Post by Raiken on Oct 5, 2003 10:01:45 GMT -5
Ok here's the paste of the txt file:
SNK Vs Capcom Review
By
Raiken
SVC just recently hit my local arcade so I figured I'd better go over and give it a thorough playtesting. I don't feel that it lives up to the height it's generated but it still pleased me nonetheless.
Story(6/10)
Well it's your typical dream match so there isn't really much of a plot. Fighters tend to not have real deep plotlines anyway so I really wasn't bothered by it.
Graphics(9/10)
Ever since I heard of this games coming I was really hoping for some Garou worthy graphics but I think that's asking a bit much considering the roster. I will say I find the graphics KOF 2k2 worthy which is pretty good considering I found it among the better looking KOF's. The majority of the SNK characters have reused sprites but the new ones like Earthquake, Shiki, and Athena look very nice. Capcom sprites of course are brand new and fit very well with the NeoGeo's style of graphics oddly enough. Specials and supers have their typical look to them so nothing mindblowing or disappointing. The backgrounds I found to be right on par with KOF 2k2 as well with a good amount of animation and colors. The only real complaint I had about them was I never saw a background with any people in it. It's kinda weird to have a bunch of rather deserted looking stages in a fighting game. On another note the intro looks very nice. It has some fairly fluid animation like the intros to Garou so I was pleased with it. The graphics could probably have been improved a little but not enough for me to care.
Sound(8/10)
It's a mixed bag really. Again the game compares pretty similarly to KOF 2k2 in this department. I didn't hear the intro since it was turned off in the arcade but the character select screen and stage music sounds pretty typical. It would have been great to have some of the characters theme music in here but the soundtrack isn't as nearly as bad as say KOF 2k1. Character voices are as audible as ever. I do find the sound effects for hits very nice though because they sound like they were taken out of a martial arts movie. I only had minor gripes about the sound so I think they did well with it.
Gameplay(8/10)
The system is sorta of a mix of SNK and Capcom's so it's at least a fairly different setup from what most people are used to. Below are descriptions of the various mechanics.
Groove Power Gauge: Basically your super meter. It can fill up to 3 levels although when you reach level 3 you go into Maximum Mode(more on that later). The following use up levels from the gauge.
-Super move: 1 level
-Guard Cancel Attack: 1 level
-Making a missed throw attempt: 1/5 of a level
-Using forward, forward guard cancel dash: 1/5 of a level
-Using BC guard cancel dash:3/5 of a level
Exceeds: Super moves that rely on your health meter instead of the GPG. When you are down to your red life bar your name will begin flashing red and you can use the Exceed. However Exceeds can only be used once per fight(not round).
Maximum Mode: When the GPG reaches level 3 it becomes the Maximum bar and starts to slowly decrease. When in Maximum Mode you cannot earn power but GPG abilities only require a little bit of energy during this time. You can also perform Anywhere Cancels and Super Cancels(more on that below). When the gauge empties it goes back to level 2. Also if you end a round with the gauge in Maximum Mode it will be back at the level 2 the next round.
Anywhere Cancels: These basically allow you to cancel out of almost any kind of attack. Your character will flash white for a brief instance if done correctly.
Super Cancels: These do NOT require energy from Maximum Mode but can only be done during it. You can perform an Super or an Exceed right after a move that is super cancelable with these.
Guard Crush: As most newer fighters are these days, if you block too much you will be stunned for a brief moment by a Guard Crush.
I'm not much of a combo fanatic so I typically don't care about the game system but this one seems fairly good. I have heard though that Geese and Zero have infinites because of it.
Overall(9/10)
I've been waiting for this game for awhile now and while it didn't particularly excite me I did enjoy it very much and look forward to playing it more and eventually purchasing it. I imagine others opinions of it will be very mixed but I would definitly reccomend trying it.
Extra Stuff:
Here are the codes for the hidden characters. At the character select screen hold start and input the code during the roulette
Geese Howard: left x3, down, left, up, right, up
Goenitz: down x3, right, down, left x3
Orochi Iori: up x3, down, left, right, down, left
Mars People: up, down, right x3, up, down, left x2, down
Dan Hibiki: down, left x7
Demitri Maximov: right x3, left, up, right, down, up
Evil Ken: up x2, down, left x2, right, left, up
Zero: up, right x2, left x2, down, up x3, right
Athena: up, down, right x3, down, left, up
Red Arremer(aka Firebrand): down, up x3, down, left, right, left
Shin Akuma: up x5, down, left
Shin Mr. Karate: down, left, right x3, up, down
After inuputting the code simply press punch or kick while still holding start to select the character. If you want to retry a code simply let go of start and hold it again. The codes are always input the same way regardless of what side you are on.
Fighting certain people
The 4th fight is randomly Geese, Goenitz, Dan or Demitri
The 7th fight is randomly Orochi Iori or Evil Ken
The 8th fight is Shin Akuma or Shin Mr. Karate(dunno what determines it though)
If you do very well in the game you can possibly fight Athena and get a chance to get the good ending by beating her but sometimes you will fight Red Arremer instead and I don't know what happens if you beat him.
SNK Vs Capcom Review
By
Raiken
SVC just recently hit my local arcade so I figured I'd better go over and give it a thorough playtesting. I don't feel that it lives up to the height it's generated but it still pleased me nonetheless.
Story(6/10)
Well it's your typical dream match so there isn't really much of a plot. Fighters tend to not have real deep plotlines anyway so I really wasn't bothered by it.
Graphics(9/10)
Ever since I heard of this games coming I was really hoping for some Garou worthy graphics but I think that's asking a bit much considering the roster. I will say I find the graphics KOF 2k2 worthy which is pretty good considering I found it among the better looking KOF's. The majority of the SNK characters have reused sprites but the new ones like Earthquake, Shiki, and Athena look very nice. Capcom sprites of course are brand new and fit very well with the NeoGeo's style of graphics oddly enough. Specials and supers have their typical look to them so nothing mindblowing or disappointing. The backgrounds I found to be right on par with KOF 2k2 as well with a good amount of animation and colors. The only real complaint I had about them was I never saw a background with any people in it. It's kinda weird to have a bunch of rather deserted looking stages in a fighting game. On another note the intro looks very nice. It has some fairly fluid animation like the intros to Garou so I was pleased with it. The graphics could probably have been improved a little but not enough for me to care.
Sound(8/10)
It's a mixed bag really. Again the game compares pretty similarly to KOF 2k2 in this department. I didn't hear the intro since it was turned off in the arcade but the character select screen and stage music sounds pretty typical. It would have been great to have some of the characters theme music in here but the soundtrack isn't as nearly as bad as say KOF 2k1. Character voices are as audible as ever. I do find the sound effects for hits very nice though because they sound like they were taken out of a martial arts movie. I only had minor gripes about the sound so I think they did well with it.
Gameplay(8/10)
The system is sorta of a mix of SNK and Capcom's so it's at least a fairly different setup from what most people are used to. Below are descriptions of the various mechanics.
Groove Power Gauge: Basically your super meter. It can fill up to 3 levels although when you reach level 3 you go into Maximum Mode(more on that later). The following use up levels from the gauge.
-Super move: 1 level
-Guard Cancel Attack: 1 level
-Making a missed throw attempt: 1/5 of a level
-Using forward, forward guard cancel dash: 1/5 of a level
-Using BC guard cancel dash:3/5 of a level
Exceeds: Super moves that rely on your health meter instead of the GPG. When you are down to your red life bar your name will begin flashing red and you can use the Exceed. However Exceeds can only be used once per fight(not round).
Maximum Mode: When the GPG reaches level 3 it becomes the Maximum bar and starts to slowly decrease. When in Maximum Mode you cannot earn power but GPG abilities only require a little bit of energy during this time. You can also perform Anywhere Cancels and Super Cancels(more on that below). When the gauge empties it goes back to level 2. Also if you end a round with the gauge in Maximum Mode it will be back at the level 2 the next round.
Anywhere Cancels: These basically allow you to cancel out of almost any kind of attack. Your character will flash white for a brief instance if done correctly.
Super Cancels: These do NOT require energy from Maximum Mode but can only be done during it. You can perform an Super or an Exceed right after a move that is super cancelable with these.
Guard Crush: As most newer fighters are these days, if you block too much you will be stunned for a brief moment by a Guard Crush.
I'm not much of a combo fanatic so I typically don't care about the game system but this one seems fairly good. I have heard though that Geese and Zero have infinites because of it.
Overall(9/10)
I've been waiting for this game for awhile now and while it didn't particularly excite me I did enjoy it very much and look forward to playing it more and eventually purchasing it. I imagine others opinions of it will be very mixed but I would definitly reccomend trying it.
Extra Stuff:
Here are the codes for the hidden characters. At the character select screen hold start and input the code during the roulette
Geese Howard: left x3, down, left, up, right, up
Goenitz: down x3, right, down, left x3
Orochi Iori: up x3, down, left, right, down, left
Mars People: up, down, right x3, up, down, left x2, down
Dan Hibiki: down, left x7
Demitri Maximov: right x3, left, up, right, down, up
Evil Ken: up x2, down, left x2, right, left, up
Zero: up, right x2, left x2, down, up x3, right
Athena: up, down, right x3, down, left, up
Red Arremer(aka Firebrand): down, up x3, down, left, right, left
Shin Akuma: up x5, down, left
Shin Mr. Karate: down, left, right x3, up, down
After inuputting the code simply press punch or kick while still holding start to select the character. If you want to retry a code simply let go of start and hold it again. The codes are always input the same way regardless of what side you are on.
Fighting certain people
The 4th fight is randomly Geese, Goenitz, Dan or Demitri
The 7th fight is randomly Orochi Iori or Evil Ken
The 8th fight is Shin Akuma or Shin Mr. Karate(dunno what determines it though)
If you do very well in the game you can possibly fight Athena and get a chance to get the good ending by beating her but sometimes you will fight Red Arremer instead and I don't know what happens if you beat him.

