Showing posts with label super. Show all posts
Showing posts with label super. Show all posts

Friday, February 3, 2017

Tekken 4 Review - Step into the next millenium

Release(s):
    March 28, 2002 (Japan)
    September 13, 2002 (Europe)
    September 23, 2002 (North America)
Platform(s): Arcade, PlayStation 2
Genre(s): Fighting
Developer(s): Namco
Publisher(s): 

    Namco (Worldwide)
    Sony Computer Entertainment (Europe)

Player(s): 1-2




Overview

With three games and one non-canonical title under it's belt, Tekken has proven time and time again it can hang with the big boys of the fighting game genre. The true fourth installment was also in the makings and was set to be released in 2001 for arcades... to make way for a new era of fighting in the 21st century. Just how far does it take this re-revolutionary movement with 3D fighters? Let's find out...


Gameplay



Once again the award-winning 3D fighting from previous Tekken games have return so that's good but there are a couple fundamental changes that makes this game stand out. For one you can't jump backwards or vertically... you can only jump forward which isn't a big loss but it's something you'll notice when it's gone. A new grab move which allows you to shift your opponent to a more favorable position and it's done by pressing LP + LK of which the secondary attack grab is supposed to be. A couple other control schemes have been made but the biggest change Tekken 4 makes of the combat system is that for the first time ever, Tekken takes full advantage of the 3D fighting concept by actually having you fight on a 3D plane instead of an illusion of one. You can use the environments to your advantage by slamming your opponents to walls or trapping them into stage obstacles on uneven terrain stages forcing a slower and more strategic approach to combat. Now, I understand why Namco would make such changes and a couple of these concepts are quite good but at the same time they are alienating to long-time fans.

The new fighting styles are also a mixed bag. For example, Jin Kazama no longer fights with a mix of the Kazama Style Traditional Martial Arts and Mishima-ryu in favor of traditional karate which makes him his own character now but he is really OP in the game notably due to his Laser Scraper move. Tekken 4 brings in new characters with completely unique movesets like the Vale Tudo fighter Craig Marduk who uses a grappler style not quite like no other (especially with his tackle) but his moveset just feels... incomplete. Though on the positive there's also the british boxer Steve Fox who, instead of using his additional punch attacks for his kick buttons like most fighting games would for boxing character, uses he left and right sway dodges for the LK and RK buttons which makes him an especially fun character to master. Lastely there's Combot... an ever-so-pointless replacement for Mokujin who instead of switching to a different character's fighting style each round he does it after an entire match. 


Content



All the game modes from Tekken 3 have returned for Tekken 4 but one in new game mode this game introduces which also becomes a staple in the Tekken series from then on is Story Battle. Story Battle is just like Arcade (Arcade Battle) only it actually goes out of it's way to tell the story of Tekken (which honestly makes Arcade rather redundant). You will fight 6 randomized characters then a possibly character-specific sub-boss and Heihachi Mishima as the final boss... though some character's stories may play out differently and will unlock a specific character (if they aren't already). Another player can't attempt to challenge you so they can take over like Arcade Battle.

The Tekken Force mode in Tekken 4 has received something of an upgrade from Tekken 3 as it takes full advantage of the whole interactive environment mechanics within the game's combat. You can also lock-on manually to an enemy instead of automatically locking onto the closest enemy and losing no longer means a game over (though you lose your total score from previous stages... not that it means much in the end) but the actual difficulty has increase with enemies potentially attacking you at every corner even during his boss fights. Speaking of boss fights... they are no longer character-specific... every character in the end of each stage will face Combot, Kuma/Panda, Kazuya, then Heihachi. 

Aside from that stuff there's a mode called Training which determines how fast you can input each character's bread-and-butter moves, and you can record a battle by pressing the select button at the end of the match and it can be viewed within the Theater mode. You can now pause in Time Attack mode and Survival mode.


Graphics



At a glance there's not much of a difference graphically between the Playstation 2 port of Tekken Tag Tournament and Tekken 4 but Tekken Tag was already a great-looking so it's not really to be taken as an insult. I suppose Tekken 4 looks sharper is especially evident with the stages naturally as they're now part of the gameplay experience and there's no sign of slowdown like what happens with Tekken Tag sometimes. There are no longer any character-specific stages however...




Sound

Almost all of the voice actors/actress have once again reprise their roles for Tekken 4 and they sound better than ever before. What's even cooler is that for the first time ever in a Tekken game the characters finally have actual dialogue instead of just making battle grunts and occasional laughs. Some voices are questionable like Marduk's battle grunts which are like weird animal growls but overall they do a good job. The soundtrack for this game also shows quite a drastic change in style to reflect with the changing with the times. The synthesized music is now largely downplayed in favor of a techno/rock mix and there are no character-specific themes for the stages. The soundtrack also isn't remixed for the console port like previous games but that aside... the soundtrack is still head-bobbingly good nonetheless. 


Aesthetics 





Like I said earlier Tekken 4 actually goes out of it's way to tell the story through the Story Battle mode including text-based prologues and epilogues so you aren't just left guessing what happens. Each character still has their ideal endings after completing Story Battle but also like I said earlier this game features dialogue and the endings themselves have much more relevance to the main story so most of them actually feel like they're telling a legit story instead of basically being slideshows. As for the story itself... Kazuya Mishima has mysteriously came back from the deadwhich is bullshit thanks to G Corporation and is out for revenge against Heihachi for foiling his plans while Jin Kazama, who now has a deep hatred for anything related to the Mishima bloodline after Heihachi's betrayal (including his lineage, his fighting style, and the Devil Gene within him), is out for the same thing so Heihachi had announced the 4th Iron Fist Tournament to lure both of them out so he can claim the Devil Gene for himself. There are some other cool twists to the story as well like the once respected and feared Vale Tudo fighter Craig Marduk being responsible for the death of Armor King (King's mentor) which lead to him getting an invitation to the Iron Fist Tournament despite being charged with manslaughter, Steve Fox trying to discover his real parents while ducking the Mafia (whom may not be quite what they seem), and Ling Xiayou getting involved in the complicated history of the Mishamas to reunited with her schoolmate Jin and discover the truth to Heihachi's intentions.


The game's interface is significantly improved from previous games like each game mode in the main menu given a description and a mini screenshot to give you an idea of what it's about, and the screen transitions have actual flare to them rather than them simply going to the next screen. This is also a clear move to the next millennium.


Another thing I must add is that the character also speak their native language (like the Mishimas and Jin speaking Japanese, Hwoarang speaking Korean, etc.)... though some characters (like the replacement Capoeira fighter Christie Monteiro and Nina Williams) who are foreign don't even have a discernible accent when they should... but that's no big deal.



Overall

What can I say about Tekken 4? It's a black sheep alright and it's a damn good one at that! It may not be the best in terms of gameplay (even though it has some REALLY good and even revolutionary ideas) but you can't deny it's done a lot of good in terms of aesthetics and content.



Overall I give this game an 8.6 out of 10.

Monday, August 29, 2016

Super Dragon Ball Z Review - Super Dragon Fighter Z II Turbo!!

Release(s):
    June 29, 2006 (Japan)
    July 18, 2006 (North America)
    July 28, 2006 (Europe)
Platform(s): Arcade, PlayStation 2
Genre(s): Fighting
Developer(s): Arika, Crafts & Meister
Publisher(s):

    Banpresto (Japan)
    Atari (North America)
    Namco Bandai (Europe)
Player(s): 1-2







Overview

Early to mid-2000's was a good time for DBZ games. Dragon Ball Z: Budokai 3 (simply known as Dragon Ball Z 3 in Japan) in late 2004 was particularly impressive not only for being a night-and-day sequel to the first two Budokai games but it's viscerally fast-paced and authentic combat can be enjoyed even by people are otherwise disinterested in Dragon Ball Z. Dragon Ball Z: Budokai Tenkaichi (also known as Dragon Ball Z: Sparking! in Japan), while not as impressive as Budokai 3, still retained the visceral, fast-combat feeling of combat and was like no other fighting game before it. However, there is one that released between the first Tenkaichi game and the then upcoming sequel Dragon Ball Z: Budokai Tenkaichi 2 (Dragon Ball Z: Sparking! Neo) that hardly any fan seems to remembers, and that game is the one that's center for subject right now: Super Dragon Ball Z.

Super Dragon Ball Z was touted as the franchise's first "serious" fighting game... in fact, it was an Arcade game before being ported over to the PS2 and it was directed by Akira Nishitani... the man who, along with Akira Yasuda, created the quintessential fighting game Street Fighter II so there's a bit of pedigree to this game. While it was a modest success in Japan (enough for it to be ported), the game (released only for PS2) never caught on in North America. Is there a reason for this failure or is it yet another overlooked gem?

Gameplay

Super Dragon Ball Z is a fighter that combines elements from 2D and 3D fighting games for combat system. Unlike the last few DBZ games that proceeded it, Super DBZ brings it's combat closer to it's fighting game roots so fans of older DBZ fighters and other fighters in general may find it more respectable than say... the Budokai games and Budokai Tenkaichi. The basic controls are rather easy to understand and accessible... you have one button for light attacks, one for heavy attacks, one for jumping/bukujutsu, and one for guarding... all of which can be combined to do various attacks as throwing, dash attacks, and ki blasts. Super DBZ also has combos in the form of a dial-up system similar to the what you'd find in Mortal Kombat or Killer Instinct- albeit a very simplified one. Each character has their own set combos by doing consecutive light and/or heavy attacks but they're pretty limited and like the Budokai games, there's only one blocking zone so not a lot of strategy between attacking high or low is involved. You can also use the environments to your advantage as you slam opponents into walls, hide behind rock formations or buildings, or send your opponent through stage transitions though it isn't close to the level of environmental interaction you can do in Budokai Tenkaichi as battles are more up close and personal. Like the Budokai games and Budokai Tenkaichi, each character has a set of super and ultimate moves at their disposal but unlike said games where executing them are simply done with 2-4 button combinations, the super and ultimate moves require more complex inputs like the quarter-circles or half-circles which people play other fighting games like Street Fighter would be familiar... however so players who are used to the simplified controls for these moves in previous DBZ games and/or are total newbies at fighting games are definitely gonna be thrown off by and frustrated with the intricate button commands. 


Super and ultimate moves have widely varying attributes and uses during battle which is a nice touch, but you only have a handful of them are immediately available to you. You can learn more but there's a limit to that as well and a lot of the upgrades are shared between characters. The way super and ultimate moves also function basically the same how special and super moves function in Street Fighter or Mortal Kombat... super moves require no gauge to be used even for ki-based ones and can be chained off from normal attacks while ultimate moves 1 require or more bars from the Ultimate Gauge. 

As you can tell Super DBZ takes a lot of cues from other popular fighting game series (Goku even has a super move similar to Ryu's Shoryuken called Blast Fist) but when you compare it to the very fighters it take influence from this game doesn't offer that many options in what you can do in combat. Super DBZ does sport a healthy amount of strategy and diversity but with other 2.5D fighters like Tekken or Virtua Fighter which have tons of technical depth, Super DBZ just can't measure up. 

Not only is the game shallow in comparison to the popular fighters it tries to emulate, it's also too slow and traditional to satisfy DBZ fans. Sure you can do dash attacks by pressing one of the attack buttons in junction with the guard button and you can use bukujutsu by pressing the jump button while in the air to speed things up, though they are limited to an Action Gauge (which admittedly does add strategy to combat), but innovative mechanics that previous DBZ fighters had offered to the table in order to emulate the action from the series such as teleporting, pursuing, beam struggles, and ki building are sadly absent. 

Content

There are a fair amount (though not ideal) of game modes in Super Dragon Ball Z to play in which are Original, Versus, Z-Survivor, and Training. 

Original plays like the arcade version of the game where you select a character then fight up to 7 of the characters that were available in the arcade version which leads up to the fight with Cell and you earn a dragonball as a custom character after winning each fight meaning you can get all of them in one go. Just like the arcade version another player can come to challenge you (without the cost of a quarter) in order to take over and no... there is no story to follow so bummer. 

Versus is well... the standard versus mode where you play against another player... you both set your handicaps, select a stage, and then fight.

Z-Survivor has you play as a custom character and fight with only one Health and Ultimate Gauges against up to 9 of the characters available in the arcade version without losing, and unlike most survival modes where you're healed instantly after each fight you play a Bonus Roulette mini-game where you can either recover health, fuel Ultimate Gauge, increase attack/defense power, earn B.P/EXP bonus, or earn a dragon ball. At first, the roulette is rather slow but as you go along, while the earnings get better the roulette spins faster and enemies become harder especially ones with over a million B.P. If you're lucky you might gain the option to fight one of the PS2-exclusive characters at the end for a massive BP and EXP bonus increase at the risk of losing all your earnings from your recent playthrough of Z-Survivor if you are defeated so choose wisely!

Training is yet another surprisingly deep Training mode where you can use your opponent as a training dummy to act as a punching bag or have them perform various actions (like guarding constantly, guard after being attacked, attacking after guarding, performing a quick recovery after falling to the ground, etc.). There is also an option for a damage ratio and command display to help maximize damage or practice more elaborate moves, and you can set obstacles with varying sizes, numbers, and endurance all to your liking. You can even make another player join in as a sparring partner (though they lack the display options) but for some reason you can't have the computer act as a fighting opponent. There's also a lack of a tutorial section which would have been especially helpful as the bulk of this game's playerbase certainly wouldn't have the skills or patience to learn the more complex moves. All in all, Training is good for what it is but it isn't nearly as extensive as the training modes in other popular fighters such as Tekken and Dead or Alive.

The one mode that is really noteworthy is Customize. In this mode, you create up to 30 custom character cards with a custom name for you to level up and learn new skills. Unlike the customization system in the Budokai games where skills are either bought or found in various parts of certain modes, skills are earned through EXP points and how do you earn said EXP points? Simple you earn them after each fight and once your gain at least one experience bar you can learn a new skill. B.P points work the same way but they're only there for the high scores chart so they do nothing skill-wise... though one thing interesting about it is they will make your scouter explode if you gain over a million B.P points. Anyways, the EXP points you accumulate can be redeemed within the Customize mode through something called a Skill Tree where the next skill you can learn will be determine which skill you choose and there are various types of skills to learn such as new super or ultimate moves (like mentioned before), faster recovery on the Action Gauge, greater movement speed, slight increase in attack or defense power, armor properties on dash attacks, super cancel (the ability to chain super or ultimate moves into another ultimate move), and if you complete a character's Skill Tree you can inherit another character's signature move (they would have to be skill inheritance compatible as well). This is a great system that gives the game a lot of replay value and is honestly the best part about the game's combat but for single-player this means you have to constantly grind through the Original and Z-Survival modes (preferably the latter). Dragon Summoning allows you to wish for additional skills after collecting the dragonballs with selected character some that are not even available on the Skill Tree at all but not only that you can wish for a few accessory such as a new color scheme, a new costume, a Win:Loss ratio, and a new scouter. Unlockables are even achieved through wishes such as hidden characters, extra stages, or certain characters serving as the announcer.

One thing that should be addressed is the roster. It's seriously small in comparison to the rosters in Budokai 3 and especially Budokai Tenkaichi as there's only 18 characters in total (5 of them you have to unlock). Not only that but popular characters such as Yamcha, Tien, the Ginyu Force, and Broly are all left out... but it's not a total bomb as there are a few pleasant surprises to the roster such as Chi-Chi, King Piccolo, and a newly designed Mecha Frieza.

Graphics

Like Budokai 3 and Budokai Tenkaichi, Super Dragon Ball Z uses a cel-shaded graphics style but unlike most DBZ games which tend to resemble the anime this game takes it's visual cues from the manga (though it's not as extreme as the Naruto: Ultimate Ninja game series)... which is why several color schemes are different from most would be familiar with (Goku's gi being regular orange and blue, Piccolo's skin patches being yellow instead of pink, Perfect Cell's exoskeleton being dark green instead of neon green, etc.) and hit,explosion, and ground effects are represented through onomatopoeia. That being said the character models and stages do look nice. They're colorful, vibrant, and are animated reasonably well (though not as well animated as the Budokai games) but the auras, ki blasts, and particle effects are nothing special. They look too much like they were done on a computer... nothing like what you'd expect out of the series.

Sound

Once again the voice actors/actresses from the FUNimation Dub have come to reprise their roles but for some reason the audio quality on the voices sound really muffled as if they were recorded with a low-end mic and the voice acting itself sounds considerably less enthusiastic than usual as if they didn't wanna work on the game (not that I blame them entirely). Also, there's no option for the Japanese voices like in Budokai Tenkaichi and the Greatest Hits version of Budokai 3 so North American fans who prefer the Japanese version will have to endure the subpar voice work of the English version. As for the music, Super DBZ goes for a completely different approach from most DBZ games which tend for a modern music mix. The soundtrack is like a tribute to 90's synthesized music for old arcade games and they mostly do a good job at keeping you invested in the action... several of the tracks are actually quite catchy. The sound effects is also something completely new as it mimics the onomatopoeia and it helps give the combat a comic book feel. 

Aesthetics

One thing that made the DBZ fighting games so endearing over the years is how much the combat resembled the over-the-top action of the series and that reigns true with Super Dragon Ball Z... to an extent. A lot of familiar moves from the series are here for the coarse but they aren't presented in a particularly impressive way. The camera is almost always fixed to an angle (that being the side of the characters) and there's no cinematics accompanying any of the attacks. For example, Goku's Spirit Bomb is an extremely powerful and hard-to-avoid attack in the game but on a spectacle level you don't really get the sense of it being a super devastating attack like in the series. 

Like I said earlier, the game goes for a more manga-inspired feel and that easily can seen right from the main menu. Each mode in the main menu is sectioned off like panels from a page in the manga and the loading screen are like a Tankōbon cover for a volume of the manga featuring your next opponent. There are even some cameos and references to Akira Toriyama's other works like Suppaman, a character from Dr. Slump who's an obvious parody of Superman, randomly appearing after destroying one of the buildings in Eastern Capital. 

Overall

Is Super Dragon Ball Z a bad game deserving of it's relative obscurity? No... not at all but I feel the game suffers a bit of an identity crisis. It either tries to appeal to fans of Toriyama's megahit manga series or gamers who are serious about their fighting games but doesn't do quite enough to please either parties in the long run. Even it does feature a good amount of strategy and depth, it's not really the hardcore fighter Atarti wants you to believe
 and at the same time a lot of staples that people have come to expect out of DBZ games are compromised, making you sorta question who it was really intended for.

If you're looking for a solid fighter with the Dragon Ball license then I definitely recommend giving this game a shot. It plays well, the customization system can be addicting, and the visual cues taken from the manga is definitely gonna appeal to a certain niche plus it's sold rather cheap nowadays (functional copies coming as little as $5 - $10 w/o shipping on various online stores like Amazon or eBay) but if you're one of the extremes I mentioned earlier then you may wanna look somewhere else.

Overall, I give this game a 7.4 out of 10.