01 August 2018

Review 2: Street Fighter: The Movie (Arcade, PSX, Saturn)





If you're like me, then you have heard about the live action movie of Street Fighter, the one with Jean-Claude Van Damme and Raul Julia. Now if you are a fan of it, I will not judge you, but a while back, this was brought to my attention that there was a game made from the movie, something I found as a paradox, as the movie was based off the game Street Fighter II, as opposed to the first one that went by the name Fighting Street. The film revolved around Colonel Guile and his efforts to stop M. Bison, drug kingpin and military dictator, and his Shadaloo group. It also saw an alternate take on other characters, such as Ryu having the surname Hoshi, and, along with Ken Masters, were portrayed in the film as con artists. Another alternate take was the character Carlos Blanka, aka Charlie, which combined and scrapped the source backstories for the character Blanka and Charlie Nash from the games. It also saw an original character in the form of Captain Sawada, right hand ally of Guile and leader of the Allied Nation commando unit. While a stellar performance prior to the demise of the actor Raul Julia, who played Bison (as neatly received as Heath Ledger's performance as The Joker in The Dark Knight), the film did terrible. So why was a game made of this?

Unlike most adaptations, Capcom had some serious weight on this one, even pushing for Sawada to be in the spotlight, which was the name of the character and the man who played him. And while the existence of the original game saw the birth of the live action film as well as Street Fighter II: The Motion Picture, it would be that the 1994 film saw a game release... well, TWO of them, and like the film it came from, it would be poorly received, if not worse... but what is it about the game that did so bad like the film it came from? Let's go ahead and dive into that.

At the time, replicating the arcade game in general was a tall order, but Capcom went with similar, yet different games. I suppose if using other games as an example, this is almost like how it was with Tekken Dark Resurrection from the PlayStation Portable, and the arcade counterpart, even though the case with Tekken DR is a bit more complicated than that. That being said, as a Capcom product, it mirrors in appearance with another iconic series who also saw a few films: Mortal Kombat. And like Mortal Kombat, the game, at least the one that saw console, was powered by Acclaim. At the time, Midway (who had the rights to Mortal Kombat) used the arcade port, tweaked it, and put it for console release. Capcom, however, did no such thing, instead opting for a product that was the same, yet fundamentally different. This resulted in a console port brandishing the same name, released for home play on the Sony PlayStation and the Sega Saturn consoles. Because it's a movie based fighter, players take the roles of digitized sprites of the characters from the films. Its mo-cap based imagery from the film's actors is a lot like how Mortal Kombat performed. The voice acting and gameplay feel differed between the two, however. Both played reminiscent of Super Street Fighter II Turbo, but while the arcade was fast, the console port featured different stages and BGM, and was closer to the source game as possible. One of the things to note was that not every actor reprised their roles, as Bison and Blanka had to see performance done by their stunt doubles, especially in the case of Bison, as Raul Julia, who was deceased as of October 1994, the year the film came out.

Blanka was one of the characters who wasn't part of the original arcade, even though he existed as a character in film, and joins Dee Jay as the console-exclusive members. Then we have Akuma, who was in both versions of the game, yet wasn't involved with, nevermind seen in, the film at all. This made for a good selection of characters, all taking after their movie counterparts, even though the console version gave them their in-game effects from SSFII Turbo. Naturally, licenses had to be taken, as the characters couldn't be replicated to their exact game counterparts, made apparent by the absence of Guile's flat top hair, Ken's blonde neck-length hairstyle, and Chun-Li's outfit, taking away from her traditional blue dress.The arcade game put more emphasis on juggling instead, while the console opted for the raw head-to-head gameplay like the original product.While characters gained the abilities from their original game counterparts, a few features that weren't seen outside this game were the ability for the close-range characters to actually reflect projectiles, as well as the mechanic to not only break from, but perform a counter throw, though this I've only seen from the original arcade game. The specials and supers seen between each differ, again with the console coming close to SSFII Turbo compared to the arcade cabinet. In addition, one could perform super specials in the game, which usually consist of holding multiple buttons to execute a stronger version of a special move. Interrupt Moves were also a thing, which hence the name would cancel out an opponents move, giving yours priority. Respectively, they'd be rehashed as EX Moves and Alpha Counter as of the Street Fighter Alpha games. Comeback moves were also in this game, even though there wasn't a meter indicating that, and can only work when in peril, similar to Rage Arts from Tekken 7. But this too would be later recycled for the Street Fighter IV games as Ultra Combos, complete with a separate meter, though it retains the trait of recurring damage in order to build it up. It also had a Regenerative action with takes your entire super meter to restore life, though this did not become a universal feature outside of this, to my knowledge being exclusive only to Elena (Healing) and Gill (Resurrection) in the Street Fighter III series.
Sega Saturn Box Art

With 14-characters to choose from (15 if you know how to access Akuma), the game hosted 4 battle modes: the story-like Movie Battle, the arcade-like Street Battle, Versus, and Trial battle, which saw the demonic fist Akuma as your final opponent. Arcade Mode, a hidden Tag Mode was also in the game. As far as Street Battle, this is where the console port takes after Street Fighter II, with the men of Shadaloo being the final 4. However, unlike the canon 4 we know, which consisted of Balrog, Vega, and Sagat (who technically left Shadaloo canonically as of the Alpha series), this game opted for Zangief, Dee Jay, Sagat, then Bison.


People would look at it, and right away, some would think about the first 2 Mortal Kombat games. In fact, some of the poses look clearly adapted from that series. Another way they would see that deals with the background in some of the stages. While Midway had no hand in that, Acclaim, who WAS involved with Mortal Kombat, handled the console port as the US publisher. The arcade title was done, instead, by Incredible Technologies, who hasn't had much of a fighting game cabinet resume, outside of this, Time Killers, and BloodStorm, the quasi-sequel that was thought to usurp Mortal Kombat's success.

When I first reviewed it, I gave it a 5.5 out of 10. Looking back on it now, not only did I realize I was being rather lenient, but to the console port, somewhat unfair. While the arcade port had it's many share of issues, the console port wasn't as bad in comparison, as it did seem like a Street Fighter game. My major gripe with it was how the characters were arranged, from Ryu and Ken being con artists instead of  respectively, a stoic warrior, and a rich kid friend and rival, the re-imagining of who was ally and foe, and even the absence of the the rivalry between Ryu and Sagat, among others. And to this day, I still have no idea why Akuma was even in the game whereas he wasn't in the film at all, but I guess in the case with Dhalsim, having a lab doctor be a fire breathing yoga practitioner was too much of a contrast. In all fairness, where the Incredible Technologies title dropped the ball, Acclaim made the name somewhat better, even though the reception was still bad, making it one of the worst movie based games. It was said to be reasonably successful as an arcade port, but I just don't see it. Overall, I give the arcade port of Street Fighter: The Movie a 3 of 10, while the console ports get a slightly more critical 4.5 of 10 rating from before.

31 July 2018

Review 1-B: Sonic Generation (3DS)


Last time, I covered the console version of Sonic Generations. Now it's the handheld's turn, which I find unusual that PlayStation Vita didn't see a release for the game. Essentially, it's the same game, but as I pointed out before, it follows more of a dominantly 2D approach, making the gameplay akin to that of Sonic Rush, with the rival stages mirroring Sonic Rivals.

Much of the story is the same as before so it's futile to go over again, but the voice acting had been drastically limited from its console counterpart, resorting to sound bites and bubble dialogue like the handheld port of Sonic Colors. The White World hub was also simplified and less interactive. As such, you can only navigate and choose the stage, therefore the corresponding hedgehog for each act. The stages available were also reduced, but it makes it so that it's one emerald per Zone (to be specific, per Modern act of the sone, or Act 2), with the special stage taking after that of Sonic Heroes, played only by Modern Sonic. The Rival roster remained the same, but your Boss selection is different this time around, which I will list soon.

When it comes to gameplay, if you played Sonic Colors or either of the Sonic Rush titles, then it's basically that all over again. As Classic Sonic, you have access to the staple Spin Dash and eventually an imperfect version of the Homing Attack. As Modern Sonic, you are still on a 2D, side-scrolling plane, having at your disposal the Homing Attack, Boost, Slide, and eventually the Stomp. The only part missing is the Light Dash. The ranking is still the same, so as long as you make it there fast and don't die, getting S rank shouldn't be an issue, though to me, it's slightly more difficult to S-rank everything. As they made the Special Stage a separate act of each Zone, doing missions wasn't mandatory anymore to obtain them, plus as far as collectibles, notes and Red Rings are absent. Instead, they were moved to a different menu selection entirely, with more missions being available the further you go in the game. While you can't use the rings collected, as there is no Skill Shop in this port, it does make use of your Play Coins that are accumulated as your handheld walks in sleep mode, for you can unlock the missions, and if you either don't want to try them, or it's too difficult, to buy the rewards from them. One thing the 3DS version does have over the console port is the multiplayer function, as the handheld has a versus mode, even though this resorts to having two users racing similar Sonics. It can be done via Local Play, which requires another player with the game card, or via the internet, which you can battle your friend or enter the Grand Prix, where it sets you up with any online player available.
Nintendo 3DS Box Art


A for the stage, they are separated by era, like the console port, but in terms of Modern era, it follows his handheld escapades, therefore taking after different games. They are as follows:

  • Genesis Era
  1. Green Hill Zone (Sonic the Hedgehog [1991])
  2. Casino Night Zone (Sonic the Hedgehog 2)
  3. Mushroom Hill Zone (Sonic the Hedgehog 3 & Knuckles)
    Rival: Metal Sonic (Sonic the Hedgehog CD) at Casino Night Zone
    Boss: Big Arm (Sonic the Hedgehog 3 and Knuckles)
  • Dreamcast Era 
  1. Emerald Coast (Sonic Adventure / SA DX: Director's Cut)
  2. Radical Highway (Sonic Adventure 2 / SA2: Battle)
    Rival: Shadow the Hedgehog at Radical Highway (Sonic Adventure 2 / SA2: Battle)
    Boss: Biolizard (Sonic Adventure 2 / SA2: Battle)
  • Modern Era
  1. Water Palace (Sonic Rush)
  2. Tropical Resort (Sonic Colors [DS Version])
    Rival: Silver the Hedgehog (Sonic the Hedgehog [2006]) at Tropical Resort
    Boss: Egg Emperor (Sonic Heroes)
Having owned the console version first, I must say that Sonic Generations 3DS was a bit of a letdown, granted there were a few things I liked about it. For one thing, I loved how they made Mushroom Hill overall, as well as Emerald Coast, and facing the Egg Emperor was nice, but mainly that's perhaps the only way I'll ever see Sonic blasting through Radical Highway or facing the Biolizard without having to find and hack a copy of Sonic Adventure 2, but speaking of that stage, I like the Classic Remix better. Another drawback was the absence of skills and stage BGM selection. Granted the Nintendo 3DS lack the specs for a custom soundtrack feature, it could have made use of using unlocked BGM for the stage music like the console version did, but no such luck. One other pro I'll give is that there is a hint function on the lower screen, which scraps Omochao. The few goods don't outweigh the mediocre, sadly, so while I hailed the console version an 8 for 10 as a game in general, it's handheld counterpart scores a 6 of 10.

24 July 2018

Review 1-A: Sonc Generations (X360, PS3, Steam)



It's been a long time since our friend in blue, Sonic the Hedgehog, came out with his self-titled game back in 1991. Since then, we were given 20 years of him: the pros being his speed, new abilities, and attitude, down to the cons, consisting of a bad fanbase, voice actor change-ups, and bad reviews. Even so, he still pushes strong, and the 2011 release of Sonic Generations is proof of that. (This review has a spoiler content, so if you don't wanna know in advance who you're up against, keep it moving... I repeat, there are a few spoilers.) As a birthday gift to myself, I bought this 16 days after it came out, though there were 2 versions: the console version that I'm reviewing now, and the Nintendo 3DS version I got only recently.

The story begins when Sonic the Hedgehog and his friends celebrate the blue streak becoming the big 2-0. From out of nowhere, a menacing creature kidnaps all of his friends, sending them to parts unknown. Now he must find where his friends have ended up, but this time around, he's going to get some unexpected help... from himself.

Ever since the remade Green Hill Zone seen in Sonic Adventure 2 / SA2 Battle, I kinda figured
Xbox 360 Cover
they'd redo other past stages, but not like how it turned out. Before we get into that, though, let's look at who we control. Common to the majority of titles, we assume control of Sonic as usual. I'd say that's all, but you're controlling TWO versions of him. This game is where past meets present. Most of Sonic's friends appear as well, but like Sonic, Tails meets his past self, and so does someone else. Even though they're the same character, both versions play differently from one another. The short-spined, chubby one retains his core classic controls, and solely 2D platforming with the use of the Jump, Spin Attack, and Spin Dash. This time around though, the Spin Dash is also mapped to a button for easy access. The taller, darker, and talkative Sonic follows his modern gameplay from Sonic Unleashed and Sonic Colors, invoking abilities like the Homing Attack, Boost, Sliding, and Wall Jump. Much like the aforementioned games, his Boost can knock away enemies, and actually change the stage music the longer it's in use, and reverts back to normal when you stop using it.

The stages sort of act like the way Zones were broken up in Sonic the Hedgehog 2, consisting of 2 acts per stage. Act 1, which you play as soon as you hit New Game, uses the 2D Platforming style of the Genesis/Mega Drive, while Act 2 plays like his recent adventure titles, going fast on breakneck speed. Every 3 Stages are part of a specific era, each with re-imagined acts for each hedgehog, as well as a few rival and boss fights. Just because you are familiar with them, don't be fooled into thinking you can beat them the exact same way. They are as follows:

  • Genesis/Mega Drive Era
  1.  Green Hill (Sonic The Hedgehog [1991])
  2.  Chemical Plant (Sonic The Hedgehog 2)
  3.  Sky Sanctuary (Sonic The Hedgehog & Knuckles)
    Rival: Metal Sonic at Stardust Speedway - Bad Future (Sonic the Hedgehog CD)
    Boss: Death Egg Robo (Sonic The Hedgehog 2)
  • Dreamcast Era
  1.  Speed Highway (Sonic Adventure / SADX: Director's Cut)
  2.  City Escape (Sonic Adventure 2 / SA2: Battle)
  3.  Seaside Hill (Sonic Heroes)
    Rival: Shadow the Hedgehog at Final Chase (Sonic Adventure 2 / SA2: Battle)
    Boss: Perfect Chaos (Sonic Adventure / SADX: Director's Cut)
  • Modern Era
  1.  Crisis City (Sonic The Hedgehog [2006])
  2.  Rooftop Run (Sonic Unleashed)
  3.  Planet Wisp (Sonic Colors)
    Rival: Silver the Hedgehog at Crisis City (Sonic The Hedgehog [2006])
    Boss: Egg Dragoon (Sonic Unleashed)
The musical score for each act has been redone, as have the stages and enemies themselves. One of the more popular of these remixes was the Classic version of Sonic Adventure 2's City Escape, done by the same people who did the score for the original song. The majority of the "Classic" remixes are more chip tuned like the Genesis days, while the "Modern" remixes were more in line to the current musical scoring style. In addition, if you collect red star rings and musical notes from challenge gates, you could hear and use other songs from other games, including Free from Sonic Free Riders, and the original Green Hill music. Some of these hidden tracks have also been touched up a notch or two.

Controls and gameplay are alright. Sega and Sonic Team listened to the fans concerns, as they warned players of dangerous areas. From time to time, I still end up flying off, but the problem isn't as bad as fans make it to believe. The game also has a skill system, and though you can't upgrade the skill points you can use, you can buy new ones with points gathered in game, and you're given 5 slots for both Sonic versions, so you can customize them to play your way. Voices heard are the same ones spotted in  Sonic Free Riders, Sonic Colors, and Sonic Rivals 2, with even Classic Tails getting a voice (but not Classic Sonic, unsurprisingly...) Another bonus is that if it was pre-ordered ahead of time, you would get a minigame stage made from Sonic The Hedgehog 2's Casino Night Zone. But as an actual stage, the 3DS port features this, along with other stages from other games. Boss and Rival battles have been redone to fit the current gameplay in the console port (with the exception of  Metal, who you must actually defeat this time), while the 3DS port follows a play style for the battles similar to Sonic Rivals. The 3DS version also features different bosses, which I'll review in the future.

Sonic has had quirks over the years, but this is a good way to relive those 20 years of supersonic speed. Sonic Generations scores: as a Sonic game, a perfect 10, but as a game in general, a 8 of 10. Long live the speed of the spiky blue hog with attitude!