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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.