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SNK Playmore are in transition. There’s flux in their output at the moment,
as if the games are being developed at the business end of a Black Hole. On the
one hand, we are seeing games begin appear almost on a par with the machine’s
best titles in terms of graphical gloss and presentation (the forthcoming King
Of Fighters 2003, Samurai Spirits 0 and Metal Slug 5 looking top-notch), but the
feeling cannot be shaken that the new boys and girls behind the reins are, at
the moment, still dithering around with a playset they don’t fully comprehend.
In some ways (going on the basis of this entrant and KoF 2002), SNK Playmore are
still trying to hammer a square peg into a round hole.
Starting their development on two high-profile fighting games hasn’t
aided their image so far. One of the largest gripes that gamers who aren’t
2D fighting fans have of the genre is sterility. This is reasonable enough criticism,
but obscures the reason why progress is so slow – because creating a tight,
exciting engine is a hard task. In the case of SVC Chaos, SNK Playmore have
failed to build such an engine.
Modelled mainly around the KoF fighting system, the game responds in many similar
ways: four buttons control light and hard punches and kicks, a press of hard
punch and light kick activates a counter whilst blocking. Rolls are lost, but
dashes and super jumps remain. Specials are activated in the same manner as
previous SNK and Capcom titles, although for characters with long histories,
certain moves have been removed and the remaining attacks tweaked slightly.
Added to this, each character can use an Exceed move once per match when their
energy is low. This attack is a last-ditch (but highly damaging) move that can
turn the tide if it connects properly. One of the better new features.
The biggest draw is the character roster, particularly the hidden characters
(easily accessible from the select screen using R1) such as Capcom’s Zero
(from the Megaman series), fan-favourite Demitri (from Dark Stalkers), Mars
People from the Metal Slug games and a 2D incarnation of Shiki (from SNK’s
obscure Samurai Shodown 64). The standard set of characters has a number of
stalwarts such as Iori, Kyo, Ryu, Ken etc. a smattering of Samurai Spirits,
and a splash of Warzard. You can’t complain when some of the most distant
memories in fighting game history are dusted off and given new life. The animation
for these characters is often great, and it quickly hits you that the visual
style is also close to the King of Fighters series; its dark palette contrasting
sharply with Capcom's versions of the encounter. Instead of the typical primary
gaudiness, we get the grittier and more aggressive palette associated with SNK's
creation. A neat touch and a real distinguishing feature.
What you can complain about are the timing and the priorities. For starters,
hit boxes are slippery things; one minute a simple punch to the face will connect
at the end of its extension, the next it will miss completely, simply because
your opponent has started a few frames of his or her next animation. Specials
suffer in particular, with priorities being cancelled-out by the weediest of
punches or the meekest of light kicks.
This headache-inducing error is compounded by the warped priorities certain
characters have over others. Shin Gouki, for example, is as powerful and awesome
in the right hands as ever, but retains his double air fireballs – fine
in a game like Street Fighter Zero 3 - which features aerial blocking - but
ridiculous in one where the feature isn’t present. Some of the other hidden
characters are similarly well-endowed, with Demitri and Zero in particular becoming
machines of apocalyptic destruction. Not only are these characters’ moves
stronger, faster and connect over larger distances than most others’,
they also have higher priorities. Although less common, the standard lineup
has its share of uber-men on the bench, with Iori a notable culprit.
Where the game does get it right is in range, selection and general fan service.
Not only does it have a wide range of disparate and interesting characters to
choose from, they retain their personalities, even when redrawn. The backgrounds
are generally average, but have a tendency to grow on you due to their subtle
minimalism, and the tunes are insidious, as well. After a while, you’ll
find a few of them on a loop in your head.
On the whole, though, the game is completely average. As it retains none of
the high standard of precision on show in Capcom and SNK titles of old, it is
useless for tournament play, losing the so-called ‘hardcore’ vote
immediately. Visually, the game loses a lot in transition to the PS2: as with
Metal Slug 3 before it (a much more successful conversion, it must be said),
the move to a higher resolution merely highlights the pixels instead of adding
a much needed next-gen gloss. Even though you can select to run at the Neo's
native resolution, this is hardly a solution to the problem - that could only
be achieved by re-drawing the sprites. What looked so progressive on ageing,
yet valiant, hardware merely looks decrepit on Sony’s Millennial kit.
The addition of a 'Gallery' mode is hardly compensation.
With the platform already host to some fine examples of Capcom and SNK fighting
games, SVC Chaos is one for the fans and the nostalgic. What can be considered
an extravagance on the Neo Geo can be seen merely as an odd – if mildly
diverting – title on a modern console. |