SNK vs. Capcom: The Match of the Millennium review by BamBam

Ok, let me just tell you right off the bat: THIS GAME IS AWESOME.

Now, with that said, you must be wondering why? Well, just name any aspect of video gaming: graphics, sound, control, replay value, depth, fun factor, etc... Each and every one of these aspects has a large part in making SNK vs Capcom for the NGPC truly, "The Match of the Millenium." I have never had this much fun with a fighter since SF2 came out for the SNES, in that both of these games surpassed my expectations by a longshot. So let me get down to the juicy stuff for those wondering "should I buy this game?" (Though if you own a NGPC, I really wouldn't understand why you'd ask that question)

Graphics- A
Yay's: Most, if not all, NGPC games are known for their cartoon-style graphics. While most people tend not to take cartoons very seriously, it is obvious that the developers of this game did. The game's graphics are reminiscent of Pocket Fighter graphics, using SD style graphics (big heads, little bodies). It's not only "cute," but it's also very cool, colorful, and very aesthetic. The in game artwork, such as in the intro and in the cutscenes are nothing short of impressive. And the artwork contained on the front of the box is itself convicing of the high production values which SNK (or Capcom) put into this game. While it is not an A+ on the level of PSX, DC, or N64 graphics...c'mon, you're all smarter than that. Character and background animations are very smooth and fluid even if it is on the small screen. The most notable examples are the flock of birds which fly up at the beginning of the Germany stage (really nice), and the simplicity but fluidity of Haohmaru's fighting pose.

Boo's: There is only one thing which gets at me just a little bit. Zangief is the only character with "realistic" flesh tones. Everyone else is just pale. No real biggie, but it does kinda itch at me sometimes.

Sounds- A
Yay's: One thing about sound on portable systems is the cheap quality which most games seem to have. But this is where MOTM shines. The music is most definitely one of the most impressive aspects of the game, because they come straight out of the SNK and Capcom fighters. I don't recognize many of the SNK tunes, because I don't play as many SNK fighters, but the Capcom tunes are direct translations of the SF and DS games. Chun Li's, Ken's, and Zangief's character music are easily recognizable, as well as the other fighters, if you are familiar with them. If not, you'll still like them. An added plus is that the music and the sound are not annoying or repetitive, a quality which many other handheld (and even some home console) games seem to have.

Boo's: It would've been nice to hear voices in the game (like how at the beginning of Sonic Pocket, there was the classic "SEGA!"). But the music in the game is good enough to have you really ignore the fact that there are no voices.

Control- B
Yay's: No sore thumbs! With the analog, the gameplay is extremely lax in style, making moves fairly easy to pull off. Charge moves are easier on your thumbs than with a game pad. Also, while the moves are still somewhat complex (especially with some of the SNK people), the controls overall are simplistic and easy to pick up. There is also a noticable difference when playing as an SNK character or a Capcom character, which isn't necessarily a bad thing, because it adds more variety to the game's pace, rhythm, and style. Also on the plus side, there are three modes of fighting style to choose from, depending on you're preference. If you're used to the Capcom approach, there is the Rush style of fighting. If you're used to the SNK approach, there is the Counter style of fighting. And if you want to blend a little bit of each into one, there is the Average style of fighting.

Boo's: While charge moves are a lot more friendly on the thumbs, many of the U-style moves (ie Shoryuken) are made a little more difficult to do than with a gamepad. Also, the timing of the combos does take some time to get used to, but when you do adjust, you'll have no problems pulling off multi-hit combos.

Replay Value/Overall- A
Yay's: It is really obvious that a lot of time was spent in the presentation of the quality of this game. Like I said before, the production value of MOTM is really high. Battle in singles, tag team, or 3 on 3. Create your own dream team, character, or duo. Enter the SC olympics and play mini games with Arthur from Ghost's and Goblins, Felicia from Darkstalkers, Marco from Metal Slug, or Jubei from Samurai Shodown. Time Trial, Survival, Single Hit, and options aplenty will keep a gamer coming back for more (especially when on the road, or before a class). Secret characters to play as, and secret characters to fight against? (I've been confronted by Billy, Geese, Bison, Vega, Evil Ryu, and Akuma on some occasions, but I haven't fought all of them. I've also seen Sagat around in my records) Get someone else with a NGPC and link up in two-player mode, or download stuff from the other SNK vs Capcom games, and you've got yourself one helluva good way to pass the time.

Boo's: I wish I didn't need two NGPC's to get info from one game to another...but I guess you can't have everything. The storyline is a little pointless too.