stages and music for example, it felt like developers created these specifically to describe the characters that they belonged to, conveying their personalities wordlessly through the tone of the music and themes of the stages. Things are a lot more generic today by contrast.

This was actually a difficult topic to tackle because rose-tinted vision is a very real threat and we – as humans – love to tell the next generation how the old days were better (before they themselves do the same to another younger generation, despite believing that they won’t!). On the subject of fighting games however, I do genuinely believe that 1991 through to around 2000/2001 was the defining Golden Age for the genre. It was when fighting games had the most soul and a capacity to thrill with their visuals and move the heart with their sound. It was the birth of countless icons and still the place for superb gameplay.

And that concludes my three-part look at why I believe this was the one, true Golden Age of fighting games. I’d love to hear what others think!

Pigs Fly as Streets of Rage 4 is announced

Us grizzled, old-school gamers have waited a very long time for this day: the day that an official Streets of Rage 4 is announced. It was one of those most-wanted sequels that seemed doomed to never happen but as the likes of Shenmue III have proven in recent years, never say never.

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Sega themselves aren’t on development duties this time around. That honour falls to a conglomerate of developers/distributers consisting of Lizardcube, Guard Crush Games and Dotemu who – between them – are responsible for the remake of Wonder Boy: The Dragon’s Trap, Irem Arcade Hits and Streets of Fury to name just three projects.

The initial trailer shows SoR mainstays Axel Stone and Blaze Fielding back to doing what they do best: beating the shit out of hoods in an urban 2D environment. Not much is given away but it has to be said that the art style is utterly drop-dead gorgeous as well as completely hand-drawn which is a serious turn-on for me in an age where even 2D fighting games have polygons hidden in the background.

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There’s no sign of Max, Adam or any of the other classics as of yet but this is very early days so I see no need to start getting concerned. What I can see is that Blaze looks sexier than ever while Axel’s new facial fuzz has made him look more than a little hobo-esque. But otherwise, the art is beautiful, the animation superb and it’s amazing just to be able to have a brand-new Streets of Rage on the way at last.

The original fourth installment was to be a 3D game back in the 90’s (since going 3D by default was THE law in the 32-bit era) before it hit troubled waters due to a disagreement between developers Core Design and Sega, the game morphing into the lacklustre Fighting Force. A further demo by original SoR developers Ancient was put forward for the Dreamcast but this too came to nothing.

Ironically, it was an unofficial fan-made project that was arguably the greatest sequel to the SoR saga. Streets of Rage Remake was an incredible achievement that fused all of the levels and characters together for a huge, branching game with lots of new features. You could now play as enemies such as Mr.X, Shiva and Electra and mess with the expansive settings to pick and choose the best bits from each of the original games to create a truly enjoyable custom Streets of Rage experience. Sadly, Sega missed a trick by not picking the game up and officially releasing it, deciding instead to put the corporate boot down and ensure that Remake was pulled from the internet which is a shame because many will not have experienced this love letter to a series that Sega (at the time) had left to die in the gutter. I imagine that Remake is still available somewhere however; this IS the internet after all…

Anyway, Streets of Rage 4 certainly has a lot to live up to with both its official and unofficial predecessors raising the bar so high. What I have seen so far looks very promising however and I genuinely cannot wait to get my hands on the game.

Linky Linky to the trailer!

 

Final Fight Streetwise is NOT a bad game

Now that I have your attention with that outrageous title, I guess I will need to justify making such a statement and with good reason. Whenever the topics of worst videogame reboots and worst modern updates of classic franchises get brought up, you can bet a fat wedge of your hard-earned money that Final Fight Streetwise will make it onto that list. It’s easy to see why too: the game was released in that awkward mid-noughties period when publishers seemed to believe that what their cherished franchises needed to succeed on the PS2 and Xbox was grittiness, tits and gratuitous profanities. Many series’ fell foul of this notion (an entire topic in itself) including Capcom’s much-loved Final Fight beat ’em up series.

Eternally a sucker for the more obscure stuff that lies at the dusty side of this well-travelled road we call “Gaming”, I decided that it was high time I played the game for myself to see if Streetwise was really deserving of its poor rep.

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Even bad games increase in value due to their notoriety. The going rate for Streetwise in 2018 is £7-£10.

The shocking thing was that I found myself enjoying the game! After hearing nothing but hatred for Final Fight Streetwise over the years, this was a big surprise. It certainly goes to show that popular internet opinion isn’t always correct and that you should always try a game out for yourself before joining in the chorus of condemnation based on what you have heard/read or seen in video footage.

That’s not to say that the game is a classic or anything approaching that because there ARE many things that are wrong with it. The big elephant in the room is of course the ‘Final Fight’ name on the box and the depiction of the likes of Cody, Guy and Haggar in this game. A lot of the scorn for Streetwise stems from the fact that this game is part of the Final Fight saga and fans of the older games were (understandably) pissed that their beloved franchise and characters were radically different this time around. If Streetwise had traded the Final Fight connections for new, original characters then it probably wouldn’t have invited such a critical pasting and would have simply been another 3D beat ’em up for the PS2 generation. Unfortunately, Capcom decided it was safer (ironically) to trade on an established name, a move that sealed Streetwise‘s fate from the beginning. The irony continues however when considering that Capcom also developed an original 3D beat ’em up title for the PS2 called Beatdown: Fists of Vengeance. This game was objectively better than Final Fight Streetwise in several respects but still no classic yet a lack of connection to an established, much-loved series counted in its favour.

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Gritty urban surroundings and guns? The Final Fight resemblance was a bit thin.

To describe the gameplay, I’ve taken to billing Streetwise as a crap version of Sega’s Yakuza. That’s to say that there is a free-roaming nature to the game (albeit confined to a much more limited, less interactive game world) with 3D combat, the use of weapons and an upgradable set of moves/combos. Different areas of Metro City are gradually unlocked as the game progresses and there are a variety of side missions as well as a series of pit fights against opponents that stand out from the general street thugs and gangstas. All of this considered, it’s easy to make the comparisons between Metro City and Kamurocho but if Sega’s highly detailed crime saga can be likened to a Ferrari then Streetwise would probably be a Ssangyong or a Dacia by comparison.

And as a I mentioned earlier, the game fell into the trap of pandering to the teenage boy audience that every publisher was trying to sell games to in the mid-2000’s. Metro City is a gloomy, miserable urban environment this time around with a look of extreme decay and social rot about it. F-bombs and all manner of other swearing are casually tossed about, blood flies during brawls and hookers hang around on street corners, trying to sell the main character their wares. Fortunately, Streetwise doesn’t let you go any further with the latter and the dilapidated city’s porn theatre is conveniently never able to serve you due to the “register being down”. A soundtrack of gangsta beats from obscure artists serves as backing noise (and I really do consider it to be “noise”) and completes the transformation of the once colourful, cartoon-like beat ’em ups from the arcade and Super Nintendo.

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Darker and more ghetto than before.

You play as Kyle Travers, brother to Final Fight‘s Cody Travers and an up-and-coming fight club brawler. Many years have passed since the events of Final Fight and Cody is now older with knackered knees that can’t take the abuse of fighting anymore so he puts his time into coaching his brother instead. Cody still feels the burning desire to fight however and finds himself mixed up with shady underworld types and a dangerous new drug called “Glow” that can turn the average man into a superhuman machine at the eventual cost of the user’s mind and humanity. A dangerous gang crashes a drinking sesh at the local bar and kidnaps Cody with the gang’s leader – known as The Stiff – knocking Kyle unconscious at the conclusion of the brawl. This is where the game kicks off properly, with Kyle’s aim being to track down his brother and save him from Metro City’s underworld and the lethal Glow drug. Final Fight has certainly grown up since the old days eh?

Along the way, Kyle runs into strong man Haggar (angrier and swearier than before) and Guy who has now become a gang boss himself, heading up the Japantown district of Metro City. There aren’t really any more links to the Final Fight lineage other than these characters and a few references to their past exploits. The only classic Final Fight enemy to make a return is Andore as an optional pit opponent. Concept art for the game showed Poison and Sodom but neither made it into the final game.

Thus far, you’d be forgiven for thinking that Final Fight Streetwise is a load of nonsense, trying to be cool and hardcore while re-writing the likes of Cody and Haggar to be grittier, more ‘realistic’ characters e.g. exactly what nobody asked for. Gangsta music, a drug-related plot and the more violent nature of combat certainly suggest this so you may be wondering why I’m saying that Streetwise is not actually a bad game?

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You say bad, I say so bad it’s brilliant.

Well, the “bad” stuff is often so bad that I found it entertaining with so many crappy aspects of Streetwise lending the game a unique sort of charm. The awful NPC dialogue and quotes for example are just brilliant. Metro City appears to have a large population of flamboyant men making overly saucy remarks to Kyle in passing, (one such comment even referencing a “package”…whatever that means…) while hookers come out with such brazen lines as “Fancy a shag?” or “Wanna have a poke?”…in laughably posh British accents which obviously make the world of sense in an urban, American city.

Side missions often take the form of mini games which are a stark contrast to the game’s moody, violent vibe. One standout distraction is a card shuffling game where you must keep an eye on the winning card as it is shuffled with two others. You play this game by speaking to a suited businessman who just happens to be hanging around in a bad part of town, briefcase of playing cards at his side. Other amusing mini games include (literally) stamping out a cockroach infestation in the diner, smashing up a car that has enraged a local resident by being parked in their way (a nice throwback to the car-smashing interludes in the arcade game) and…blasting rubber ducks in an alleyway shooting gallery to win cash? Yep, that happens. The novelty of these side events does wear off once they begin to repeat over and over but there’s no denying that they are – initially – quirky and unexpected in a game where you expect to simply be fighting.

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I’ll be honest, as interesting as this was, I still didn’t bemoan a lack of G-Con2 support.

Speaking of the fighting, it’s actually not that bad. Yes, Final Fight Streetwise had contemparies that arguably did combat better (Urban Reign, Spikeout: Battle Street) but Streetwise is still more than serviceable. There are the standard light and strong attacks to create combos as well as the obligatory throw command. In addition, there is also an “Instinct” meter below the health bar. This energy can be used to enhance the power of moves (by holding down one of the shoulder buttons while attacking) or to fuel the use of stronger special moves such as the drop kick or suplex. Kyle can also counter an opponent’s attack if the player presses the block/guard button at precisely the right moment, sending the game into a brief slow-mo sequence where they can input various commands to evade damage and knock the enemy back. New moves and extensions to the health and instinct meters are purchased from the game’s various gyms, giving the player a reason to collect as much cash as possible from side events and enemy drops.

It’s nothing special but it works and there is a reasonable level of satisfaction to be gleaned from the combat, especially when consistently countering like a boss and sending enemies flying with an elbow smash, nose-breaker or hurricane kick.

Other sweet touches are a cameo fight against Street Fighter‘s Cammy (as a big fan of Cammy, I loved this) and a bonus arcade mode whereby you select Kyle, Cody, Guy or Haggar and attempt to fight your way through hoardes of enemies as in the old-school arcade games. Arcade mode takes on a strange 2.5d perspective with a fixed route and a much simplified moveset including a removal of the Instinct system (so no counters either) and many special moves. It’s an interesting sideshow but good luck beating it on your own without a second player because it’s absolutely brutal. Finally, you can unlock the original 1989 arcade game and play it from Streetwise‘s main menu but in all honesty, I can’t recommend the port as it feels sluggish with a poor resolution. Stick to the Capcom collections on the PS2 or PSP if you want to play classic Final Fight. Or the superb Final Fight One for the GBA.

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I wish this costume for Cammy had made it into one of the Street Fighter games as an alternate outfit but I imagine Capcom are keen to forget Streetwise ever happened.

Overall, I have to say that Final Fight Streetwise is not the absolute trainwreck that I was waiting to experience when I popped the disc into my PS2 after all these years of reading negative horror stories. Yes it is a flawed game and no, it isn’t an essential gem in the PS2 (or original Xbox’s) library. There are better 3D beat ’em ups available from this generation of gaming – without question – but I do feel that Streetwise receives a lot of flack for being a bad Final Fight game rather than a bad game in general. Strip away that famous name and you have a serviceable beat ’em up with some interesting quirks. It isn’t a bad game at all; it simply failed to live up to the Final Fight name but that was always going to be the case.

The one major complaint I personally have is that the save system is terrible. You can only save by quitting the game (not explained in-game or in the manual) and loading a saved game puts you back at your last checkpoint (also not explained in-game or in the manual) meaning that until you realise this, you can lose a lot of side-mission progress by believing that you have saved the game at your current point when you haven’t. Other small niggles are repetitive mini games, some fiddly bosses and the final few chapters feeling more like Resident Evil with zombie-like enemies and mutated bosses.

But Streetwise still isn’t a bad game. I couldn’t exactly recommend it but I COULD recommend that you open your mind a little, forget the Final Fight name and give the game a chance because it’s alright.

The Golden Age of Fighting Games: When it happened and why it ended [Part 2]

In the first part of this little series, I explained that the one true ‘Golden Age’ of the fighting game genre took place – in my opinion – from ’91 – ’00/01. I’ve also discussed how I believe the decline of the arcades was a major factor in this most excellent era coming to an end. Now it’s time to continue where I left off with Part 2, where I will discuss two more factors that I consider to be highly influential to this disappointing demise.

Capcom pulling out of developing new titles/sequels

Like it or not, Capcom are a major driving force in the fighting game arena and what they do can have a massive effect on the genre as a whole. Fighting games DID exist before Street Fighter II (International Karate, Yie Ar Kung Fu and even the original Street Fighter to name a few examples) but SFII became a template for fighting games to imitate, something that is still happening today. The move inputs for specials for example were near enough universally adopted by every following fighting game with the same input motions still in use today.

I also made a note in Part 1 of how Capcom eventually returning to the fray with Street Fighter IV revitalised the genre, encouraging the revival of other dormant fighting games and creating a hospitable breeding environment for brand-new challengers to emerge. This is a clear example of Capcom’s actions carrying serious clout. No, the genre didn’t fully die out while they were away from the action but the return of Capcom and Street Fighter brought much-needed attention and popularity back to the world of fighting games.

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Niche productions such as the upcoming Blade Strangers may never have existed if not for a resurgence in fighting game popularity that goes back to Street Fighter IV’s emergence.

So when Capcom backed out of developing new titles post-Capcom Vs SNK 2, it was a big blow to the genre and the community. I will be going into more depth on those barren years for fans of fighting games in a separate post but Capcom basically focused on brand-new console franchises such as Devil May Cry while keeping their fighting game heritage on the backburner with some re-releases and compilations. In fairness, these were welcome additions to any fighting game fan’s library. The likes of Street Fighter Alpha Anthology, Vampire: Darkstalkers Collection, Hyper Street Fighter II and the PS2 port of Third Strike represented immense convenience and (in the case of the collections) fantastic value for money. Nobody could knock the quality of these releases but they weren’t proper, new sequels and gamers began to ask questions. Would we ever see new Street Fighter, Darkstalkers or VS games again?

Capcom did try something new with the 3D Capcom Fighting All-Stars, a project which was eventually cancelled. They then disappointed with the underwhelming Capcom Fighting Jam, a lazy crossover game featuring a jarring collection of re-used sprites and a limited roster. The game wasn’t broken but it was surprising to see such a poor original effort from a company that had previously been the gold standard.

Street Fighter was a household name and at this point, it was slipping into the background with the more casual gamers that had been caught up in the franchise’s prior popularity no longer being that invested in fighting games as a whole. Without any new, good games in the series, SF became a relic of a bygone age, something that people who had owned the game on the SNES talked about in nostalgic tones. 3D fighting games such as Tekken and Dead or Alive carried on thanks to the polygon-based side of the genre being more resilient such was its appeal to both the hardcore fans and casual console gamers alike. 2D fighters however became a serious niche and games like Guilty Gear and The King of Fighters were still around but consigned to a more obscure status. These were games that resembled Street Fighter to the casual observer – that old fighting game thing that they remembered playing in the 90’s.

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A nice idea and a bit of a novelty but the backdrops had more characters than the game. Also: look at that ancient Demitri sprite!

This is why I consider Capcom to be so influential. If they or the Street Fighter series aren’t around, it gives the impression that there’s no confidence in the genre or money to be made by publishers weighing up whether or not to greenlight a sequel for one of their own franchises. Capcom helped define the genre as we know it, the genre faded away as they took a step back and it finally experienced a resurgence when they returned. Whether you like Capcom or are more partial to the offerings of a different developer, there’s no denying their influence.

The bankruptcy of the original SNK

Every warrior needs a sparring partner or a fierce rival to help them push their mind and body further. SNK played this role for Capcom back in the 90’s and it was almost a decade of the two giants trading blows. SNK pumped out series after series: Fatal Fury, Art of Fighting, Samurai Shodown, The King of Fighters, The Last Blade and Garou: Mark of the Wolves to name the more well-known games. Not all of these games were great and the clunkiness of the older ones prevented them from being true Street Fighter II beaters but SNK were in this for the long run. Their Neo Geo MVS arcade hardware was massively powerful and long-lasting, easily capable of hosting fighting games that could beat Capcom’s for aesthetic detail and on-screen action.

If that wasn’t enough, the Neo Geo AES was essentially a consolised, home version of the MVS meaning zero reduction in quality when playing the latest King of Fighters on your TV as opposed to in the arcades. The downside was the immense price tag that the AES came with and the prohibitive cost of cartridges which quickly marked the system out as a premium product that only the richest gamers could afford to put beside their TVs. There were conversions to the Playstation, Sega Saturn and Sega Dreamcast available but these were largely confined to Japan with the Saturn needing a RAM expansion cartridge before it could handle the games.

In any case, blow-for-blow was traded in this little war. SNK introduced team-based fighting while Capcom put their iconic characters up against Marvel’s comic book heroes/villains for the innovative and very epic ‘Vs‘ series. Street Fighter III introduced the legendary parry ability to separate the men from the boys. SNK replied with the equally beautiful Garou: Mark of the Wolves which just so happened to feature its own counter system – the Just Defend mechanic. SNK had a Ryu-alike character named Ryo so Capcom had a playful dig back at their rival when they created Dan Hibiki, a parody of the Sakazaki family’s moves and win poses…garbed in a pink gi.

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The Last Blade 2: SNK at their zenith.

As the 90’s drew to a close, Capcom and SNK had actually teamed-up for the fantastic Capcom Vs SNK, an amazing event for fans of the genre which would receive a sequel and also a quirky version from SNK themselves (SVC Chaos). When the dust had finally settled, it was gamers who had won. Capcom had hit hard with Third Strike, Vampire Saviour, Marvel Vs Capcom and Rival Schools but SNK held its ground with Garou, The Last Blade 2, King of Fighters ’98 and Samurai Shodown IV. SNK had began the decade with ambitious but clunky and sometimes crude efforts such as the original Art of Fighting but they were eventually able to legitimately match Capcom for quality art, animation and fantastic gameplay.

Sadly, the original SNK went into administration before being acquired by Playmore and being subsequently rebranded as SNK Playmore. King of Fighters games continued to arrive but the quality severely dipped during the 2000’s with the constant re-use of ancient Neo Geo sprites being less and less impressive each time they were wheeled out for the latest KOF game. SNK Playmore also mirrored Capcom with a slew of ports and collections of their back catalogue to newer systems. As with the Capcom re-issues, these were solid, desirable products but not exactly new games. Still, where Capcom binned Fighting All-Stars, SNK did at least manage to release TWO 3D spin offs of the King of Fighters even if they weren’t all that great.

But if Capcom’s fighting game properties had fallen into obscurity then spare a thought for SNK. New ports to the PS2 and Xbox were published by the unreliable Ignition Entertainment and sometimes extremely difficult to track down on release such was the niche nature of their fighting games post-bankruptcy. Essentially, it was only those in the know and an ever-dwindling fanbase who sought out the likes of KOF: Neowave and Neo Geo Battle Colisseum. A giant had fallen and it is arguable that SNK would have needed Capcom’s active presence within the genre to continue thriving had they not found themselves in trouble. In any case, the end of the rivalry and the loss of the original (and still the best) incarnation of SNK was a defining moment in the genre’s history.

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KOF lived on with the likes of Neowave (pictured here) but the sprites were showing their age by this point and no longer impressing anybody.

All of these reasons for the golden age of fighting games coming to a close are closely interlinked. The decline in arcade popularity for example pushed Capcom to withdraw and focus their efforts on the profits available in the booming console industry. Street Fighter used to be their cash cow but there was greater commercial sense in developing new Resident Evil and Devil May Cry sequels for Sony’s world-conquering Playstation 2. Had SNK not run into financial issues, they too would have been affected. Given how ALL of SNK’s properties were arcade-centric, it’s a (thankful) miracle that they are still around today. It’s important to note that they also had their own issues to contend with such as piracy of the Neo Geo cartridge format.

With all of the negativity out of the way, join me for Part 3 when I take a closer look at the top reasons that make ’91-’00/01 such a special time for the fighting game genre.

Soul Calibur VI HAS to be good

The gamer sitting here typing this is currently wondering what he was smoking when he pre-ordered the collector’s edition for the upcoming Soul Calibur VI at a cool £130. After all, I’ve long since sworn off collector’s editions (a whole topic in itself), I have nowhere to store another enormous box and there is also the small fact that I absolutely abhorred Soul Calibur V to the point that any attempt to give it another chance only ever results in utter fury. However, history is repeating itself because I distinctly recall feeling the hype for SCV pre-release and – again – ordering the collector’s edition. Am I trapped in a loop just like the neverending battle between Soul Calibur and Soul Edge?

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I wanted to just buy the standard edition of the game and play it safe this time (those SCV-shaped scars still sting y’see) but of course, Namco-Bandai went and put a 35cm statue of Sophitia in the box didn’t they? The fiends. How could I resist? Will the quality be worth the price? Should I be angered that the US version looks superior with an artbook and steelbook that don’t appear to be here in the European CE? Will I remember that I could simply just cancel the pre-order on Amazon? I know I won’t do the latter because a) I’m a magpie for collectable shit and b) Sophitia is one of my favourite female characters in the series (and gaming in general, I suppose).

What this DOES stand for however is the final, final, final (I really mean it this time!) chance that I am giving this series. Soulcalibur has always been one of my favourite fighting games since I found myself enthralled by Soulblade on the Playstation but it hit a high point with Soulcalibur II and has gone downhill ever since. Soulcalibur III is my personal favourite (a view not shared by hardcore tournament types who were irked by alterations to certain characters’ move sets) but it comes from the same era as SCII and is similar in many ways.

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It’s a shame that the series reached its peak so long ago. Can SCVI come anywhere close to being so well-received?

Inspired by my insane pre-order, I’ve revisited SCIII, IV and V over the last week. I would have obviously gone back to SCII as well but unfortunately, I only have the Gamecube version and that console isn’t currently set up. Ditto for Soulblade on the PS1 (thanks to my PS2 refusing to play PS1 games at the moment) and as for the original Soulcalibur, I’ve never had a Dreamcast so it’s the one game in the series I haven’t played.

I hammered SCIII for a few days, re-learning the moves of my favourite characters and simply really enjoying it, a happy experience that ended with frustration when I attempted to start a new game on the ‘Chronicles of the Sword’ strategy game and was thwarted by the infamous save data corruption glitch. The time I DID spend with SCIII however was marvellous. Visually the game is very similar to its predecessor but with greater detail and the music is some of the best ever produced for a fighting game in my opinion. The character roster is fantastic, the creation tool is still fun and there are plenty of modes for the solo player to sink their teeth into. Back when I first got this game in the PS2 era, I utterly destroyed it and the amount of time that the disc spent in the tray was rivalled only by the likes of GTA San Andreas, Tekken 5 and Persona 3.

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Here’s hoping that Cassandra makes it to SCVI…

Even today, the game and its animation are still incredibly easy on the eye. Sure, it took some re-adjustment after playing the later HD sequels but the character models and detail are still among the best on the Playstation 2 and it only took me ten minutes or so to forget how ‘old’ the aesthetics were in relative terms. This game along with Tekken 5 showed Namco to be one of the best at wringing the best from Sony’s second machine.

Soulcalibur IV is a strange one. Even as a relatively early PS3/360-era game, it still looks beautiful today and the character models are a big step-up from the previous generation. Roster-wise, things are great again with most favourites making a return. General gameplay is tight but the niggles were creeping in at this point. Destructible armour/equipment was a nice touch but the ability to instantly win a match by ‘soul crushing’ your opponent and activating a super move was more questionable. Thankfully, it wasn’t too easy to pull off and as such, not intrusive. Unfortunately, Namco had meddled with movesets yet again and the single-player experience was very shallow – a stark contrast to SCIII‘s box of goodies in that department. And the Star Wars guest characters? Very ill-fitting product placement (Revenge of the Sith was out at the time so it was a loose tie-in of sorts…) and the ‘Apprentice’ character is a cheap-as-fuck arsehole that I cannot stand. That said, I’d be outright lying if I didn’t admit to enjoying the Star Destroyer Loading Bay stage with the Star Wars main theme as the soundtrack.

These irritations all came flooding back when I popped SCIV into my PS3 but overall, it is still a decent, fun game with lots of positives…compared to what was to come afterwards – oh boy!

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Let this totally out-of-place, emo disgrace to the series sum up SCV.

As I said at the very beginning, I’ve given Soulcalibur V numerous chances and every time, I wind up incensed with fury. As a videogame, it is a good game and clearly a very polished effort that doesn’t deserve to be labelled a “bad game”  but as a Soulcalibur game, it outright SUCKS. To begin with, single-player mode is virtually non-existent (Namco prioritising the online and tourney types) and then there is the roster which was dramatically overhauled. The game’s story is set further down the line than SCIV‘s so many of the popular characters like Taki, Kilik and Sophitia have been exchanged for students, disciples and offspring of those much-loved fighters. Problem is, they simply aren’t as endearing so when you play as Pyrrh (for example), you really want to be playing as Sophitia or Cassandra and the fact that the movesets for the descendant characters aren’t quite the same just make the fact worse. New characters like Z.W.E.I and Viola are incredibly out-of-place in the fifteenth century setting and multiple slots are wasted by characters with randomly selected fighting styles. The latter was a novelty back in the day with Charade (and Mokujin in Tekken) but having lots of these characters simply frustrated me in SCV, especially when one of them – Elysium – resembled the absent Sophitia. What a tease!

But it’s the gameplay and how Namco overcomplicated it that really lets SCV down. The first cardinal sin was messing with the core risk/reward Guard Impact ability and making it reliant on meter rather than free-to-use. Then there were ‘Brave Edge’ attacks – upgrades of standard attacks that use meter to enhance the number of hits and power, similar to EX moves in Street Fighter. Finally, those appalling Critical Edge super moves because obviously, every fighting game must have intrusive, super move cinematics that interrupt the flow of the game and deal massive damage. Worse still, the losing player will receive free meter in the final round to give them a chance to come back, pandering to those who would like fighting games more accessible and less punishing. I went into this latest SCV revisit with an open mind but I simply couldn’t deal with it for long.

Playing this game is akin to seeing how you can hold your breath beneath water before drowning. Without the Guard Impact, the game definitely suffers and those super moves are a ill-conceived travesty born of ends justifying means. Even if I COULD condition myself to this new way of playing, there’s simply nothing to do for a player that doesn’t enjoy online fighting. The only positive element of Soulcalibur V is the highly-detailed character creation tool which I’ve honestly spent more time than the game itself, creating characters that I can’t even be bothered to play with. Let THAT sum up how I feel about SCV.

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Soulcalibur VI is coming and doesn’t it look good?

So can Soulcalibur VI save this once magnificent fighting game series from continuing down a path of mediocrity? My early thoughts (based on all the footage and reveals thus far) are cautiously optimistic. The roster has gone backwards to include many favourites from the past and I’m pleasantly stunned to see the likes of Zasalamel returning. Guard Impact is meant to be free-to-use again and aesthetically, the game looks lovely to behold. As of now, my two biggest concerns are the returning super moves (which seem more cinematic than ever) and the big question of how much SP content there will be this time. I hope that Namco have learnt from their previous effort but at the same time, fighting games in general have been slashing offline content for a while now and even offering it as DLC down the line so an online-weighted structure should hardly be surprising.

This is definitely the series’ final chance to get me back onboard though so it HAS to be good.

The Golden Age of Fighting Games: When it happened and why it ended [Part 1]

The last two generations of home consoles have hosted a major resurgence in the fighting game genre. Widely credited to success of the original Street Fighter IV (before it was updated twenty billion times at the last rough estimate), developers began dusting off their old franchises again and arcades in Japan were treated to a new slew of 2D and anime-styled fighters, many of which managed to reach us here in the West. Of course, the genre never completely died out; it just lost a lot of popularity. The likes of Tekken, Soul Calibur and Dead or Alive quietly soldiered on and were played by the genre faithful but gamers were more interested in open-world adventuring, sports games and online shooters.

SFIV represented Capcom finally deciding to quit it with the ports and re-releases and invest serious money into a brand-new installment. It was a very well-received game that revived a genre. Rival series’ that had never really gone away received more exposure and new franchises such as Blazblue exploded onto the scene. Mortal Kombat and Guilty Gear became big names again and we were treated to all manner of quirky, interesting fighters such as Persona 4 Arena, Under Night In-Birth and Tatsunoko Vs Capcom. As I type this today, Arika have just returned to the fray with Fighting EX Layer, Blade Strangers is on the horizon and a Dragonball fighting game has become a serious tournament contender. It’s a great time to be a fan of fighting games and yet, this is no “Golden Age” because that time has already been and passed.

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Street Fighter IV (seen here in ‘Ultra’ form) was a very welcome sequel.

That “Golden Age” – in my opinion – began in 1991 with the release of Street Fighter II (the game that all 2D fighting games still owe their basic templates to) and ended around 2000/2001 with Capcom Vs SNK 2 and Marvel Vs Capcom 2 – a duo of games that represented a culmination of a decade of advances in presentation, gameplay and crossover spectacle. I might look like I’m giving Capcom too much credit here by only citing their games but it’s simply a fact that some of their greatest and most popular creations bookend this fantastic era. Before discussing why I believe this ’91-’01 period to be the undisputed Golden Age of fighting games, I want to talk about the three main reasons that I believe were responsible for its eventual death.

  • The decline of the arcades
  • Capcom pulling out of developing original titles/new sequels
  • The bankruptcy of the original SNK

Again, it really isn’t my intention to downplay the likes of Namco who side-stepped all of this and continued to keep Tekken in the public eye but I simply see Capcom as a bigger driving force in the genre who – when they get the attention of gamers – can help lift up everybody else along the way.

The Decline of Arcades

As the 90’s progressed, home console gaming grew in its power to impress consumers with the Playstation, N64 and Sega Saturn all offering cutting-edge 3D visuals which look hideously dated today in many cases but were mindblowing coming off the back of what the SNES, Mega Drive and other lesser competitors had been able to offer. PC gaming was continuing to gather serious steam with graphics that outstripped consoles (if you had the money to invest in the right upgrades for your tower) and that all-important online play. One ultimate side effect of this mighty technological push was that chasing perfect home conversions of arcade games suddenly seemed redundant when superior, more in-depth experiences could be had with original software on home consoles. Gamers wanted the story-driven style of gaming and genres that the arcades couldn’t offer due to their quick-play nature and so the arcades had their days numbered.

No longer was it the case that you had to hit up your local amusements or city centre arcade to gape in awe at the best graphics, smoothest animation and booming audio. Why would you when Ocarina of Time could deliver a vast, detailed game world? Gran Turismo offered hundreds of detailed real-world vehicles and circuits while Final Fantasy‘s CG segments were like movies except they came with monstrous amounts of gameplay unlike the old FMV “movie” experiments of the early 90’s. Gaming was evolving and it was no longer important to debate over which system could provide the most accurate home version of an arcade fighting game.

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The Darkstalkers series is one of my all-time favourites and one of the best fighting games of the 90’s

The irony however was that despite the pressures placed upon the arcade arena, some of the greatest and most memorable of fighting games were released during this period, a golden age of creativity that paradoxically took place while its traditional host environment received a slew of super moves to the face from the home console market. It wasn’t KO time yet but the writing was clearly on the wall. After all, new, increasingly powerful arcade technology cost a lot of money to develop and manufacture, a practice that made decreasing financial sense when a publisher could make easier profits on shipping thousands of copies of their game on a CD for home consoles.

Home conversions of the great games of this era still happened but the dedicated fighting game fan had to go to greater lengths to acquire the optimal versions of the arcade games they wanted in their home. Capcom’s games for example were usually severely compromised to function on the market-leading Playstation (due to a lack of video RAM) so if you wanted to play the likes of Marvel Superheroes Vs Street Fighter or Vampire Saviour as intended then you had to have a Sega Saturn capable of playing Japanese imports and the RAM expansion cartridge. To a fanatic of the genre, this was probably not a great deal but it pushed fighting games a little further from the mainstream compared to the SNES days when anybody could walk into a shop and purchase Street Fighter II.

It was at this point that the popularity within the genre mirrored the trend of 3D being more interesting than 2D with Namco’s Tekken proving extremely popular. Tekken was an arcade game but the name quickly became associated with the extremely accurate Playstation conversions and many consumers weren’t even aware of where each installment originated from. A further interesting fact is that the first three Tekken games + Tekken Tag Tournament all ran on Namco’s System 11 (Tekken, Tekken 2) and System 12 (Tekken 3, Tag) arcade technology which was very closely linked to the Playstation. System 11 in particular was essentially a Playstation except that it used surface-mounted ROM chips to store game data whereas the Playstation obviously had CD-Rom storage.

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Tekken 3 was a huge hit that helped keep the fighting game genre alive on Playstation.

Numerous imitations emerged while Namco struck gold again by innovating with their weapons-based SoulEdge (known as SoulBlade in the West) and following it up with the massively popular SoulCalibur. Truly, it was the 3D fighting games that made perfect sense at home which were leading the way now. Conversions of 2D fighting game giants such as Third Strike and The King of Fighters were relegated to less successful consoles such as Sega’s short-lived Dreamcast with more and more games becoming import-only affairs denied to Europe and sometimes the US as well. The genre was not dead but it was evolving and the likes of Tekken and SoulCalibur would soon become more synomonous with home consoles than arcades (SoulCalibur III for instance was developed for the Playstation 2 first and then converted back to the arcades for a limited release).

Home technology also allowed for some franchises to find a second wind. Mortal Kombat for instance was able to ramp up the detail in it’s gory gameplay and spawn several spin-off games that – while not fantastic – sold pretty well and played to the strengths of the third dimension. Bloody Roar showed off flashy beastial transformations and Dead or Alive jiggled it’s way into the public conscious, taking advantage of the increasing processing power to animate its sexy females. True, many of these games had arcade releases first but they were difficult to distinguish from their home conversions unless you had a trained eye and it was the latter editions that the majority of consumers cared about.

Arcades are still around today and didn’t ever truly die out but it is an unavoidable fact that they are a mere shadow of their former selves, dominated by claw machines and flashy lightgun games that are brutal in their cynical game design, impossible to complete unless you feed the machine a steady flow of coins. Some fighting games still begin in the arcades (such as Tekken) but this is predominately in Japan, the homeland and last bastion of “proper” arcades (or Game Centers as they are known natively). The home console releases and profit-spinning DLC strategies are the top priorities now.

Some developers simply didn’t move with the times and the result was sub-standard home console sequels to their franchises or doomed experiments in the newly-dominant 3D realm such as Capcom’s cancelled Capcom Fighting Evolution. Other arcade stalwarts simply faded from popularity or mainstream relevance as home consoles nurtured new tastes in genres with RPG’s, driving games, FPS’s, huge open-world games and online gaming taking the place of established favourites including the fighting game.

Come back soon for Part 2 where I will discuss Capcom’s withdrawl from the scene, SNK’s downfall and why ’91 to ’01 was the definitive golden age of fighting games.

DS90 Plays: Mortal Kombat XL [PS4]

Confession time: I do a very poor job of concealing my love of fighting games and yet – until very recently at least – I’ve never liked Mortal Kombat. It isn’t the fault of the series’ signature gore and excessive, almost comical blood-letting because as a fan of horror films and OTT slasher flicks in particular, I actually quietly approved of this frivolous violence. My REAL issue with Mortal Kombat has always been the fighting itself. While the likes of Street Fighter and Tekken involved fluid combos and smooth animation, Mortal Kombat was clunky and just…not fluid. I also didn’t really find myself drawn to many of the character designs either despite the iconic and creative fighting styles of the likes of Sub Zero and Scorpion.

I still distinctly recall picking up MK: Armageddon on the PS2 which was – at the time – the latest game with the biggest and most comprehensive roster ever. It did not impress me and I quickly binned it off, scolding myself for even bothering. Then, something pretty amazing happened: the series received a reboot of sorts for the PS3/360 simply entitled “Mortal Kombat” though the fighting game community referred to it as MK9 (a much better name…don’t get me started on the naming of sequels!). Cautiously, I decided to have another go and this time, I actually ENJOYED what I was playing! MK9 still felt a little ponderous and clunky in that “classic” Mortal Kombat fashion but this time, combos felt like they flowed better and there was at last a game that I wanted to learn. Brutal (in a great way) x-ray special moves made their debut and fatalities had never been so disgustingly graphic (again, in a great way!). It was still no contender for the my own personal Hall of Fighting Game Fame but it was at last a Mortal Kombat that I could call a “good game”.

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MK9 pulled no punches whatsoever.

Happily, Netherealm/Warner Bros. saw fit to continue down this path of improvement and released Mortal Kombat X for next gen machines. More of the same but with even better aesthetics and gameplay, MKX won a lot of fans early on in the PS4/XBOne days – while fighting games were particularly thin on the ground – and sold deservingly well as a result. Thanks to my positive experience with MK9, I was definitely interested this time but I held fire on purchasing because I just knew that – as with MK9 – a “Komplete” edition of some sort with all the DLC on-disc would be released. As it transpired, MKX became the cleverly-titled MKXL and I duly purchased a copy. For one reason or another however, the game sat sealed on my shelf for a veeeeerrry long time until I finally decided to rip the cellophane off a couple of weeks ago.

As with Mortal Kombat (9) Komplete Edition, the XL version of MKX includes all of the previously released DLC outfits and characters and it’s the latter that were very special additions to the MK universe. MK9 hosted the legendary Freddy Krueger as a surprise (but fitting) guest fighter; MKX went even further, raiding the 70’s/80’s horror/sci-fi archives and sending tournament invites to the Predator, Alien, Jason Voorhees and Leatherface. I couldn’t help but be impressed and take notice of MKX on release purely for these classic movie characters since their respective movie franchises are ALL favourites of mine. Definitely a perfect example of guest characters that make sense in a fighting game unlike a few other instances that raised a fair few eyebrows…*cough* Soul Calibur IV *cough*

Another thing that has impressed me is that amount of content (or should that be ‘Kontent’?) in MKXL. For starters, the game features a pretty decent story mode with loads of cinematics and fights that really make you use most of the characters at least once. Some may not like this and I must admit that I’ve not really been a fan of it in the past when I already KNOW which characters I don’t want to use but since I’m not a massive MK veteran, a bit of forced experimentation with the roster is no bad thing.

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So far I’ve settled on the fun combos of Sonya Blade and her cool daughter, Cassie (above).

Then there are the various survival modes and stacks of unlockables to collect from the ‘Krypt’ such as additional costumes and artwork. And when I say ‘stacks’? I mean it. There are loads of unlockables that can be purchased using the in-game currency which is thankfully pretty easy to accumulate by doing well in offline survival and arcade modes. All of this is good news because I’ve long being vocal about how crap Street Fighter V is for making the player pay for everything down to palette swaps and there are other fighting games that take a similar F2P approach where competitive online play is prioritised and offline types have bugger all to do. MKX may not be my favourite fighting game in terms of pure gameplay but it has my respect for not trying to squeeze every last penny from the player.

As for that all-important gameplay, I definitely still sense some of the classic MK clunkiness but X somehow feels a little better. I’m enjoying the combos a lot more and finding that experimentation with stringing them together seems to be a lot more viable this time around. I’m definitely here for the fighting this time as well as the entertainment factor that the ridiculous gore and fatalities provide.

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Sub-Zero who? THIS is what we want to see!

Overall, it’s relatively early days for me and this game but I’ve cleared the story mode a while ago and been hammering the other offline modes with Sonya Blade and Cassie Cage, learning combos and working out how I want to play. This is a phase I would never have made it to with the ‘classic’ games in the series so I consider this proof enough that MKX (and MK9 before it) have at last transformed a gimmicky series into something half-decent. If I had any complaints at all then it would be that the character models still look a bit stiff and ugly (it’s difficult to explain…) compared to those in the likes of Tekken and that a lot of the past characters such as Cyber Sub-Zero and Scarlett are absent. Fatalities and Brutalities are also still a bit too situational and fiddly in some cases…having to keep referring to Google on my phone to work out what I’m doing wrong is annoying!

Otherwise, colour me impressed. As a veteran gamer who has seen a lot, it ain’t easy to do!

Top Five Characters For Soul Calibur VI

With the recent announcement/reveal of Soul Calibur VI having properly sunk in now, I think it’s fair to start theorising about a potential roster. Well, I say theorising but that process is a potentially depressing affair since – if done logically – it involves putting together a hypothetical roster based on what the marketing men think will sell the game. I’d rather lay out a top five countdown of the characters from that I want to see return to the Stage of History. I have put together my dream shortlist with three things in mind:

  1. The game’s story is supposed to be further back in the SC timeline (around the time of the original Soul Calibur) so I’d like to think that some of the older characters that were dumped for the later games might be able to return in all their glory.
  2. No guest characters. That is a separate list for another time (possibly). These are all original SC characters that have been in the games before.
  3. These are simply characters that I like!

With those loose “rules” established, I shall waste no more time and jump right in!

Zasalamel

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Amongst all of the clones and ‘mimic’ fighting styles that were in Soul Calibur III, Zasalamel’s scythe-based style was refreshingly individual and certainly interesting to learn as well as fight against. I also really liked his visual appearance despite the obvious Assassin’s Creed similarities that his original outfit (pictured) was guilty of displaying. Better yet, SCIII‘s plot saw Zasalamel morph into the demonic final boss, Abyss who shares a lot of Zasalamel’s basic fighting style. Abyss is one of the coolest and most bad-ass bosses in a fighting game and while I highly doubt that we will ever see him again, I would at least like Zasalamel to return from his post-Soul Calibur IV exile.

Cassandra

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We’ve already seen Sophitia revealed as one of the first two characters in the game and while Sophie will always be my #1 character in the series, I have to say that I missed her spunky, more aggressive younger sister in SCV. Yes, people will say that we don’t need any more Alexandra family members (they’re everywhere!) and others will argue that more females with big boobs are unnecessary but as far as I’m concerned, Cassandra has been a staple since her debut in SCII and her omission in SCV was one of the most disappointing in my opinion. She actually has a very different fighting style to Sophitia and while nobody can argue that the way she battles is overly unique or interesting, I’ve always enjoyed her character and she is in many way (whisper it) more endearing than her sister. Yes I feel treacherous for even typing that…sorry Sophitia!

Hwang

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A true classic who debuted in the original Soul Blade (or Soul Edge in other territories) for arcade/Playstation but was ditched by the time of Soul Calibur II for the younger and (I suppose) cooler Yun-Seong. Hwang made one more appearance as a non-fleshed out bonus character in Soul Calibur III and was properly re-instated for the rare arcade edition of SCIII but hasn’t been seen since which is a pretty rubbish way to treat one of the founding characters of the series if you ask me. Even Yun-Seong didn’t make it to SCV, meaning that the most recent installment in the series had no Korean characters and no Falchion wielders. I really enjoyed playing as Hwang in Soul Blade and I also think he looks pretty cool so I’d like to see him again for those reasons but also because he simply SHOULD be in an SC game again.

Li Long

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Another founding cast member of the series, Li Long was treated even worse than Hwang. The original nunchaku wielder didn’t even make it off the Playstation to the original Soul Calibur since Namco had already elected to introduce the new, cooler character of Maxi who became the default (and only) representative of the nunchaku style from there on. Like Hwang, Li Long was given a bonus character slot in SCIII and also re-instated properly for the arcade update. Interestingly, he was armed with a new double nunchaku style that actually set him apart from Maxi. I would love to see Li Long return with a more fleshed-out version of this style in Soul Calibur VI. Like Hwang, I just think that he should be included for historical reasons.

Night Terror

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Up until this point, my list has been fairly safe, predictable even. We can’t have that though can we? So to finish off my top five, I’ve decided to put the case forward for the true boss of Soul Calibur III. If you thought Abyss was monstrous enough…well, you hadn’t seen anything yet. Night Terror is a beastly version of Nightmare, the result of Soul Edge’s vengeful will fusing with Nightmare and nobody enjoyed fighting this creature. Massively over-powered, boasting insane priority and immune to ring-outs (he flies back up to the stage!), Night Terror was everything a cheap boss should be. I lost count of the amount of times I heard “versus, Night Terror!” as I kept hammering the option to try the fight again. For all his cheesiness however, I absolutely loved the idea of a souped-up Nightmare that had been overcome by raw power and transformed into a truly imposing boss. Like Abyss, I highly doubt that Namco would ever bring this guy back but I would certainly take him over Algol or Elysium any day.

Honourable mentions!

Because five is never enough is it? Not when there have been so many characters both major and minor in Soul Calibur over the years. Seong-Mina should definitely grace an SC game again for the same legacy reasons as Hwang/Li Long but also because she has always been a fan favourite who certainly didn’t deserve to be left out of SCV. Valeria from SCIII was a second-tier bonus character but did at least have a cool fighting style based around kicks and bladed footwear. Did I forget to mention that she was a pink-haired shopkeeper/maid design with eye-poppingly big boobs? Funny that… Another classic that I hope returns is Rock because honestly, I don’t like Astaroth that much when it comes to the large “power” characters and Rock already had to swap his original axe style for a mace so that he had a “reason” to return for SCIII & IV.

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Because five wasn’t enough and I’m greedy…

If you read my post on femme fatales then you will already know that really like the nutty Tira but will she fit into a pre-SCIII plot point? I’m not sure but I think Namco would be mad to leave out such a unique fighting style. Setsuka is another dangerous lady with a fairly individual style that I’d like to see again, not least because I used her a lot in SCIII and found her to be utterly lethal with some crazy combos. Lastly, would actually like to see Edge Master come over from Soul Calibur V since the “bad-ass old guy” archtype needs some representation and I don’t mind there being at least ONE mimic character. Just please, Namco, don’t waste 3-4 slots with them like you did before? Ta.

So those are my choices. What do you think? I’m cautiously optimistic for a few of these but I also fear that Namco might see some of the older or more obscure characters as less marketable and won’t include them. I’ll reserve any form of judgment until we know more however. Let’s see who they’ve chosen…

The Soul Still Burns (Soul Calibur VI!!)

Well…did anybody see this coming? After years of rumours, random polls and a few filler games that I don’t class as “proper” entries, a brand-new Soul Calibur has been announced by Namco Bandai. Soul Calibur VI will be hitting PS4, Xbox One and PC in 2018 and the initial reveal trailer was quite intriguing. I thought so anyway but then again, I’m a weirdo with strange concepts of what is “interesting” so take it with a truck of salt.

The little teaser shows Mitsurugi squaring off against Greek goddess Sophitia and judging by the outfits and Mitsurugi’s apparent reversal of age, I’m going to assume that this is a prequel of sorts or at least a game that takes place earlier on in the storyline. Let’s face it, Soul Calibur‘s plot has gotten utterly ridiculous during recent games so going for something easier to digest while not binning off the existing canon wouldn’t be a terrible idea at all.

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Mitsurugi forgets how to treat a lady and gives Sophitia a right wallop. (image: Gamespot)

So am I hyped for this? Well obviously I am in some way or else I wouldn’t be writing about the announcement BUT I am still feeling extremely cautious. So far, I’m pleased that the game is even going to exist (because SC is one of my favourite series’ of all-time and I’ve been playing it since Soulblade/Edge on the Playstation) and of course, I’m doubly pleased to see that my main character and one of gaming’s most beautiful ladies, Sophitia, is back after being unceremoniously killed off between SCIV and V (because: rubbish plot).

My caution comes from the fact that I thought Soul Calibur V was absolute pants and not the fancy, lacy variety being worn by a pretty lady but that pair of nasty old boxer shorts that you sometimes randomly spot on the ground in an alleyway. The game looked incredible and it had one of the most enjoyable character creation tools that I have used in any game but everything else was wrong. There was no single-player experience to speak of to begin with and perhaps that should have been expected given how fighting games are all about the online these days but for me, SC has always been a fighting game with killer SP. I have great memories of unlocking all of the characters in SCII and the ridiculous amount of modes in SCIII for example. By contrast, SCV was a complete insult with its pathetic arcade mode that had the same two opponents for the last couple of battles every. single. time (Aeon and Nightmare).

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Best way to die ever? The trailer confirms the return of this classic neck-breaking grab of Sophie’s.

Worse still was the loss of so many favourite characters with many being replaced by descendants or students/disciples in order to keep the classic fighting styles present in the series. The problem was that not many people liked these new characters and just wanted their old favourites back. Some (such as Natsu) looked completely out of place for a game set in the fifteenth century, others were simply “WTF?” (Z.W.E.I) and there even characters that seemed to mock players such as Elysium who looked like Sophitia but wasn’t Sophitia. The plot was rubbish and nobody wanted to play as the whining Pyrhh or pretty-boy Patroklos. There were way too many characters that adopted random fighting styles between rounds as well – wasted select screen slots for sure. All we wanted was Cassandra, Mina and Hwang but no, we got the likes of Dampierre (*shudder*) instead.

Clearly, they had attempted to do what Tekken 3 and Street Fighter III did before: breathing new life into an existing series by introducing some fresh faces and youth into the roster. In Tekken 3‘s case it worked due to the replacement characters being closely modelled on their forebearers and while SFIII‘s updated roster alienated a lot of the SFII fanbase, it did at least have a killer gameplay system to fall back on.

Speaking of gameplay, this was the final thing about SCV that switched me off due to how they’d messed about with an established and very enjoyable template. It was done with good intentions no doubt but the addition of flashy super moves seemed unecessary and having the classic Guard Impact only available when a specific meter had some stock was a very, very poor change. I suspect that the latter was implemented in order to make the game more accessible to those who couldn’t learn to use GI frequently but it rubbed me up the wrong way. The SCVI trailer appears to show super moves of some variety and the breakable armour feature that debuted in SCIV but I hope that this doesn’t signify a continuation of what SCV was.

It might sound like I’m being negative but I’m still actually cautiously excited for Soul Calibur VI and until there’s any evidence of the bad stuff returning, there’s no reason to be overly cynical. Street Fighter V has set the benchmark for disappointing fighting games this gen anyway – with its poor single-player and F2P style DLC onslaught – so SCVI can’t be any more deflating can it? I just hope that Namco Bandai heard what people didn’t like about SCV. Recent strong form with the Tekken series gives me some confidence at the least.

10 Worthy Guest Fighters for Tekken 7

Recently I posted about the elusive Tekken X Street Fighter and how the inclusion of Street Fighter‘s Akuma in Tekken 7 made me wonder whether the mysterious crossover might actually arrive in the form of a DLC expansion pack for Tekken 7. Well, my theory was blown out of the water when Namco announced SNK’s Geese Howard as a DLC fighter and then utterly nuked after the no-way-you-saw-that-a-coming unveiling of a Final Fantasy XV character (WTF?) as the next guest fighter.

It did at least get me thinking though (not always a good thing, I assure you) about just how many random characters from other non-Namco properties will drop in for the seventh King of Iron Fist Tournament. Naturally, they will probably be characters from high-profile and very relevant franchises but me being me, I just had to come up with a list of dream guest characters. A few things to note before I jump in though:

  1. This list is just my opinion and includes characters I personally like.
  2. As tempting as it was, I have tried to omit anybody with weapons. It would be nice to say “oh, wouldn’t it be awesome if Sephiroth was in Tekken 7?” but 200 mile-long katanas don’t make for a very fair or believable fight. Admittedly, this is when talking about a game from a publisher who once gave the green-light for lightsabers to clash with regular steel in Soul Calibur IV but we’ll pretend that never happened.
  3. I don’t actually believe any of these will happen but there’s nothing wrong with a bit of fantasy, is there?

So…here we go!

1 – Zell Dincht (Final Fantasy VIII)

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So there’s already a Final Fantasy character in Tekken 7 but for me, a having a sword at a fist fight just isn’t correct. Okay, Yoshimitsu carries one but a) he’s a classic and b) he at least doesn’t use it for the majority of his attacks. Anyway, Final Fantasy has no shortage of hand-to-hand brawlers who could leap in to duke it out with Kazuya and co. From FFII‘s Josef to FFVII‘s Tifa Lockheart, there are more choices than you may realise given how the series is synomonous with sword-wielding characters. My personal favourite however (and I may be biased given how FFVIII is my favourite game of all-time) is Zell Dincht. He has a cool look that I think would fit straight into Tekken and his limit break specials could provide inspiration for a lot of cool moves/combos. As currently relevant as Noctis? Not a chance. Cooler? Hell yes.

2 – Mila (Dead or Alive 5)

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Dead or Alive is certainly more relevant now than it has been for a long time and with DoA5, Team Ninja finally made a game that offered all of the playful perviness that the series is famous for along with an extremely competent and skillful fighting game. DoA5 itself has had some guest characters, including SNK’s Mai Shiranui, so it would be no surprise if one of their own managed to venture into another fighting game. I could opt to nominate somebody super-popular such as Ryu Hayabusa or ask for Tekken 7 to get a bit boobier with the likes of Kasumi or Ayane but instead, I would suggest one of DoA5‘s newcomers – Mila. With Mila, Team Ninja created another attractive female but this time made her cool and tomboyish with a bad-ass, heavy-hitting MMA style of fighting that was a welcome breath of fresh air from the usual ninja antics. Off the top of my head, I don’t recall Tekken having too many (if any) heavy-hitting girls so why not give Mila a shot?

3 – Zero Suit Samus (Metroid)

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Sorry Nintendo but this piece by ‘Dinoforce’ over on Deviantart is nicer than your official renders.

You’ll have to hear me out on this one because I can hear your thoughts now: “oh look, what a surprise, he’s going for more tits and blonde hair in Tekken“. I admit it: having another slinky blonde in Tekken complete with a skintight bodysuit would not be something that I’d protest too hard about but moreover, I was trying to think of a fitting i.e. realistic bit of Nintendo representation that would make sense in Tekken and Samus in her Zero Suit form was – in my mind – the most suitable (get it? I’ll get my coat…). I did consider having Samus in her famous power suit (because DoA4 included a Spartan soldier from Halo after all) but it seemed out of place and besides, she only really uses her arm cannon when suited-up and guns seemed as rude as swords. If you’ve seen ZSS in action over in Smash Bros. however then you will know that she can kick some serious ass even when stripped of her traditional armoury. Those particular moves wouldn’t necessarily translate well to Tekken but the potential is there as is the sales potential, especially if a Switch port of Tekken 7 was to include ZSS as an exclusive guest…

4 – Gene (God Hand)

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The first of one of my more “out there” selections but why not? Wouldn’t it be nice for one of the most unique and quirky 3D beat ’em ups ever made to get some more exposure? God Hand was one of those truly special games that the mainstream simply didn’t go for but if – like me – you did play it, the humour, bizarreness and outright challenge (it was balls-hard in many places) were unforgettable. I think protagonist Gene would be a perfect fit in a fighting game since God Hand featured a ridiculous number of moves and combos which would easily translate to a traditional fighter. Also, I think it’s such a waste that Capcom haven’t included Gene in a Marvel Vs Capcom installment by now.

5 – Honey (Fighting Vipers)

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We’re heading into the lands of the more obscure now but old-school fans of fighting games shouldn’t fail to recognise this rubber-suited girl from Sega’s Fighting Vipers, a short-lived mid-90’s series that had only two games plus the crossover with other Sega/AM2 characters, Fighters’ Megamix. The game was a 3D polygon-based fighter released at a time when everybody was jumping on the train that Virtua Fighter and Tekken had started. It was actually decent though, held back by the fact that the Sega Saturn would be the destination for a home conversion and thus the game wouldn’t receive as much exposure as if it had been a third-party Playstation release. I personally really like Fighting Vipers and would LOVE a new Fighters Megamix mash-up from Sega but failing that, some form of modern representation of the characters would do. Honey (named “Candy” for PAL versions of the game) is a girl dressed in a homemade rubber fairy suit and is probably one of the game’s more notorious characters. I don’t think it would take too much to update her moveset and expand on it for the modern fighting game arena plus an outfit refresh would be sweet to see. Characters like Lucky Chloe prove that Namco aren’t averse to inluding quirky girls in their flagship fighting game so as strange as it may seem, I reckon Honey would fit right in.

6 – Akira Yuki (Virtua Fighter)

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You can’t have guest characters from other fighting games without having the main man of the 3D fighting game granddaddy, Virtua Fighter. A simple but highly effective design (just like Street Fighter‘s Ryu), Akira is an icon in the fighting game field. Interestingly, he has already recently crossed-over into Dead or Alive 5 and the more niche 2D fighter, Dengeki Bunko Fighting Climax so there’s absolutely no reason why he wouldn’t be able to slot straight into Tekken and show everybody how it was done back when characters looked like collections of cuboids and jumps took them to the moon.

7 – Rainbow Mika (Street Fighter)

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Some more heavy bias here I’m afraid because Rainbow Mika is one of my favourite characters from any fighting game BUT there is at least a sound reason for her potential inclusion in Tekken 7, that reason being that Namco created their own female wrestler for Tekken Tag Tournament 2 and then neglected to bring her back for Tekken 7. True, Jaycee is an alter ego of Julia Chang but the latter isn’t even in Tekken 7 so it’s odd that Namco didn’t include Jaycee. Whatever the reasons, it means that there is room for a female wrestler so if this crossover thing is on then how about the bootylicious R.Mika? She would bring some bad-ass Street Fighter V moves to the table and Namco would no doubt cook up plenty more interesting plays for her. Make it happen. NOW.

8 – Axel Stone (Streets of Rage)

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Sega’s Streets of Rage could well be one of the most requested series revivals in gaming and while I can’t see it ever happening (nor would I necessarily want it to knowing what re-imaginings can be like…), it would be nice to see some of the favourite brawlers return. It was a toss-up here for Axel or Blaze but with enough pretty ladies already on this list, I decided to elect for Axel instead.  The small bit of hope out there is that Axel recently appeared as a support character in the superb Project X Zone 2 crossover RPG for 3DS so there’s proof that Sega haven’t completely forgotten about their famous beat ’em series. Sure, his design is a little simplistic and his moveset pretty straightforward (as you’d expect from a side-scrolling beat ’em up) but these are things Namco could easily sort out.

9 – Kazuma Kiryu (Yakuza)

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The only major barrier I see for this is that Yakuza‘s legendary protagonist, Kazuma Kiryu, looks a hell of a lot like a certain Kazuya Mishima and even has a vaguely similar name! I even created a custom version of Kazuya in TTT2 that looked near-identical to Kazuma so…yeah. Look past all of that however and you have a recognisable character from a relevant series that Sega is pushing here in the West. He also comes with countless moves from the Yakuza series that could be adapted for Tekken. Of all the characters on this list, I would say that Mr. Kiryu probably has the best odds of actually making it.

10 – Cammy (Street Fighter)

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Alright…not a very imaginative choice for the final spot considering that there’s already a Street Fighter character in Tekken 7 and that I’ve nominated another already on this list but I’m going to be selfish (as selfish as can be on a list that is already personal opinion) anyway and say that I just want to see what Cammy would look like in high-quality 3D with a more serious look to match that of the other agents/assassins that compete in the King of Iron Fist Tournament. That and I actually struggled to think of somebody else more left-field or suitable from a different game for the last nomination. So shoot me.

So that’s my list of dream guest spots for Tekken 7. Agree? Disagree? Feel free to comment on my choices or tell me who YOU would want in the game.