Our story begins with
Street Fighter II. Capcom took a major risk when they
released this game... it was a sequel to an innovative but
unlikable martial arts challenge, with an unusual control
scheme and too many buttons for the player to cover with
fingers. Still, Street Fighter II's complexity became
very appealing to people who wanted more out of their arcade
games than the average R-Type clone had to offer, and soon
after its release, those bland shooters went right out the
door and SFII became the only game in town.
Street Fighter II became so
popular that a few disreputable companies thought that they
could hash together any old crap and make it sell millions of
copies by stapling it to SFII's coattails. Usually, players
took one whiff of the store brand smell these games exuded and
left them to rot, but sometimes, the companies would get lucky
and lured them in with an interesting gimmick or a lot of
clever advertising. I can't think of better examples of
this than the following games:
FIGHTING
EYES
Fighter's Misery has been sticking it to
substandard brawlers for about ten years now... which by happy
coincidence is how long it's been since Pony Canyon bowed out
of the video game market. For those unfamiliar, Pony
Canyon is the Japanese media giant responsible for some of the
hobby's greatest crimes against humanity. NES
conversions of Pitfall and Winter Games that were somehow
worse than their crusty Atari 2600 counterparts! Ports
of terminally dull arcade games like Seicross and Mag
Max! Dr. Chaos, which played like Goonies II as
reimagined by H.P. Lovecraft! And Hydlide, which...
well, we don't even need to go there. I've got enough
white hairs as it is.
Pony Canyon was the scourge of
NES owners everywhere, but after an unsuccessful attempt to
bring the massively popular Ultima series to the Super
Nintendo, the company hung up its horseshoes in the United
States, then retreated from gaming entirely a decade
later. So let's pour a forty in honor of the most
memorable game developer of the late 1980s. And by "pour
a forty," I mean drink the forty, then empty our
bladders on Pony Canyon's grave an hour later.
However, before slithering back
to the music industry, Pony Canyon left gamers a parting
gift... you know,the kind wrapped in a paper bag and set
ablaze on your doorstep. Back in the late 1990s, Virtua
Fighter and Tekken ruled arcades, and every developer wanted a
piece of that primitively rendered 3D pie. This feeding
frenzy led to some pretty sweet games, including the unfairly
maligned Street Fighter EX (and its more justly criticized
sequels) and Soul Edge, now in its sixth installment.
After all the good developers and even a few mediocre ones had
their fill of this polygonal pastry, Pony Canyon snuck in to
lick the plate, leading to the regrettable release of Fighting
Eyes.
In
all fairness, it'd be hard to make the case that Fighting Eyes
was the worst fighting game ever. I'm sure you
could dig out some atrocious shareware release or a
copyright-flaunting NES pirate from Hong Kong that was even
more soul-sapping. However, it's up there. It's
certainly one of the worst Playstation fighters
available, blowing past Star Wars: Masters of Teras Kasi,
Battle Arena Toshinden, and Criticom in its race to the
bottom of the heap. It's also one of the worst 3D
fighters, with a design that spastically hops from shameless
to listless to puzzling. Frankly, its only consistency
is that it's consistently awful.
Just so you'll know what you
haven't been missing for all these years, let's break
this game down into its crummy component parts. Fighting
Eyes is shameless because most of its assets are stolen from
its competitors, with little done to disguise the fact.
Two stages are lifted directly from Virtua Fighter 2, while
most of its characters are virtual copies, with an added touch
of idiocy to keep Sega's lawyers laughing too hard to file a
lawsuit. Along with the usual blonde street thug and his
provocatively dressed female counterpart, there's the ancient
martial arts master (so stiffly rendered you'd think he was
one of the reanimated corpses from Pony Canyon's previous
"classic" Phantom Fighter), a shark-munching pirate who's an
obvious stand-in for Jeffry, and Lau with a plastic bag on his
head. Granted, you'd probably want to hide your face too
if you were in a game like this, but stepping into the ring
with "Safeway" scrawled across your forehead won't earn
you much respect from your sparring partners...
Fighting Eyes is listless because it's not daring
enough to take its genre in new directions, nor competent
enough to follow in the well-worn footsteps of countless other
fighting games. Granted, none of these creaky
old 32-bit titles will win any beauty contests
after fifteen years of technological advancement, but there's
still a flow to the combat in Virtua Fighter, Bloody Roar, and
especially Soul Edge that will hold up after future
generations unearth our remains centuries later. By
contrast, Fighting Eyes is constipated and sluggish next to
its peers... and damned near sessile when compared
to Rival Schools or the frantic Dreamcast release Power
Stone. Your attacks are limited to simple
joystick/button combinations, and although combos are
technically possible, they feel like rusty machinery... stiff,
clunky, and on the verge of falling apart.
After a few rounds and the
discovery of the dodge button, you start to see the peculiar
logic in Fighting Eyes' fighting system... but that just leads
to its last fatal flaw. Fighting Eyes is puzzling
because moves that should work often don't, and things that
just shouldn't happen somehow do. Take the guard button,
for instance. It can't block strikes, only repel them,
without offering important visual cues or the chance to turn
the opponent's attack against them. Then there are the
super moves... they look more like grand mal seizures, but
since they somehow injure your rival more than yourself, we'll
give Pony Canyon the benefit of the doubt. Some of these
finishing blows break bones without doing any actual damage,
while others do a whole lot of damage without letting the
player know when they've been properly performed. Give
me a grapple animation, a grunt,
something!
In one last thumb of the nose at
logic and reason, some matches will be abruptly called off if
the player lands a super move on an especially weak
adversary. The announcer will cry out, "No Fighting
Spirit! Doctor Spock!," and the fight just ends while
the loser is patched up by his attending pediatrician.
Wait, when did this become the MMA? It's a feature that
does nothing but add more confusion to a game that already has
it in abundance.
So to wrap up this way too long
review, Fighting Eyes isn't fast, it isn't fun, and it doesn't
even adhere to the established rules of this
dimension. One of your enemies is a pre-pubescent
clown. Others are proud to leave the house with names
like Shark Pirate and MC Beat, the Dancing Funky Boy.
Your rivals are nearly impossible to beat in combat, but can
easily be outsmarted by doing your best Rockettes
impersonation from a safe distance. The reward for
victory is not a mountain of cash or a gold trophy or even a
freaking static image, but a staff roll and a
cheesy J-pop tune. Practically nothing in Fighting Eyes
makes a lick of sense, but there is a perverse logic
in it being Pony Canyon's last action game. The company
died the way it lived... with the sucking force of three
concentric black holes.
SAMURAI SHODOWN
SEN
You know, I'm sure there
are worse things in the world than Samurai Shodown Sen.
Radiation poisoning, that massive oil spill in the Gulf of
Mexico, the especially
nasty venereal diseases... they're
all more heinous than SNK's latest bounding
leap in its race toward irrelevance. You could think of
other things too, but I strongly doubt any of
them would be games.
Believe
me, I've looked around. I thought that if I dug through
the back catalog of fighting games on the Xbox 360, I could
find something- anything!- lousier than Samurai Shodown
Sen. Def Jam: Icon was pretty horrible, but it at least
it showed a spark of creativity, trying to force two distinct
genres together to create a music game with fighting. Or
a fighting game with music. Or, uh, something.
Samurai Shodown Sen doesn't even try to do
anything new or daring, opting instead for the kind of
mindnumbingly generic 3D fighting engine that could have
been squeezed out the back end of a factory assembly
line. You know the type... you probably saw them in
games released for the Playstation in the 1990s, all hoping to
catch a ride on the Tekken gravy train.
I even took a stroll through
the Xbox Indie Games ghetto, gun clutched tightly in hand,
hoping against hope that I'd find a sub-Sen fighting game
hidden among the drug dealers and winos. No such
luck! I thought I crossed paths with a few pathetic
souls deserving of the honor, but then remembered that even
duds like Dragoon, Funky Punch, and Fight Monkey of Magic
(yeah, that's the real name) have an excuse for their
shortcomings. You try making a fighting game on
a shoestring budget, without any assistance from
Microsoft but a crappy development kit and a hand reaching
into your pocket every year!
Even returning to the previous generation of
consoles left me emptyhanded. I started with Dead or
Alive 3 for the very first Xbox. The game may be nearly
a decade old at this point, but it doesn't look like it's aged
a day thanks to its vibrant, beautifully animated characters
and massive, multi-tiered battlefields... qualities both
absent from Samurai Shodown Sen. Perhaps I should
try a less powerful console? Nope, that's no good...
Soul Calibur II on the GameCube slices, dices, and makes
julienne fries out of Sen with its graceful,
responsive combat and wide variety of options. Even
the graphics are vastly superior, with breathtaking,
color-drenched locales that are far more inviting than Sen's
drab, lifeless arenas.
Okay, now I'm getting
desperate. What about a launch title for the
original Xbox that was universally panned by critics?
Surely, surely Samurai Shodown Sen has to come out on
top in a direct comparison with Kabuki Warriors!
Actually it doesn't, and don't call me Shirley. Genki's
oddball brawler certainly has its share of flaws, and I
couldn't imagine anyone playing it in a competitive setting,
but it's still not as bad as Samurai Shodown Sen...
and here's why. Despite the limited selection of
fighters, the even more limited selection of attacks,
and the hot orange blood that spews forth from the wounds of
the defeated, there's genuine love for Japanese culture in the
design of Kabuki Warriors.
This was part of the Samurai Shodown experience
too, once upon a time, but all that authenticity has been
drained from it after a half-dozen completely unnecessary
sequels. What SNK has given players with Sen is as
Japanese as a California roll... Eastern at first glance,
but packed with timid, flavorless ingredients that show
nothing but disrespect for both the consumer and the source
material. Not cucumber,
imitation crab, and avocado, mind you, but new characters so
thoroughly generic and asinine they look as though they'd
been shoplifted from that American born disaster Time
Killers. Ill-fitting set pieces like a ghost town in the
old west that's so shabbily designed, it wouldn't have
fooled Hedley LaMarr's army of dimwitted bandits in Blazing
Saddles. Gameplay that bears not the slightest
resemblance to the original Samurai Shodown, with nine active
buttons on the controller but only two that do
any worthwhile damage. Serving as the artificially
colored wasabi-like horseradish paste in this Get Bent-o Box
is the final boss, a general who looks like
the drum leader of the
Archvillain High School marching band. He'll take over
the world, one city parade at a time!
So there really isn't
anything worse than Samurai Shodown Sen.
Nothing that exists on a compact disc anyway, unless you
happen to have that limited edition album with William
Shatner and Will Hung singing the best of Elton
John. Yes, Sen is so gut-wrenchingly awful that you'll
have to make shit up before it will seem like the best
option in a comparison. Samurai Shodown Sen or
masturbating with your hand rolled in glue and broken
glass? Samurai Shodown Sen or a hearing aid that makes
everyone sound like Fran Drescher and Andy Dick? Samurai
Shodown Sen or skydiving with your lower intestine tied to
the propeller of the airplane? Yeah, you get the
idea.
STAKE: FORTUNE
FIGHTERS
Most of the games featured on
Fighter's Misery are so bad, it's funny. From the
completely absurd characters to the desperate pursuit of
short-lived industry trends, these street fightin'
flops are a guilty pleasure, redeeming themselves solely
on the merit of their unintentional comedy. Stake:
Fortune Fighters is not one of those games. There
is no joy to be found in this miserable knock-off of
Capcom's free-range fighter Power Stone, and the level of its
incompetance rises well above the sunny plateau of
comedy, to the jagged, oxygen-deprived peaks of
tragedy.
You'd think
that a game that used Power Stone as a template for its design
would have at least a few of its strengths, but things just
don't work out that way. Rather than confining players
to a single room filled with ledges, poles, and a clever
assortment of setting-specific traps, Stake drops its fighters
into one very large, very boring level. These playfields
are a bit more organic than the cramped quarters of Power
Stone, but there's a lot less scenery to admire. You get
a tree here, a water fountain there, and a whole lot of empty
space in between.
Stake's barren environments
offer little in the way of interactivity... you can
bounce on the occasional tree limb or climb up a flight of
stairs, but you can't break anything set in your path.
This is frustrating when you consider the damage you could
dish out in From Software's Otogi 2... and even more so after
suffering through an hour of Stake and wanting very
desperately to smash anything you can find. My
suggestion is to start with the disc, then work your way up to
the morons at Metro 3D who manufactured it.
The levels are so needlessly huge
in Stank- er, Stake!- that just finding your opponents
will be a challenge. Things don't get any easier (or
more fun) when you start fighting them, however. You've
got two attacks available to you... one's much too short to
reach your opponent, and the other takes so long to execute
that you might as well save yourself some time and set your
own head on the chopping block.
There's
also a throw, but it's reserved for the items scattered around
the playfield; mostly foul-smelling potions that shrink your
enemies or freeze them in place. Sometimes you'll be
trapped in an ice crystal because you picked up the wrong
item, or because your phone just rang, or because a butterfly
in Southeast Asia flapped its wings. In fact, entire
matches will often come screeching to an
unexpected halt, perhaps because your Xbox is as sick of
the game as you are.
So it's been established
that Stake is a steaming pile of crap, but the power
of the Xbox suggests that the crap would at least have
sharply rendered bits of corn buried inside it. However,
unlike Kakuto Chojin and Tao Feng, Stake can't even put
on a pretty face to distract gamers from its hideous
gameplay. Anything further than five steps away from
your hopelessly generic character is rendered in glorious
Cataract-Vision™, making Stake look like the Nintendo 64 game
that Titus was too embarassed to release. Hey,
even the designers of Superman
have standards!
But wait, there's less!
You'll quickly find out why the developers anti-aliased their
asses off when you leap over that wall and run down that
grassy hill. The textures in Stake will offend your eyes
to the point where they'll hop out of your eyes, take a
plane to Denmark, and storm the nearest embassy. Stone
looks like aged parchment and grass looks like your toilet
paper after free guacamole night at Mondo Taco. Simply
put, you haven't seen anything this revolting on your Xbox
since Bungie snuck those naked pictures of Bill Gates into
Halo 2!¹
The sound is just as wipe-o-riffic
as those fields stained with streaks of green and brown.
Characters don't make so much as a peep when they're impaled
with razor-sharp swords or slammed over the head with heavy
battle axes. Either the fortune fighters in Stake are
really tough, or really stupid... and after five straight
attempts to finish off a single opponent without so much as an
ounce of success, you know which way I'm voting.
Meanwhile, the music tries to
set the mood for each battle, but never decides just
what that mood should be. Each song changes
instruments, styles, and influences entirely at random...
you'll hear everything from celtic bagpipes to the synthesized
sleaze of a cheap 1970's porn flick to the somnient seranade
of elevator musak, all in the same damn track!
You may ask yourself how a
fighting game on the most powerful of the four current
generation consoles could have turned out so unbelievably
badly. Well, there's a reason for that. Watch the
credits for a while, and you'll notice that one name keeps
popping up. Everything from the production to the
programming to the catering was provided by a
single man, one Mr. Owen Wu. When you put the
burden of designing an entire video game on the
shoulders of one person, you'd be stupid to expect anything
but a crushed man and an equally broken game out of the
deal.
¹ dramatization. May not
have happened.
WORLD
HEROES
REVIEW BY JOHN ROCHE
When the game Fighters' History
came out, Capcom was less than flattered by the imitation,
filing a lawsuit against Data East. However, they failed
to notice a much more blatant rip-off... ADK's World
Heroes.
The game was
practically a carbon-copy of the Street Fighter series, even
when compared to the other me-too fighting games from the
early 1990's. It even had the obligatory "head-swapped" main
characters (who were NINJAS, not karate fighters! Completely
original, we swear!) present in its cast. Even worse,
the game was overly simplistic, not even fully utilizing
the already limited Neo-Geo control panel. Only
three buttons are used in World Heroes.. punch, kick, and
throw/taunt. Worst of all is that Fatal Fury 2, while
not the greatest game out at the time, was certainly much
better (and more original!) than World Heroes... and
it DIDN'T star a character who was the unholy offspring
of M. Bison, Dhalsim, Blanka, and a clock
radio.
Ripping off Capcom wasn't enough for ADK
while they were designing the World Heroes
games. The final entry in the series, World Heroes
Perfect, stretches the definition of the legal phrase
"Any resemblance to actual people is coincidental" further
than any video game ever created. Practically every character
in this game (and in the series as a whole- see also Jack from
World Heroes 2 Jet and Erick from World Heroes 2) is an
obvious clone of an actual historical figure. But hey, if
you've been lying awake at night wondering who would win in a
battle between Bruce Lee and Hulk Hogan or Genghis Khan and
Joan of Arc, this is probably the only way you could settle
the issue without causing a temporal paradox. Other than that,
I can't really recommend this. I can't say I'd buy any of the
World Heroes games, and honestly I'd be a bit hesitant to
accept them as gifts.
[Editor's Note: World
Heroes may have been pretty contrived and unoriginal on
the Neo-Geo, but at least it's playable, something that can't
be said for the Genesis version that was released a couple of
years later. Oh man, did that ever suck...]
REIKAI
DOUSHI
Evil has many names... and so
does this crap-a-licious clay fighting game from the
fly-by-night developers at Home Data. You'll also hear
Reikai Doushi referred to as Priest of the Spirit World,
Chinese Exorcist, or (my favorite!) the unspeakable horror of
the Orient. Whatever you call it (and I advise you to
use as many four letter words as possible in your
description), Reikai Doushi is the most obnoxious time you'll
ever have fighting kyonshies.
Yes,
kyonshies. For those of you not in the
know, kyonshies are the rotting remains of the dead in
China, brought back from the grave by dark magic. Rather
than stiffly lumbering to their next victim like our own
zombies, the kyonshies hop from place to place, apparently the
victims of an ancient Chinese form of rigor mortis that fuses
their ankle bones together. There are plenty of
kyonshies bouncing around the Eastern countryside, and the
hero of Reikai Doushi, a Shaolin monk, is recruited to
climb the mystic mountain that's the source of these
hopping horrors.
There's bad news for our
bald-headed kung fu master, however. The kyonshies may
not be the fastest monsters on the block, but they'll still
have no trouble kicking your sorry ass from the Great Wall to
the Himalayan mountains. The beatdowns you'll
suffer at the clawed hands of these decaying demons are
downright embarassing... in a typical fight, a kyonshie will
steal all your energy in a matter of seconds.
If there's
a bright side to this, it's that merely taking your strength
isn't enough for the kyonshies to win. They'll need to
land one final blow to your neck to seperate your head from
your shoulders, and you from your quarter. The only
problem is that you have to behead your opponent as well,
and with the insane advantages the computer gives your
enemies, that ain't bloody likely. You'll battle
ridiculous foes like an aspiring kid zombie, a
knife-wielding Herve Vallenchaise (you haven't seen him THIS
pissed since Roger Moore trapped him in a wooden box at the
end of that James Bond movie!), and a rotting bar maid who
forgot to wear panties to her funeral... and they'll all beat
you like a retarded circus monkey.
The reason the battles against
even the wimpiest of opponents are so one-sided is because
they all have so much more energy than you. Sure, it
LOOKS like an even amount when you start the round, but you'll
quickly discover that looks can be deceiving when you and your
adversary trade blows. You can only take a few hits
before your head's ready to pop off like a champagne cork, but
you'll need to strike the zombies countless times before their
life bar runs dry and they're ready to give up the ghost
(again). Despite an obvious strength advantage, many of
the kyonshies are major cowards, camping outside the
boundaries of the screen rather than taking you on face to
face. They pounce from entirely random locations,
staying onscreen just long enough to deliver a mortal wound
before diving into the sanctuary of the screen's edge,
plotting their next completely unpredictable
attack.
As if the
odds weren't already stacked high enough in their favor, the
armies of the unfair- er, undead have one other weapon to use
against you... a crane that flies onto the screen
periodically, dropping talismans that boost the kyonshies'
health and instantly relieve you of yours. These
enchanted strips of paper were originally designed by Asian
cultures to ward off evil, but here, they just scare away any
player foolish enough to consider a rematch against Reikai
Doushi's unstoppable zombies.
If Reikai Doushi deserves credit
for anything (aside from raising the blood pressure of
gamers), it's that it's the first fighting game in history to
feature clay animation. The scenic backgrounds are
exploding with beautiful color, and the characters themselves,
although stiffly animated, seem more tangible than
the cartoony stars of other early fighting games.
Still, the comical clay sculptures in Reikai Doushi don't
really fit with its creepy horror theme, or its obscene
difficulty. After a few games, you'll start thinking the
villagers living near the mountain deserve to be overrun
with fighting phantoms. I mean, really, even the
stupidest of the stupid should know better than to battle the
forces of evil with a guy who spends most of his time hanging
out with a scrawny brown dog on an unwatched Christian
television network.
SLAUGHTERSPORT
Before
Tao Feng, or Time Killers, or any of those dumb Mortal
Kombat spinoffs, there was... Tongue of the Fatman. This
was the first of many incredibly bloody, and incredibly
crappy, one-on-one fighting games, released by Activision in
the late 1980's. When Tongue of the Fatman first came
out on home computers, people didn't mind it so much, because
you could easily take the disc that it came on and format it
to make room for something better. Oh yeah, that and it
seemed pretty original at the time. Remember, this was
way before the debut of Street Fighter II, and way waaaaay
before people had come to expect graphic violence in their
video games. Watching a cast of freaky aliens pummelling
each other must have been a welcome change of pace for
computer owners bored to tears by Tetris and all those King's
Quest sequels.
In 1988, Tounge of the
Fatman had a reason to exist. However, three years and
one exceptional Street Fighter sequel later, there was just no
excuse for it to make a comeback. Unfortunately, that's
exactly what it did thanks to Razorsoft. If you don't
remember Razorsoft, and you probably don't, let me try to
paint you a picture. OK, imagine Rockstar Games.
Now imagine they were around during the early 1990's.
Still with me? All right, NOW imagine that they weren't
around much longer than that, because they never released a
big hit like Grand Theft Auto III which kept them in
business.
That's Razorsoft in a
nutshell. Like Rockstar, they were best known for
making games with controversial content. If it gives you
any idea, even Sega wouldn't let one of Razorsoft's games be
released for the Genesis without some editing. Yes,
that's the same Sega who first brought an uncensored Mortal
Kombat to millions of homes. A game like Tounge of the
Fatman was right up Razorsoft's alley, so they eagerly
purchased the publishing rights from Activision... who
were probably just as relieved to get rid of
them.
Even Razorsoft had second
thoughts about releasing Tounge of the Fatman at first.
They'd changed the name to Mondu's Fight Palace, perhaps
hoping to disguise its origins from Genesis players who had
the great misfortune of playing the game at a friend's
house. Still not sure it would sell, they sat on it for
a couple of years, then finally released it under another,
more daring title, Slaughtersport.
Razorsoft's
timing couldn't have been better. In 1991, Street
Fighter II hit arcades with the force of a thousand clenched
fists, and players were desperate to have that same
hard-hitting action at home. Slaughtersport was one of
the first releases on the Genesis to satisfy that
hunger. It didn't matter that it sucked... it was a
versus fighting game, and on top of THAT, it was the most
violent one you could buy. Opponents in the
game weren't just beaten... they were beaten to death,
then carried off by a ravenous land shark that caught the
scent of their spilled blood.
Slaughtersport didn't have a very long shelf life,
however. Once Street Fighter II was released for both
the Super NES and Genesis, players who still wanted a
tournament fighting game were no longer willing to settle for
cheap knockoffs. They demanded depth, technique, and a
large selection of immediately available characters, and
Slaughtersport just didn't have any of this stuff.
The fighting in
Slaughtersport is frustratingly limited and imprecise.
Instead of a huge number of dynamic punches and kicks,
the player has to settle for a single button, used to deliver
a very basic, very boring selection of attacks. Either
you can close in on your opponent and ruffle their chest hair
with hilariously weak straight punches, or you can leap
at them with a jump kick, launching them into the next state
(but still doing pathetic damage).
You're also given a
signature attack depending on the species of your character,
but don't get too excited... these are generally
not-so-special moves like a small stream of fire that could
barely light a cigarette. Finally, there are magic
spells, which can be purchased after every victory.
These inflict status conditions on your opponent, ranging from
decreased speed to the inability to jump. I've never
much cared for these handicaps in fighting games, but in
Slaughtersport, they're even more annoying, because there's no
way to defend against them. Just press a button, and for
the next five seconds, the opponent is your bitch.
The real bitch is that even
with all these unfair advantages, the game is practically
impossible to beat. From the second round on, you'll
square off against opponents with double your energy and
attack strength. Battles with viciously aggressive
characters like the leather-clad Edwina will have you looking
forward to the landshark's eventual arrival. After all,
a day in his intestines has got to be less painful than
another minute in the ring with this emasculating
dominatrix!
Slaughtersport
may have served a purpose in the variety-starved computer game
market of the 1980's, but this intergalactic deathmatch
should have been retired long before it reached a home game
console. Fortunately, there were so many great versus
fighters available on both the Genesis and Super NES that you
won't mind letting this one remain stuck in the endless
void of space. Oh wait, that was just one of Mondu's
gigantic folds of flab. In that case, you REALLY ought
to leave it where it is.
HOLOSSEUM
What
you see before you is not only one of the crappiest fighting
games ever made, but also the most claustrophobic. If
you're one of those guys who has to breathe into a paper bag
whenever they ride in an elevator, you'd be well advised to
stay away from this one. The warriors in Holosseum are
locked inside an arena roughly the size of a broom closet,
which as you might imagine makes fighting a little awkward...
and the player a lot annoyed when he realizes that there's
nowhere to run from the game's frantically flailing
opponents.
The tiny playfield isn't
the only thing that's suffocatingly limited in
Holosseum. The game has only four characters and two
attack buttons, which doesn't offer the player much
variety. You won't find much eyecandy here,
either... although the holographic imagery is surprisingly
effective, with every onscreen object casting a realistic
reflection, there are absolutely no backgrounds. You're
trapped in an empty void along with your opponents, and
no matter how long and hard you fight, there's no way
out. No way out, I tell you! Ahh!
Ahh!! ARRRGGGHHH!!! I CAN'T BREATHE! GET
ME THE HELL OUT OF HERE!!! Er, uh, sorry.
They may be invisible, but the game's walls tend to close in
on you pretty quickly...
Anyway. If you're looking for satisfyingly
strategic fighting action, you won't find it in the cramped
confines of Holosseum. You can never put any distance
between yourself and your sparring partner, and there's no way
to reliably counter their attacks. Most aggravating
of all, the fighters seem to be magnetized to the center of
the screen. You can lunge forward or retreat to the edge
of the playfield, but the moment you let go of the joystick,
your character snaps back in place, making you an easy target
for your opponent's punches and kicks. After a couple of
matches, you'll start to wonder if the characters are tethered
together, like in Sega's other misconceived blunder
Knuckles: Chaotix.
Despite being made as a
hasty replacement for Sega's first holographic video game Time
Traveler, Holosseum does have its moments. It's a
lot better than the cheesy Dragon's Lair clone that came
before it, anyway. The characters are well designed and
there's a lot of voice, ranging from the cheers of an unseen
crowd when the fight gets nail-bitingly close to the taunting
of your rival if you cower in the corner for too long.
However, the game is so devoid of substance that you'll have a
tough time finding anyone willing to crawl inside to reach the
light at the end of Holosseum's dark, cramped
tunnel.
POWER INSTINCT 2
I thought Noise Factory was
stark raving mad for reviving this awful series, but at the
very least, I have to give them credit for taking what little
Atlus gave them and turning it into a game people might
actually want to play. Matrimelee might be your
standard, run of the mill Neo-Geo fighter, but it has offers
one thing the other Power Instinct games never could...
entertainment.
Frankly, any of the other Power Instinct games
could have been featured in Fighter's Misery. The first
one was a very bland, paint by numbers fighter with a
selection of characters ranging from predictable to
ridiculous. The third game, Groove On Fight, looked
absolutely shameful next to other tag-team fighters on the
Sega Saturn, with stiff animation and even more idiotic
characters. So why single out Power Instinct
2?
Put simply, it deserves it
the most. Atlus had the chance to take a forgettable
game and turn it into something terrific. It's happened
before... in fact, Street Fighter II, the title that
first sparked gamers' interest in tournament fighting, was
itself a sequel to a rather crummy arcade game. Atlus
could have followed Capcom's lead and made Power Instinct 2 a
greatly improved experience, but they passed on that
opportunity. As a result, Power Instinct 2 has a double
helping of everything that made the first game lousy, plus a
new batch of bad ideas that put even Groove On Fight's poorly
designed tag team play mechanics to
shame.
Power Instinct 2 is
contrived, confusing, confused, vagely disturbing, and
immensely frustrating... everything a good fighting game
shouldn't be. The gameplay is made unnecessarily
difficult thanks to counterintuitive joystick motions, the
kind that are tough to remember and even tougher to perform in
the middle of an intense fight. Naturally, the computer
is never handicapped by this problem, so it fights
flawlessly, countering your attacks so frequently and
efficiently you'll swear the game was psychic.
You're put at a big disadvantage the moment you put in a
quarter, so my advice would be to keep the change and put it
into an arcade game that actually deserves it. Here's a
hint... it's not any of the other Power Instinct
games.
Making matters worse is the fact that some
characters are too fast, too strong, and too powerful.
Case in point? Saizo the ninja, who covers the ground
with expertly thrown firebombs to keep you at a
distance. That's just before he closes the gap in a
fraction of a second with a dash that he quickly chains into a
damaging aerial piledriver. Your pitiful human reflexes
simply aren't fast enough to counter this attack... you're
barely given enough time to SEE Saizo charging toward you at
the speed of sound, let alone react.
If you think losing to a
highly skilled master of the ninja arts is
frustrating, just wait 'till you see who ELSE will be handing
you defeats throughout this miserable game. Power
Instinct 2 has double the number of old fogeys that were
in the first game, and throws in a cheesy Sailor Moon wannabee
and a half naked preschooler (you don't want to know which
half) for good measure. More of the characters have been
given the ability to transform, but it's harder to do than it
should be, and it doesn't really add much to the game.
Worse yet, the characters' alternate forms are actually
more absurd than the original designs! The Sailor
Moon impersonator trades her miniskirt and beret in for the
unlikely combination of leather bondage gear and rollerblades,
while the chubby little brat changes into Poochy, an adult in
a skintight dog costume so unconvincing, he couldn't even
get into Anthrocon with it. Nevertheless, you'll be in a
rush to transform him anyway, just to make sure that he's got
something on below the waist.
Here comes the worst part,
folks. If you thought the game couldn't get any more
ridiculous, just wait until you hear who designed it. As
hard as this is to believe, Cave, the creators of the
exceptional Dodonpachi, were also responsible for Power
Instinct 2! They're the masters of vertically scrolling
shooters and can even be coaxed into making a pretty good
puzzle game every now and then, but if Power Instinct 2 is any
indication at all, they should never, ever be given the chance
to make another fighting game again.
TAO
TAIDO
Special moves... truly,
they are the most impressive and imaginative attacks in any
fighting game. They allow the player to soar
through the sky, set their fists ablaze, and piledrive even
the heaviest opponent into- and through!- thick
concrete. With all they do to enhance fighting games,
who wouldn't want to be armed with more special
moves?
Enter
Video System, the creators of the Aero Fighters series and...
uh, what else did they make, anyway? I think there was
that volleyball game, and that was about it. They
certainly had no prior experience with tournament fighting
games, but one thing they did know was the importance of
special moves, stuffing their obligatory Street Fighter II
derivitive with more special moves than any other game in the
genre. Are three, four, or even six special moves not
enough for you? Well, even the most demanding gamer will
gasp in awe at Tao Taido's massive selection of twenty four
attacks. Twenty four. For each
character.
Of course, Video System had
to make some sacrifices to squash all those special moves into
Tao Taido. They didn't leave out anything really
important, though... just little things like smooth,
convincing animation, likable characters, and entertaining
gameplay. Eh, you've seen all those in plenty of other
fighting games anyway. One thing you've never had
is access to this many special moves!
You may have to wait a
while to use them, though. Every special attack in the
game is activated by holding down both attack buttons (yes,
both, as in two), then pushing the joystick in one of eight
directions. The length of time you hold down the buttons
and the direction you push the joystick when you let go of
them determines what move you'll execute. It's a logical
system, perhaps even more so than the control scheme
popularized by the Street Fighter series, but it just doesn't
work if you're battling an uncooperative opponent. Try
charging up for any of Tao Taido's vast array of powerful
attacks and your enemy will stop them before they
even begin with a simple punch or kick. You might
be able to pull off the weakest of your moves, but any
opponent with a heartbeat isn't going to give you the chance
to charge yourself to full power.
The
worst thing about the control scheme is that special moves
can't be used to defend yourself or thwart your
opponent. If your rival is already flying at you, you
won't have the time to charge up for an appropriate
counterattack. If both of you are charging, you'll have
no idea what your foe has in store for you until they actually
strike... with one of their twenty four special moves.
This makes it impossible to anticipate or even guess what your
opponent will do next.
But you won't need strategy
to win Tao Taido... just a whole lot of quarters. Video
System included one of the most idiotic features I've seen in
a fighting game since the ambiguous "strong attack" button in
Fatal Fury: Real Bout Special or the instant fatalities in
Time Killers. If you're almost out of energy, you can
buy more with credits... it's a cute gimmick for an arcade
game, but when you bring that game home with an emulator like
MAME, the ability to prolong the fights indefinitely makes Tao
Taido pointless.
On closer inspection, it
seems that Tao Taido isn't so special after
all.
KNUCKLE HEADS
Nobody
knows how to put the misery in Fighter's Misery quite like
Namco. Sure, they've designed some of the best video
games ever made, but you'd get about as much martial arts
excitement from Galaga or Pac-Man as you would some of their
fighting games. Not only were they responsible for
the generic yet mercilessly overhyped Virtua Fighter
clone Tekken, they brought us the almost entirely weapon
reliant Outfoxies, which was disturbing on two different
levels. This brutally violent fighter cast you in the
role of an assassin, paid to exterminate everything from a
gun-toting ape to a sadistic pair of little girls most likely
inspired by the Olsen twins. Well, all right... it's
hard to gripe about the opportunity to blast
the brats responsible for the decade long run
of Full House with a rocket launcher, but few
fighting game fans could forgive Outfoxies for inspiring the
basic (and by basic, I mean very, very basic) play mechanics
in Nintendo's hollow and unsatisfying Super Smash Bros.
series.
If
you thought those games were lousy, and I know I did, you'll
be stunned to hear that the knuckle heads at Namco had even
worse in store for gamers looking for a good brawl. They
certainly won't find one in Knuckle Heads, but what they
WILL get are a (pant)load of features they'd expect from
a particularly crummy fighting game on the Super NES.
Knuckle Heads' biggest mistake is that it uses three
buttons instead of a more intuitive four or six button
layout. Far more impressive games than this one were
doomed to fail simply because the designers insisted upon
using a single punch and kick button for attacks. If
Fatal Fury: Real Bout Special was cut off at the knees because
of this decision, Knuckle Heads is decapitated by it, because
nothing else in this game can justify its
existence. The cast of characters are among the worst
you'll see in a Japanese fighting game and nearly as moronic
as the ones in Time Killers. The graphics are clumsily
drawn and depressingly predictable, always featuring the
players on a concert stage surrounded by shouting fans, with a
native landmark in the distance (you'd think Jesus would have
taken enough punishment for our sins without being pasted into
one of these backgrounds...). Finally, the gameplay is
the pits thanks to the limiting three button layout... you
have to hold down punch or kick to access some special moves,
and the third button is used to jump, which proves extremely
frustrating to anyone used to, well, every other fighting game
ever made. The jump button was added to allow more than
two people to fight simultaneously, but Namco shouldn't have
bothered with this feature... after all, any game as bad as
Knuckle Heads won't be drawing in too many crowds.
Swarms of flies, maybe, but not gamers.
BLOODSTORM
You just knew that there
was no way a sequel to the atrocious Time Killers could avoid
being reviewed here. To be fair (or as as fair as I'm
likely to get on Fighter's Misery, anyway), it's vastly
improved over the first game... the graphics are even
brighter, the characters are more realistically animated,
and there's even some semblence of gameplay. However,
the one reason Bloodstorm deserves a place in this hall of
fighting game shame is that it just never stops pandering
to bloodthirsty teenage nimrods. Even before you put in
a quarter, you're "treated" to an introduction where an
unknown assassin tears the eye and intestines out of a king as
he sits on his throne. Ooh, what a lucky man he
isn't! Wait a little longer and you'll read about a
tribe of scantly clad women who are literally fed up with
males... they raise and slaughter them like
cattle.
Can it
get any worse than this? Sure, it can! After all,
you haven't even started PLAYING the game
yet. There's no fighting game on Earth that has
more blood, gore, and fatalities than Bloodstorm... not even
the recently released Mortal Kombat: Deadly Alliance can top
it. In addition to Time Killer's trademark of letting
the player slice off arms and heads as they battle, there are
death blows reserved for individual characters and rounds, and
finally, the sunder, which leaves the opponent chopped in two,
sitting on a pile of his own internal organs. The most
unpleasant part is that the sunder doesn't always kill
your enemy, although as you might imagine, their chances of
winning are about as close to the floor as their
intestines. There's no need to wait for the end of the
match to perform any of these death blows, either...
Bloodstorm gives you that opportunity in any round, sometimes
before it's even finished. While I'm sure the game's
target audience loves to watch showers of lungs, legs, and
livers, they might actually want to spend a few minutes
fighting first.
The
trendchasing doesn't stop at fatalities, though... no
sir. Bloodstorm offers a wide variety of secrets,
and many are so cryptic and ridiculously hard to uncover that
they make Mortal Kombat's convoluted fatalities seem like a
blessing in comparison. There are eight hidden
characters. Some practically beg to be fought after
every match, but others demand that you ignore your opponent
and concentrate on some miniscule portion of the background
before they'll appear. The only problem is, the opponent
WON'T be ignoring you, and will proceed to beat you senseless,
headless, and armless as you attempt to chop down that
stalagtite or leap to the catwalk hidden in the
background. This is a 2D fighting game, for crying out
loud! How on Earth are you supposed to know it's
anything but wallpaper? For that matter, how the heck do
you even jump over there? If you want answers to these
and Bloodstorm's other confusing questions, you'd better
consult a FAQ, because there's absolutely no way you'll find
them on your own.
In
fact, you probably won't even want to bother. It's funny
that Strata forced the player to put so much effort into
finding Bloodstorm's hidden characters, because they sure as
hell didn't put much into designing them. Calling these
cheesy headswaps half-assed is being too generous... the
designers put the minimum amount of ass required by law into
creating such characters as Craniac (Talon with a brain for a
head), Dementia (Tempest with a third eye!), and Golem (an
even more ogre-like Tremor). The bosses are even worse,
as Strata must have borrowed that shareware rendering package
from the designers of Shinoken to create both Nekron and his
pet, which looks like a pterodactyl stick figure.
Neither are as flexible as the rest of the characters,
refusing to be brought down with fatalities and relying
primarily on the same small handful of attacks. Luckily,
they're more easily dispatched than Midway's aggravating final
bosses... Chainsaw's just as frail as he looks, and even the
aggressive Nekron can be brought down with some
persistence. Of course, he ultimately gets the last
laugh if you haven't defeated every single one of his
regurgitated henchmen... after a depressing ending, it's
revealed that Nekron and his goons make a spectacular
comeback, and you're informed that you haven't beaten the game
at all.
Yes, I guess you COULD say
you "beat" the game by taking a hammer or a baseball bat to
it. However, there's another, far less expensive way to
claim victory. Just take this save state, put it in MAME's STA folder, start version 2.22
of Bloodstorm, and take yourself to the final battle by
pressing F7, then 1. It's just you and Nekron now, and
once you've beaten him here, he WON'T be coming back.
Come to think of it, you probably won't come back to
Bloodstorm either!
SURVIVAL ARTS
All I can say for Sammy is
that they should thank their lucky stars they found a
respectable fighting game series after making this. It's
too horrifying to imagine what would have happened if they
hadn't bought the rights to Guilty Gear from Arc Systems...
they might have actually made a sequel to Survival Arts
instead!
This
game is so full of stupidity that I just don't know where to
begin. There's just so much to ridicule... should I
begin with Mongo, whose selection of weaponry is nearly as
enormous as his ever-present bald spot? Or how about
Santana, the Latin wrestler who's almost as intimidating as
the rock star of the same name? I hope for his sake that
he's just as talented with a guitar, because he sure as hell
can't fight. Then there's Kane, the monochrome alien who
probably should have stuck with starring in crappy Game Boy
Pocket games. Of course, his bland black and white
palette will seem like a blessing after you fight Hayate, or
Hiryu, or whatever generic name they gave Survival Arts'
generic ninja. The only thing that gleams more in the
sunlight than this not so stealthy assassin's sword is his
incredibly shiny purple outfit!
Like most of the games reviewed here, the biggest
joke of all in this comedy of errors is the gameplay, so I'll
forget about the moronic characters, the unwise mixture of
hand-drawn and digitized graphics, and the
so-serious-it's-silly music and focus on the flawed play
mechanics first. If there's anything that can be said in
Survival Arts' favor, it's that the control is indeed
responsive. Strangely, that still doesn't make the game
playable. There are many reasons for this, but the worst
of the bunch has to be the ludicrously overpowered special
moves, which can sap up to half of your energy with a single
attack. This is even more aggravating when you're up
against Mongo, whose leaping bomb strike covers the entire
screen, is nearly impossible to counter (for you, NOT the
computer opponent), and crosses up the player, leaving them
hopelessly confused. With all this in mind, there's very
little else you can do but watch helplessly as your character
gets blown sky high... and hope that Mongo doesn't repeat the
attack.
And
that's not all! The character balance is crummy as
well... why does everyone else get stuck with a small handful
of moves when Mongo's got at least 17,000 of them? In
addition to this, the computer controlled opponents prefer to
slather on the cheese rather than fighting strategically,
constantly relying on those blasted special moves.
They're so fond of these attacks that they'll continue to
repeat the same special move even after you've been knocked
down by the first one... probably in an attempt to keep you
pinned to the floor. I'm sure it won't come as a
surprise that the last boss, a long-haired nimrod named
Dantel, is even worse about abusing special
moves than the rest of the characters. He doesn't
even seem to have any punches or kicks... instead, he
just assaults you with a bizarre assortment of damaging
attacks, being most fond of a blade slice that's even more
powerful than the one Baraka had in Mortal Kombat II. If
you hadn't figured out that the game sucks before this final
confrontation, the realization will dawn on you once you've
been hacked to bits by Dantel for the sixth time in a
row.
It's possible to live
though the Survival Arts experience, and you could even win
with good timing and a whole lot of Mongo's bomb
strikes. Still, why put yourself through the agony when
you could be playing Mortal Kombat II or Street Fighter Alpha
3 instead? Heck, you might even settle for Street
Fighter: The Movie after a few games of Survival
Arts.
TMNT:
TOURNAMENT FIGHTERS (SPECIFICALLY, THE GENESIS
VERSION)
There's nothing quite as
exciting as the release of an amazing game you'll remember
forever... and nothing worse than when it's released for a
game system you don't own. Sure, Konami released a game
CALLED Teenage Mutant Ninja Turtles: Tournament Fighters for
the Sega Genesis, but it was nothing like the beautiful and
intense fighter available for the Super NES. Everything
that could possibly have been worse in the Genesis game
was. The voice samples were scratchy and heavily
recycled. The music was an odd halfway point between
Konami's traditional style and the kind of tunes you'd expect
from a Sonic the Hedgehog game. The supporting
characters were scraped from the bottom of Eastman and Laird's
barrel, including everything from a chunky stingray to Krang
and his robot suit, which looks like the metallic offspring of
a professional wrestler and a member of an 80's punk
band. Even the continue screen kind of sucked... instead
of a countdown featuring an enormous, stylishly drawn number
that impatiently looms over you until you press the start
button, the screen just starts to darken until you either use
a credit or let the timer run out.
You
just can't compare these two games without coming to the
conclusion that Konami offered TMNT: Tournament Fighters as a
consolation prize to Genesis owners. It was their way of
saying, "Aww... you don't HAVE a Super NES, do you?
Well, ain't that a shame. Well, the design team threw
together a little something for you, too. It's nowhere
near as good as the game we made for Nintendo, but hey, at
least you're getting something!" Somehow, I
didn't feel very grateful for this gift, and a lot of other
Genesis owners were just as angry about it. After all,
this wasn't the first time Konami put the screws to fans of
the Genesis, offering a completely redesigned and clearly
inferior version of a Super NES game. It wasn't even the
first time they served up Teenage Mutant Ninja table scraps in
a dirty dog bowl with "Sega" scrawled on the side.
However, their last TMNT game for the Genesis, The Hyperstone
Heist, was an acceptable alternative to the Super NES game
Turtles in Time. It's hard to imagine anyone who'd be
willing to settle for the Genesis version of Tournament
Fighters after playing its Super Nintendo
counterpart.
All right, let's leave the comparisons (and the
bitterness) behind and examine Tournament Fighters on its
own. Does it have what it takes to keep a Genesis owner
happy even if they've never touched the Super NES version of
the game? Let me think about that for a while.
Hmm... NO. The problem with Tournament Fighters-
and the thing that makes its inferiority to the Super Nintendo
game that much more frustrating- is that there are other
fighting games on the Genesis that outperform it in nearly
every respect. The only thing that really keeps the
Turtles' head above water in the face of their
competition is that Tournament Fighters' graphics
are pretty good, with a reasonable amount of detail on the
characters and some imaginative backgrounds, featuring
everything from a gruesome lava monster with molton rock
coursing through its veins to a tangle of transparent vines
filled with streams of purple goo.
Unfortunately, there's so
little else going for that game that it would have left TMNT
fans complaining even if it were the only Turtles fighting
game Konami had released. What hurts it most is the
gameplay... Konami chose a three button control scheme for
Tournament Fighters, and I can't think of a single game that
makes this work. The first two buttons are always
expected to handle the majority of the input, while the third
is assigned to a frustratingly ambiguous attack or a downright
useless ability. This results in a game that's either
too confusing or too simplistic to play strategically.
Tournament Fighters falls into both categories, giving players
two strengths of punch and kick but forcing them to press
toward their opponent with the D-pad while attacking to dish
out the most painful punishment.
It
gets worse. The special moves are unreliable,
particularly for charge characters but never for the CPU, who
pours on the specials until they've thoroughly kicked your
carapace covered keister. Because you can't rely on your
most stragetically useful attacks, your only defense against
computer opponents is to back them in a corner and hammer away
with punches and kicks until they drop... or just as likely
escape and return the favor shortly afterward.
You can forget about blocking the computer opponent's vicious
attacks... you'll sometimes take more damage from guarding
against special moves than you would if you just let them
connect. Worse still is that these overpowered
techniques sometimes shield the opponent from
counterattacks. You'll scream in disbelief and
frustration when Casey Jones uses his spinning stick flail to
slip right through your kicks and projectiles. You don't
even WANT to know how you'll react when you face off against
Karai, the skanky Shredder replacement who hovers over your
body once you've been knocked down, waiting to catch you in a
damaging throw the nanosecond you get back
up.
Anyone familiar
with Konami knows they could have made a better game than
this. Unfortunately, everyone who really knows Konami
also acknowledges that they've never had a strong relationship
with Sega, designing several of their least impressive games
for Sega's systems and dropping their support for consoles
like the Saturn and Dreamcast well before other third party
software designers. We'll never know for sure why Konami
kept Sega at arm's length, but it's clear from Tournament
Fighters alone that thousands of gamers suffered from
it.
BRUTAL:
PAWS OF FURY
I suppose you could say
this review is a tribute to the recently deceased cartoonist
Chuck Jones, but if you've played this game you'd know that he
deserves a whole lot better than this. Brutal is, as the
subtitle suggests, a fighting game with animals as the
stars. It's a great idea not only because it's original,
but because it gives the designers a chance to strengthen the
personalities of the characters without having to worry that
they're unrealistic. That ship's pretty much sailed
already when your game features fighters like a bubbly fox in
a tight spandex outfit and a lion who's traded his mane for an
afro.
If
the designers did anything right when they created Brutal, it
was the cartoony look. Although most of the characters
aren't especially appealing, they are large and vividly
colored, and they're not that badly animated, either.
The backgrounds are attractive as well, including everything
from a leafy jungle guarded by a large gorilla statue to a
damp cave with light peeking in from the
entrance.
That's what makes playing
Brutal even more frustrating, however. You've got this
great looking game sitting in front of you, and the designers
have made damned good and sure that you can't actually enjoy
it. Brutal practically wallows in all the design flaws
that make American designed fighting games so
irritating. Attacks do an uneven amount of damage...
even the strongest punches and kicks are almost
worthless. Your jaw will hit the floor faster than you
can say "Tex Avery" after you slam an opponent with a hard
kick, watch him fly backwards from the impact, and look up at
his life bar only to discover that it hasn't budged a
centimeter, let alone an inch.
The
special moves, on the other hand, hit multiple times and can
do in excess of 70% damage. The computer makes you sweat
blood to earn these attacks, but naturally, it has access to
every damned one right from the start of the game.
What's most mindboggling is that one of these special moves is
a taunt which will both raise your life bar and make you
invulnerable to attack. Now here's a game where Dan
could really excel... just slap a pair of bunny ears on him
and he'd come back with a collection of exotic animal pelts in
no time!
With all these flaws, it's
clear that Brutal has no value whatsoever from a strategic
standpoint. You can't examine your opponent's fighting
style, exploit their weaknesses, and defend against their
strengths. All you really CAN do is back your foe in a
corner and wail away until he lets down his guard. And
if the same thing happens to you, the only way you're getting
out is by dropping to the floor unconscious. It's
stupid, it's asinine, and it's frustrating, but one thing it's
not is fun. Not to a fighting game
expert, not to a casual fan of video games, and not even to
the horny furry fan who downloads risque pictures of female
Warner Bros. characters off the Internet (not realizing that
Bugs' girlfriend in Space Jam was named LOLA for a
reason).
WAR
GODS
REVIEW BY CARL
SCHAFER
A while back in an old issue of
Ultra Game Players magazine, a reader sent in a letter
that basically questioned their decision about giving War
Gods for the N64 a really low score. He claimed that the
game had everything going for it from having great graphics,
gameplay, and even a big green sub-boss. “What more could you
want?”, he asks. Now, what ever you do, do not believe this
guy. Everything this man said is utter, complete lies. There
is nothing good about War Gods at all. I’m sure if
you’ve ever played said game, then you know what I’m talking
about. But if you haven’t, I’ll try to shed some light on the
stank that is War Gods.
Graphically, it’s about as much fun to look at as
your grandmother naked. Midway tried to combine live actors
with polygons for the fighters, and not very well I might add.
The characters don’t exactly move right and their animations
are kinda weird and slow. It’s like even though they trudge
across the screen slowly, their actual movement is too fast,
resulting in all sorts of mis-timed attacks and blocks. The
backgrounds don’t help out either. Since they’re all a nasty
combination of pixels and polygons, your characters tend to
blend in with the background. The result is a mess of
grotesquely ugly, muddy, choppy, and straight out bad
graphics. Translated: It looks like shit.
Ok, so the game looks like
raunchy ass. But maybe they make up for it with well-acted
voice-overs and a booming orchestral music score, right? Uh,
nope. The music might as well not even be there since it’s so
monotone and quiet. The sound effects, however, are another
story. Normally, I don’t put much thought into a game’s sound
effects. If they’re there, that’s usually good enough for me.
But I think maybe Midway forgot to supply their sound guy with
a budget or something. It appears he did most all of the
character voices himself and just ripped sound effects from
old He-Man cartoons. So yeah, it sounds like shit.
Now we
know the game looks and sounds bad, but there has to be some
quality gameplay buried down in that cesspool of moral filth
somewhere. There just has to be!!! But this is
Fighter’s Misery, so what do you think?! No doubt that the
gameplay sucks too. The game’s horrendously stupid AI is the
biggest blemish you can see right away. Nine times out of ten,
the only thing they’ll ever do is charge blindly at you and
try to trap you with an endless barrage of attacks. You can
easily counter this by using the same attack over and over
until you win. In this case, I just used the character Pagan
and a move where she flies across the screen, straddles your
face (complete with the “Mmmpphhh!!!” sound effect!), and then
throws you. I was able to beat all of the fighter’s in the
game using this single move and they just stood there and took
it, making no attempt to avoid it at all. Think that sounds
predictable? How about the fact that each character has only
ONE combo of moves that can be strung together? So whenever
the your opponent rushes you, you can easily tell they’re
trying to use that lone combo. I must say it’s not exactly
Soul Calibur or Dead or Alive strategy. So what
does it play like, kids? If you said “shit”, give yourself 3
points.
As the saying
goes, If it looks like shit, sounds like shit, controls and
plays like shit, by god, it must be shit. Just in case
you still don’t get the idea, War Gods is fucking
horrible. Everything about the game, from the graphics, sound,
and gameplay, makes you just want to vomit out of your ass.
But if there was one thing War Gods taught us, it is
that there is indeed no god after all.
FIGHTING
STREET
I always wondered why the
original Street Fighter, Fighting Street, was such a closely
guarded secret. I was never able to find the arcade version,
and friends who had weren’t especially willing to talk about
it. Just mentioning Street Fighter without adding a II on the
end was enough to make a crowded room of enthusiastic gamers
fall silent, and I vowed to find out why. Finally, someone was
brave enough to blow the whistle on Capcom by including a
Fighting Street driver with MAME, and thousands of gamers like
myself learned what few Street Fighter fans were willing to
admit... the game that started it all kind of stinks. Capcom
was wise to have buried this like so much cat poop in the
darkest corner of the litter box... Street Fighter II would
have been laughed right out of arcades and into the dumpsters
out back if anyone had remembered the game that inspired
it.
Fighting Street doesn’t seem all that bad at first
(of course, neither does a stubbed toe, until a half second
later when that sensation of incredible pain finally hits
you). In fact, the graphics are downright impressive by 1987
standards. Although the style of artwork is noticably
different from Street Fighter II’s, the characters are just as
detailed and well shaded. Even a few of the backgrounds are
nice (particularly Retsu’s dojo), and they all make good use
of parallax, usually by having clouds float lazily behind the
battlefields. Past that, though, both you and your onscreen
persona are in for a world of hurt. That, of course, would be
Ryu, because he’s the only character you’re allowed to use.
OK, no problem... I can live with that. After all, whenever I
first try out a Street Fighter game, I usually pick Ryu or one
of his many clones (preferably Dan) anyways. His moves are
pretty straightforward and effective and... wait, I can’t make
him DO any of his moves. Let me try this again. Oh, crap,
still no luck. Maybe if I repeat it a half dozen times, THEN
press a button... ah, there we go! And hey, look at that... my
fireball just sapped 35% of my opponent’s life bar! Cool! Too
bad he got in a bunch of hits and took away twice as much of
my energy while I was struggling with the
controls.
That’s right, folks, a Street Fighter game with
horrible controls does exist, and this is it. It also has
horrible gameplay, so if you’re expecting to just jump in and
clean up by using the skills and strategies you’ve learned
playing Street Fighter II for the last nine years, well, think
again. Instead of walking, Ryu hops awkwardly toward his
enemies, and his jumps are even worse, lacking the smooth,
natural arc that you’ve come to expect from every video game
since Donkey Kong. You get the three punches and three kicks
that are a staple of the Street Fighter series, but none of
them are especially effective... you’re better off sticking
with the special moves, which are powerful beyond belief.
Realizing this, Capcom made them nearly impossible for players
to perform, but let the computer opponents (including such
uninspired characters as a fat Chinese kung fu master who
looks like Regis Philbin and a shirtless American) whip them
out one after another, usually resulting in your getting
pinned into a corner and struck down in a matter of seconds.
Then comes the final insult... the cheap bastard gets to rub
his victory in your face with an unbelievably corny taunt that
sounds like it was performed by a Valium addict stuck in a
drain pipe. Normally, I’d be impressed with a voice sample
this long in a game this old, but hearing it repeated ad
nauseum only adds more unwanted frustration to an already
obnoxious game.
I’ll say just
two things in Fighting Street’s defense... it did lay the
groundwork (however shoddy it may be) for the far superior
sequel, and Eagle, a stick wielding blond Brit with a scar on
his face, just has to be Cammy’s pop. Other than that, this
game is an embarassing look at the past that isn’t worth
sitting through... kind of like those home movies your parents
used to make when you were still wetting your
pants.
STRIP FIGHTER
II (WARNING: NOT FOR THE
YOUNG OR SQUEAMISH)
A long time
ago, I'd written a parody of EGM with (slightly) exaggerated
versions of all the articles and columns EGM was known for in
the early 90's. Somewhere amidst the descriptions of
Quartermann "mistaking" Steve Harris' lap for a stick shift
and Martin Alessi dripping hair grease all over the game of
the month was a section with upcoming game systems. One
of these consoles was the Pornografx-69, NEC's adult-oriented
entertainment system featuring such games as Beat 'Em and Eat
'Em... Again, and Street Fuc- well, the rest of the name was
clipped off the bottom of the page, just like many of the
sloppily written and edited columns in Electronic Gaming
Monthly before Ziff-Davis saved the magazine from its own
stupidity in 1998.
Everyone
who'd read (PHL)EGM had a good laugh at Steve Harris' expense,
as well they should, but years later I discovered that the
joke was on me when I found a pornographic fighting game for
NEC's real system, the Turbografx-16. I guess someone
decided that if a clone of the most popular video game of the
early 90's wasn't enough to draw in customers, they'd throw a
lasso around the genitals of male gamers by adding digitized
pictures of topless and even naked women.
Unfortunately, the people who
keep designing pornographic video games (and just won't stop,
no matter how much money they lose) keep forgetting to add
girls you might actually fantasize about. Either they're
twelve year olds with hub caps for eyes, or, in Strip Fighter
II's case, nasty sluts who, as Ellen DeGeneres would put it,
desperately need to crack open a couple of doucheskis.
Man... all Japanese girls may love Genki-Genki, but nobody
likes skanky skanks! Trust me, I've seen enough episodes
of Jenny Jones to know this for a fact.
Anyways, if
you've got a clothespin to protect yourself from the stench
wafting from between the fighters' legs and out of your
monitor, you'll notice that the characters all have special
moves that involve their private parts... for instance, one of
the girls spins around like a top, using her naked breasts as
weapons. Unfortunately, instead of enticing you, you'll
probably shield your eyes from this display with that copy of
Playboy you've got stashed under your bed. Speaking of
pin-up artwork, you'll get that as a reward for winning rounds
and fights. Admittedly, these digitized pictures, as dully
colored and grainy as they are, beat the penis shrivelling
sprites in the rest of the game hands down (y'know, down
around there). But you'll notice one thing missing from
these sleazy snapshots... namely, it's the sleaze.
Because the game was released in the early 90's, when Japan
let its citizens read all the porn they wanted as long as the
bottom halves of the centerfolds were missing, all the money
shots have been scrambled. After you clear a few rounds,
you'll start to think that the girls' vaginas are in the
witness protection program or something (which makes sense,
because they've seen more hardened criminals than most women
ever will).
As for the
gameplay... do I even need to bring this up? It's
lousy. All of the fighters' punches and kicks seem to be
identical, which makes the requirement for a six button pad
really frustrating. I mean, it's the Turbografx-16 for
crying out loud! It's hard enough to find someone with
the system, let alone a fancy schmancy six button controller
designed for approximately three Japanese games. If you
don't have one of these and can't afford a bidding war with
the wealthy nutjobs on eBay, you'll have to switch between
punches and kicks by pressing start. There are no other
alternatives. You can't assign the I and II buttons to
heavy punch and heavy kick, because that would be too
convenient and might actually make the game vaguely
enjoyable. Anyone who's familiar with pornographic video
games knows that there's some law out there (possibly written
by Joe Lieberman) that prevents them from being entertaining
on more than just a pornographic level... if
that.
SHAQ
FU
If Bo knows
baseball, and Mike Tyson knows anger management- no, wait a
minute, I mean boxing!- Shaquille O'Neal knows failure better
than any athlete alive. No matter how promising your project
may be, a teaspoon of Shaq is all it takes to bring it to its
knees (which of course, is the perfect position for sucking).
A few examples... a major recording company gave Shaq millions
of dollars to record a music album, and he gave them Shaq
Diesel, a rap record comprised largely of O'Neal whining about
his parents. See that crater that recently popped up in Los
Angeles? That was from Shaq's street cred crashing into the
earth at the speed of sound. Later, Warner Bros. made the
mistake of casting him as Steel, one of Superman's
replacements after his fatal encounter with Doomsday.
Apparently his performance was so bad it not only made
Superman roll around in his grave, but burst out of it to
ensure that Shaq wouldn't make a sequel.
Then there
was that video game... Shaq Fu. In an obvious ego trip,
Shaquille O'Neal demanded that Electronic Arts create a game
for the Super NES and Genesis that would make him look like a
street smart crusader instead of just another dumb basketball
player. EA, which at the time was still a respectable company
that hadn't yet allied itself with the forces of evil (Sony),
tried very hard to resist O'Neal's demands, but in the end
Shaquille, perhaps with the aid of his latest album or the
even more obnoxious Lakers fan Spike Lee, forced them to obey.
And while Electronic Arts tried desperately to make the game
worth playing by hiring the critically acclaimed Delphine
Software to design it, they just couldn't avoid the
inevitable. Because of Shaq's involvement, the game's fate was
set in stone... it would suck, and not even a momumental
alliance between Capcom and Konami could change
this.
You
think I'm being melodramatic, don't you? Well, Delphine really
did try to make Shaq Fu a quality release, but thanks to the
Shaq factor... and yes, because this otherwise talented
company didn't know a damned thing about fighting games, there
was no way it could be salvaged. Shaq Fu's got a lot of
problems, and a few of them have nothing to do with the name
"Shaq" in the title. For instance, the great animation that
had become a Delphine trademark actually hurt this game... the
designers had to use sprites instead of polygons, and since
smooth sprite animation is so taxing on both the cartridge and
system's memory, they shrank the characters. This worked fine
on the Neo-Geo Pocket because the stars of games like Match of
the Millennium were plumped up and brightened to make them
more visable, but you didn't see too many superdeformed Street
Fighter clones back when Shaq Fu was released... and I doubt
Shaq would ever allow himself to be drawn like this...
So the game
was left with an almost acceptably sized Shaq and a lot of
other tiny characters. The graphics weren't really hurt by
this... the scenic backgrounds look like postcards from
another dimension and the animation is great, although no
better than what you've seen in most fighting games for the
Saturn and Playstation. However, the teeny weeny fighters
slamdunk Shaq Fu's gameplay right into the trash. It's
impossible to target specific areas of your enemies when jump
kicking them... in fact, you'll be lucky to connect at all.
You'll be doing a lot of jumping anyway, because as hard as it
is to control where you'll land, it's better than walking,
which is so slow and leaves you so vulnerable you might as
well consider it useless. You can't even close an inch wide
gap between you and your opponent because you'll get a fist in
the face long before you reach them. Basically, you'll have to
jump, and jump, and jump again to fix your position and get
yourself close enough to the enemy to hit them a few times.
And when you do, you'll be frustrated by the lack of combos
you can perform... the only one that ever seems to work is
endlessly foot sweeping the other player (remember this
tactic, because it works really well in nearly every other
crappy fighting game ever released).
All right, all right... this game
would have been a disaster whether it had starred Shaquille
O'Neal, Martha Stewart, or the Olsen twins. But if it hadn't
been for O'Neal, Delphine Software may never have started work
on Shaq Fu in the first place. Worst of all, Shaq STILL
insists on sticking his free-throw missing fingers where they
don't belong even after his first game jumped from store
shelves PAST the bargain bins into the "please just get it the
hell out of here" boxes left outside the entrance to
Electronics Boutique. The only plus side to this is that his
newest game, Ready 2 Rumble: Round Two, lets you give Shaq all
the bruises, cuts, and black eyes he deserves for making Shaq
Fu a reality... which makes the game pretty hard to pass
up.
FINAL FIGHT
REVENGE
Most people will complain about
this game, asking why Capcom would ever soil a series of games
they've loved since they were kids with a spin-off that
neither plays like the REAL Final Fight or very well in
comparison to other 3D martial arts games. Me, I see things
differently. I look at Final Fight Revenge with the same kind
of greedy anticipation that Triumph the Insult Comic Dog would
look at a particularly cheesy guest on the Conan O'Brien show.
Like David Hasselhoff or William Shatner, Final Fight Revenge
is so chock full of unintentional comedy that its name alone
is a punchline to anyone who's played it.
To everyone
who hasn't, well, imagine the characters from Final Fight and
the basic gameplay of Street Fighter EX and Mortal Kombat 4
stirred together... in a toxic waste drum. Peer inside and
you'll see a game that really puts the polygon in polygonal
fighter... the characters are so boxy you'll wonder if you can
transform them from mighty robots into mighty vehicles. One of
the stars of the game, the fat cop who couldn't get more than
a cameo in Street Fighter Alpha 3, actually does... or at
least, that's what your eyes will tell you when he performs
one of his supers. He chases around his opponent in a police
car... a police car so small he couldn't possibly fit into it,
yet he's nowhere to be seen. Stranger still is that your enemy
runs for his life from this car despite the fact that it's
about the size of Barbie's Power Wheels cruiser (shame it's
missing that stylish pink paint job!).
Of course, that's better than
watching Haggar do his best Pat Sajak and use an enormous
wheel to decide just what wrestling technique he'll use on his
rival, then breaking out a cigar even Monica Lewinsky couldn't
handle after literally piledriving him through the planet. And
this, in turn, is preferable to Rolento gunning down his enemy
with a helicoptor he must have been keeping in his pocket, or
highly disciplined Bushido ninja Guy belching like Shrek after
downing a cup of espresso, or watching Andore's hand swell to
three times its normal size (masturbation jokes off the
starboard bow, Captain!).
But the game really shifts from
light to ludicrous speed when you find out why they call it
Final Fight Revenge. Remember Belger, the guy who, after
filling you with crossbow bolts, was punched out of a fifty
story building? Well, you'd think he would be dead after
that... and you'd be right! At the end of the game, you battle
against his corpse in what has got to be the world's least
welcome Resident Evil crossover. Feel free to peel off one of
his arms and clobber him with it, but watch out! He's got a
nasty habit of exploding... and even worse,
dancing!
I could go on... and on... and
on... but my web server can only hold so many gigabytes of
text. If you're looking for another fighting game for your
Saturn, Final Fight Revenge is one you'll definitely want...
to poop on!
(Thanks to the Video Game
Museum for the picture, by the way. I didn't feel like
spending an hour playing the original Final Fight just to get
this snapshot. I'm even more glad I don't have a digital
camera or screen capture hardware, because that gives me an
excuse to avoid playing this dopey spin-off
again.)
FIGHTER'S HISTORY
This game may have been designed
to pick up the scraps the overfed Street Fighter II left
behind, but its roots stretch back a lot further, all the way
back to when Super Mario Bros. was first released. Data
East noticed that the game was dearly loved by everyone who
played it, and like any good parasite, they were quick to take
advantage of this by releasing their own side-scrolling
platform game. To ensure its success, Data East created
a mascot that one-upped Mario in every possible way. OK,
so Karnov wasn't especially cute, but why settle for a chubby
Italian plumber when you could play a game starring a
grotesquely obese Russian circus freak?
Unfortunately
for Data East, players found plenty of answers to that
question, and Karnov's fat ass was pushed out of arcades
forever. He was forced to take up residence at the
bottom of NES bargain bins, and had to earn paychecks by
letting the Bad Dudes sink their fists into his immense
belly. Then Street Fighter II arrived. Karnov
found a fellow fire breather in that game, and decided right
then and there that his lean years (using the term loosely)
would be over. He would star in his own fighting game,
with a cast of martial artists so pathetic that anyone who
played it would just HAVE to admire him! Karnov could
finally pay Data East back for the dump trucks full of Chicken
Kiev they sent to his house every week, and more importantly,
people would forget all about the crappy ending in his NES
game and think of him as a star, just like Raymond Burr,
Roseanne Barr, and the lady in What's Eating Gilbert
Grape!
There was just one flaw in Karnov's master
plan. Namely, Fighter's History sucked, and everyone
hated it at least as much as his first game. They
laughed at the selection of characters, which included a
British musician named Matlok (where's Don Knotts?), a creepy
clown in a face mask, and an opera singer named Fei Lin, which
pretty much describes how well the game did in arcades.
And to top it all off, Capcom didn't find this cheap imitation
of Street Fighter II the least bit flattering, and threatened
to sue Data East for millions of dollars (as Karnov himself
put it, "Those bullies are trying to steal my lunch
money!").
Once again, Karnov's big fat dreams had been
shattered, and his big fat heart had been broken. He became
mad at the world... mad at the people who refused to play his
games... mad at those bastards at the Ponderosa Steak House
who insisted on giving him a table instead of just letting him
sit at the all you can eat buffet. He picked up the
phone and dialed the number for SNK's home offices, muttering
under his breath that he would have his
revenge...
RISE OF THE ROBOTS
Not since the days of
Sisyphus (look it up, or watch Hercules if you're too lazy to
pick up a book) has so much effort been wasted on such a
pointless endeavor. Until the debut of Armored Core,
mech combat games were never very good... even Capcom's own
Cyberbots was kind of a yawner. But Mirage Studios' Rise of
the Robots, oh man... it takes the cake, sets it ablaze with a
blowtorch, uses a buzzsaw to hack it into uneven chunks, then
shoves the flaming slices down your throat. Rise is a perfect
example of when flashy graphics take precedence over anything
and everything else. The title screen is a stunning full
screen animation of the title character, painstakingly drawn
with quality rendering software and digitized to take full
advantage of the Super NES's robust color palette. Each
opponent is introduced with a full motion video clip that
rivals or surpasses anything you've seen on the Sega CD.
The character animation is smoother than Billy Dee Williams
armed with a Marvin Gaye record and a six pack of Colt
.45. But past that... well, there IS nothing past
that. The game's silicon warriors have no personality
and precious little in the way of fighting skills...
apparently, to cram in all that great animation, the
programmers had to give each robot a single punch, kick, and
special attack. The first two moves have varying
strengths, but the animation is the same regardless of whether
you're using a light jab or a full powered, metal crushing
straight. The very least they could have done is give
the main character (the sleek blue cyborg in the game's
opener) some variety, since he's the only character you'll get
to use in the story mode. There is a two player option,
but the character balance is so out of whack that it's not
even worth the effort to plug in a second controller just to
try it. In fact, you'd be better off leaving your Super
NES untainted by Rise of the Robots and dig Rock 'Em Sock 'Em
Robots out of the toy chest in your attic instead. It's
got just as much technique, and if you get tired of the
plastic pugilists' dull colors, you can always take a cue from
Mirage Studios and make them look much better than they
actually are with a can of metallic blue spray paint.
BATTLE ARENA TOSHINDEN
Why do men have so many
one night stands? Hell, why not? Besides, men are
easily seduced by superficial beauty, and often find
themselves at the front door of a relationship that's
considerably less rewarding than the knockers that led them
there in the first place. Those tits start to look a lot
less appealing once you realize there's not much mental
activity going on above them. Toshinden is a lot like
those airheaded angels... it was the most gorgeous thing in
the universe when it first debuted on the Playstation, and
everyone was quickly lured in by its incredible
three-dimensional, gouraud-shaded, texture-mapped,
buzzword-filled graphics. They were so mesmerized by
Toshinden's spectacular visuals that they marched into stores
by the thousands and each came out with an empty wallet and a
brand (monkey) spankin' new Playstation. But like the
lemmings who tumble off cliffs, or the moronic baseball player
who takes the chaw out of his mouth just long enough to stick
his foot in it, these spellbound gamers only realized their
mistake after it was too late. They were stuck with a
candy-coated butt nugget... bright and shiny on the outside,
but with a foul odor that was only revealed once the sugary
shell had been cracked. I was unfortunate enough to be
stuck with the Saturn version of Toshinden, whose thinner
shell made the game's flaws that much more obvious. Even
the addition of new characters and silly conversations between
the old ones didn't make Toshinden any more enjoyable.
The sluggish control wasn't improved, no meat was added to the
scrawny gameplay, and the limited yet frustrating 3D movement
still came to the computer's advantage more often than the
player's. And of course, the game's only real asset- its
groundbreaking graphics- had been compromised, making it a lot
less attractive than when it was first released on the
Playstation. Come to think of it, Toshinden (and its
big-breasted Russian mascot, Sofia) is looking pretty skanky
in comparison to Dreamcast games like Power Stone and Dead or
Alive 2... and those games have much more to offer than a
pretty face.
WAY OF THE WARRIOR
If you want to test
your might against the world's most fearsome warriors, don't
walk this way... all you'll find here are losers. It's a
good thing nobody important was informed about the Way of the
Warrior tournament, because anyone from Sub-Zero to the
punching bag in Waku Waku 7 could have thrashed these morons
and laid claim to the ancient book offered as the grand prize
in minutes. Just how sad are the characters in Way of
the Warrior? Here's a hint. You know how most
fighting games have a mysterious hidden character lurking in
the shadows that's more powerful than the rest of the cast
combined? Way of the Warrior's is a possessed Hindu
sorceror in a diaper. It would take an incredible amount
of effort to come up with a martial artist less threatening
than this. However, Naughty Dog was more than up to the
challenge and created several, including the apparent daughter
of MAD TV's Ms. Swan, a ninja who learned most of his fighting
techniques from carefully observing the mating habits of
storks (you don't want to know what his fatality is...), and a
biker chick who taunts her foes in a Southern accent that's
about as credible as OJ Simpson's latest alibi. Speaking
of bad acting, even this cast of outcast's battle poses are
totally unconvincing, although the wretched animation and
downright weird game physics don't help matters much. I
don't care how strong these guys are supposed to be... the
Earth's gravity should prevent them from jumping three stories
high with the greatest of ease. Way of the Warrior would
have been entertaining, in a Nelson Muntz "Ha ha!" sort of
way, if the game was somewhat playable, but the designers
smashed too many features into Way without making them work
well together, resulting in a mess that's just as confusing as
it is confused. Let's see...you're supposed to cast this
spell to stun your enemy, then position him over here to knock
him over the cliff, then kick him just right and DAMN!
Aw, fuck this... where's my copy of Super Street Fighter II
Turbo?
MORTAL KOMBAT TRILOGY
There are few series as
drained of inspiration as Mortal Kombat, and no game
demonstrates this fact better than Mortal Kombat
Trilogy. The one-stop shopping approach this game takes
to the Mortal Kombat series is a great idea... you can pit
nearly any Kombatant from the first three games, even the
bosses, against each other, and hold battles in many of the
series' most popular locations, including an uncensored
version of the pit in the original game. Unfortunately,
Midway put so little money into this project that the
designers were forced to slap everything together without
improving or modifying it. The result looks and feels
like an overly ambitious MUGEN project that the author aborted
a month before it could be finished. Although there's a
tremendous amount of characters, only a handful have a
complete selection of fatalities, and a few of the cast
members from the original Mortal Kombat don't even have a real
run to speak of... instead, they just rush up to their enemy
in a very odd turbo charged walk. Now that I think about
it, though, perhaps it's best that the designers didn't get
the chance to add a lot of new features, because the ones that
did slip in are kind of... uh, odd. The aggressor meter
is a weak substitute for actual super moves, and the new
animalities are unique. By unique, I mean that they've
set a precedent for stupidity that nobody could ever
top. If Midway releases another Mortal Kombat game
(heaven forbid...), a collection like this one might be a good
idea, but next time, they'd better give it all they've got
instead of smashing their last few games to bits and breaking
out the superglue.
STREET COMBAT
Irem stepped on a
public relations landmine when they took a game based on the
wildly popular Ranma 1/2 animated series and hastily converted
it into this wimpy Street Fighter clone. Fans of Rumiko
Takahashi's cartoon and comic were so outraged by the
localization that they convinced themselves that Irem had
ruined a masterpiece. Actually, the original Ranma 1/2 game as
it was released in Japan wasn't all that great,
either... the control scheme, as simplified as it was,
didn't make much sense, and because of the predictable
computer opponents and underwhelming selection of attacks, the
battles never became particularly intense or
entertaining. However, it did have that trademark Ranma
1/2 charm, a quality which was quickly thrown overboard when
the game was brought to these shores. Ranma became
Steven, an ambiguously gay superhero with a battle suit that
boosted his strength, and his father was turned into Tyrone,
an embarassing black stereotype who could give even the
nitwits on the WB a run for their money. All the lively
Japanese music was replaced by a soulless rock 'n rap
soundtrack, and any of the backgrounds with even the mildest
connection to the Ranma 1/2 series were redrawn as plainly,
darkly, and crudely as possible. The chairmen at Irem
probably thought they were doing us some kind of favor by
making Street Combat the kind of radical™, extreme® experience
their young male demographic would appreciate, but I suspect
real gamers would have been a lot happier with the original
title rather than this condescending rewrite.
SHI(T)NOKEN
"Is Shinoken really
that bad?"
In a word,
yes. In more words, Saurus' Killer Instinct clone may
not be the worst fighting game on the Neo-Geo, but it's
certainly the most disappointing. It's no gem on the
Saturn either, which I found out when I made the enormous
mistake of purchasing it when I was hanging out with my friend
Pat at Game Hits. The only fun we ever got from the
game was throwing it in the Saturn (making sure to hold down
the drive door so it couldn't spit the disc out) and showing
it to Pat's horrified friends. In fact, the only time I
ever felt I got my thirty dollars' worth out of this turd is
when Pat, his brother-in-law Chaz, and myself challenged each
other to a battle of wits, to see who could heap the most
ridicule onto Shinoken in a ten minute time period.
Here's how it went...
"Hey, Chaz... you've got
to see this fighting game from SNK. You won't believe
how bad it is." "OK. Shinoken, huh? I've never
heard of that before." "Oh, no, not Shinoken! I
swear, Jess, if you bring that game over one more time, both
you and that disc won't leave my house in one piece." "All
right, all right. Now let me just put the disc
in... cool, it's starting to load." "Hey, it's that
ass with antennae again!" "Pat, that's supposed to be a
pair of dinosaurs." "Actually, I agree with Pat... it
does look like an alien's butt!" "OK, does anyone
want to play against me?" "No... torture yourself all you
like, Jess, but count me out." "Yeah, I'll pass,
too." "I always wondered why the player select screen
looked like the opening to 'Highway to Heaven'..." "Highway
to Hell is more like it..." "So, who should I
pick?" "Hmm... Benten? Binten? They just put
sooo much work into naming these characters..." "OK, Benten
it is. She kind of looks like a badly digitized Barbie
doll, but she's the sexiest one of the bunch. Relatively
speaking, anyway." "While this is loading, I think I'll get
a sandwich. From the Subway in Nome, Alaska." "Don't
buy that plane ticket yet, Pat. It's starting
riiiight... now." "Oh, goodie." "Wait a
minute... are those monkeys fighting in the
background?" "They look like the disgruntled former stars
of Donkey Kong Country." "Yeah, right! Donkey Kong
Country looked way better than this!" "OK, time for a super
move. Pat, grab the instruction booklet and read one off
to me." "Let's see... you're supposed to press down, down
back, back, down back again, down, down forward, forward,
smash three of the attack buttons, take the disc out of my
Saturn, and put Street Fighter Alpha 3 in instead." "Screw
this... I'm just going to pound on the buttons until the other
guy drops." "'Now Hitting'? Does it really need to
tell you that?" "When the game's graphics are this bad,
Chaz, yes, it does." "Y'know, guys, I think
the term 'Shinoken' should be used when something's so
horrible that no word in the English language can properly
describe it. Like, remember that guy in Texas who was
kidnapped by a bunch of rednecks and dragged behind a truck
for three miles? Wasn't that really shinoken?" "Well,
I've had enough of this. Yeah, Pat, go ahead and throw
in Street Fighter Alpha 3." "Dude, my copy of Alpha 3 won't
go anywhere near my Saturn now! I'll have to wait for
weeks for my system to disinfect!" "If it could only
talk..." "Damn, bitch! You so stanky!" "Let's go
play Starcraft for a while. Jess deserves to get kicked
around by the Zerg for a while for exposing us to
that." "So, Pat... what numeric rating would you give
Shinoken? Not that I need to ask." "Jess, I give it a
zero... or as I like to call it, the Shinoken
standard!"
CLAY FIGHTER
I don't suppose any of you remember that
passage from the Bible, do you? You know, the one where
the prophet dreams about an enormous statue made from a wide
variety of materials? Its head was of the finest gold,
its chest was pure silver, its torso was iron, its legs were a
merely adequate bronze, and its feet were partially made of
clay, indicating that despite its size and frightening
appearance, the statue could easily be destroyed once its
weakness was exploited. Clay Fighter reminds me a lot of
this metal behemoth... at first glance, it seemed just as
incredible, but the more players immersed themselves in the
game, the less impressed they became, until they finally
realized that Clay Fighter had almost nothing to stand on. The
gameplay is the absolute pits, and those glossy clay
characters start to lose a lot of their luster when you watch
them stiffly hobble around the screen like they've been left
out in the sun for too long. You'd think maybe the
limited memory of the Super NES and Genesis was responsible
for this, but when the game was ported to the Playstation and
N64, it looked just as awful. So what if Interplay added
whoop-de-doo 3D backgrounds? The fighters themselves
still looked like renegades from the Conan O'Brien Hannukah
special, and the already moronic cast of characters was made
even worse with the inclusion of such lame-os as a
buck-toothed Asian cook and that dipstick from
Boogerman. And while Interplay tossed in a super meter
and some fatalities (crappy fighting game rule of thumb
#78: when your game really, really sucks, break out the
paintbrush and start hiding the flaws with a thick coat of
blood), these features didn't make up for the insults players
received when they tried to pull off combos. Yes, Clay
Fighter 63 1/3rd would actually inform you that your efforts
were "lame", adding salt, margarita mix, and a fresh slice of
lime to the wound you received when you paid fifty dollars for
this supposedly "hilarious" game. The only thing that's
really funny about Clay Fighter is that Interplay took such a
bath on the latest installments of the series that we'll
probably never see another sequel again. Who's laughing now,
bitch?
STREET FIGHTER: THE
MOVIE
If you're brave enough to dig right to the game's
core, you'll realize that Street Fighter: The Movie wasn't
really that awful. It's more complex than most of the other
games featured in this list, and the Playstation and Saturn
versions were the closest thing players had to a home version
of Super Street Fighter II Turbo for a very long time (unless
they had a 3DO, in which case they'd also have to put up with
the aforementioned Way of the Warrior). Still, like
Street Combat, SF: The Movie had the gall to take everything
devoted fans loved about the Street Fighter series and
desecrated it in the worst possible way. A friend and I
rented this way back when the Saturn was first released, and I
got more entertainment from his horrified reactions to the
characters' voices and poses than the game itself. He
winced- yes, literally winced, as if he'd bitten into a moldy
grapefruit- whenever the fighters did something particularly
stupid. You would have sworn that he developed a facial
tick after I challenged him with Captain Sawada, a warrior
(mercifully) exclusive to Street Fighter: The Movie whose most
effective weapons are Japanese stereotypes. If you can
believe this, he carries a blade which he sticks in his
own belly, apparently in the hope that the resulting
spray of blood will blind his opponent. Only slightly
more threatening is Sawada's super move, where he throws his
hands up in a cheer and slides toward his foe in a display
that would embarass even a novice MUGEN character designer
(let's hope the nudity trend in MUGEN comes to a screeching
halt before it gets anywhere near this loser!). Speaking
of embarassing, I'm surprised my friend didn't bring this game
back to Blockbuster with a scarf wrapped tightly around his
face...
TIME KILLERS
When it comes to
targets of ridicule, this game's got a bullseye larger than
Wyoming painted on its ass. Time Killers was so rotten
that even my brother, a casual gamer whose motto is "the more
gore, the better", couldn't stand it. He had this
priceless imitation of the average Time Killers player... he'd
spread his fingers over an imaginary control panel, briefly
look up at an invisible screen, then fix his gaze on the
controls and frantically hammer away at buttons for three
seconds. Ain't it the truth, ain't it the truth!
Time Killers had a few good ideas, like the ability to lop off
your opponent's arms, but this wasn't much of a handicap when
he could just as easily thrash you by beating the kick buttons
into the floor. Even worse were the insta-fatalities
that let you end each round the second after the announcer
screamed "FIGHT!" by slicing off your enemy's head. The
destroy moves in Guilty Gear were a bad enough idea, but at
least they gave you some idea they were coming, and a split
second chance to defend against them... the fatalities in Time
Killers just seemed to come out of nowhere, and if you weren't
blocking, BAM! That's it. Go home, you just wasted your
quarter. Speaking of wastes (and waste, as in the kind
floating around in a sewage pond), there was a Genesis version
of Time Killers that made the arcade original look like a
frickin' Renaissance masterpiece. There wasn't even a
point in smashing buttons in that game, since none of them
seemed to do anything... you'd just stand there waiting for
your enemy to wade through the 16-color, 8-bit quality, 4-year
old designed backgrounds and hack you into convenient,
bite-sized morsels. The Genesis version of Time Killers
is such a wad of phlegm that the vast majority of emulation
sites I've visited refuse to carry it... I can't really blame
them, because that server space could be put to much better
use (with, say, a dozen All Advantage ads, or the manifestos
of famous cult leaders, or naked pictures of Estelle
Getty...).
And now, moved to the bottom of
the page for your inconvenience, it's the...
TEN WORST FIGHTING
GAME CHARACTERS OF ALL TIME!
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BLOOD from
BLOODSTORM
This is easily the most
contrived character to come from the gory fighting game
fad of the early 1990's. Blood is a headswap, or
more accurately, a headLESS swap of another character,
which is why you see a fountain of blood where his head
should be. It's a gimmick so transparent even the
game's mindless target demographic could see right
through it. |
KINTA KOKUIN from
POWER INSTINCT 2
The Power Instinct series
was never known for its great character designs, but
little Kinta Kokuin stood out as the very worst of
the bunch, even in a cast of stereotypical Indians and
denture throwing old hags. You may have hated Bao
from the King of Fighters (just about everyone did...),
but at least he came to every fight fully
dressed... Kinta doesn't even bother to do
that! |
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KARNOV from
FIGHTER'S HISTORY
Here's a guy who should
have considered a couple (hundred) trips to the gym
before stepping into the ring. Karnov's got more
rolls of fat than Ryu and Ken have victories... and I'm
talking about a combined total here! Karnov
somehow convinced himself that he stands a chance
against other, more disciplined martial artists... but
naturally, he
doesn't. |
MONGO from SURVIVAL
ARTS
You may not be impressed
with this balding boob at first, but just wait until he
breaks out his combat knife! And his tazer.
And his machine gun. And his grenades. And
his (gulp!) atomic bombs?! As you might
imagine, none of the other characters stand a
chance against Mongo thanks to his endless supply
of weapons. In fact, he can actually kill the last
boss with one blow! |
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CODY from STREET
FIGHTER ALPHA 3
I don't think anyone really
ever liked Cody. His first mistake was filling in
for Guy in the Super NES version of Final Fight.
His second strike came when he starred in Final Fight
Revenge, which was more of a parody of the first few
games than a legitimate sequel. He struck out when
Capcom made the unwise decision to turn him into a
lowlife thug in Street Fighter Alpha
3. |
SKULLOMANIA from
STREET FIGHTER EX PLUS ALPHA
Street Fighter EX's
characters are best described as, uh, eccentric.
You've got everything from dominatrixes to a
rollerblading electronics whiz to a muscular brute
who looks like the lead singer of the band Blues
Traveler. Arika went a step too far when they
created Skullomania, a Japanese salaryman who ran off to
join the circus, and wound up fighting
instead. |
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GILL from STREET
FIGHTER III
Fans waited EIGHT YEARS for
a sequel to Street Fighter II. EIGHT
YEARS!!! You'd think that after all that time,
Capcom could have come up with a better last boss than
this. Gill's an egotistical dork covered in
clashing body paint. It gets worse, folks... he
also wears a skintight diaper that must be as
uncomfortable for him as it is for the player who has to
look at it. |
N. BOSS from CLAY
FIGHTER
The name is clearly a
parody of M. Bison's, but it would take a lot of
imagination to draw any other parallels between this
string of nondescript clay balls and Capcom's sinister
crime boss. If Clay Fighter had anything going for
it at all, it was a cast of clever characters. Why
Interplay couldn't produce a better final boss than this
will forever remain a mystery. |
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CHILE AND PEPPER
from BATTLE MONSTERS
Double your pleasure,
double your fun? Probably not. The truth is,
twins fighting in tandem as one character never work
especially well in fighters. If Shinoken isn't
enough proof of that, allow me to introduce Battle
Monsters as exhibit B. Its twins, which look like
the bastard children of KISS and Ronald McDonald,
couldn't fight less effectively if they were in a potato
sack. |
KONOTORI from WAY
OF THE WARRIOR
When all the other martial
artists were taking pointers from
creatures like tigers and mantises, Konotori must
have been out taking a piss... in a lake filled
with storks. Yes, Konotori modeled his martial
arts style after the mighty stork. The only
time he ever brings an opponent to their knees is
when he delivers them babies nine months after they have
unprotected sex. |
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