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`Just a fighting game?`
Well, any gamer displaying this kind attitude towards the
fighting genre perhaps shows an ignorance of the fact that the best fighting
games around happen to offer some, if not the, deepest play mechanics available
in gaming. VF4 Evo just happens to be the best in not only this generation of
fighters (ousting the sublime Soul Calibur 2 by some way), but also in the entire
fighting genre. Quite simply put, it offers by far the deepest, most technical
and most balanced combat system of any fighter ever created. In Japan, a country
where dedicated arcade players seek immense depth in their games, it also happens
to be the most popular arcade game since Street Fighter 2, and has gone some
way towards reinvigorating the somewhat flagging arcade scene there.
Gamers looking for a fairly simple and accessible
game, where they can gain immense satisfaction from button bashing,
should avoid this game. The wide variety of options open to the
player and precise timing required, as well as the more deliberate
pace (compared to Soul Calibur 2) renders this a game for thinkers.
Those who dedicate their time to it will find it perhaps the most
enriching experience available in gaming today.
The inherent problem with VF4E lies in the fact
that few (especially in the West) will deeply appreciate the stupendous
depth and subtlety of it. By its very depth and nature, it is an
inaccessible beast of a game; accessible only to those who are very
patient and dont expect immediate and fast progress, as well
as those who have the potential to think in a deeply tactical sense,
are good lateral thinkers and mentally tough in the face of mind
games and competition. This may sound intimidating, but it is more
than possible for many gamers who have never played a fighter to
a large degree of depth to become good players. The player must
work hard, but theyll be rewarded for the dedication and effort
they put in. The excellent training mode helps to smooth the learning
process immensely, with a move list available from which the player
can pick and choose moves to practice. At the touch of a button,
a demonstration of a highlighted move is performed and lets the
gamer check that they are executing the command correctly.
"Surely this game cant be that good?"
Many may question how a game which lacks accessibility to all except
the most dedicated of gamers can be compared in terms of quality
to genre defining platform and RPG games (experience
games such as Zelda and Mario). VF4 Evo, with regards to the depth
of its mechanics and (lack of) accessibility, could be described
as the antithesis of a typical Nintendo game. However, whilst skill-based,
as well as experience games, are at seemingly opposite
ends of the spectrum, they both work beautifully in their own distinct
ways. An experience game, such as Mario 64, while featuring
wonderful level design, holds simple, balanced and accessible play
mechanics, and serves to make the player feel right at home almost
immediately. These kinds of games are much more immediate, their
'quality' apparent to all and sundry, and so are often viewed in
a more positive light than skill-based games, amongst
the majority of the Gaming community. Conversely, VF4 Evo requires
hours of dedication and practice before the player can feel some
achievement and bear significant fruit from their efforts. Some
may indeed dismiss Evo as just another fighting game,
as the inherent problem with skill-based, non-experience games (including
many fighters and shooters) is that the true power, beauty and magnificence
of games such as these are hidden from people, until they achieve
fairly high levels of skill within these games themselves; a point
which relatively few are likely to reach. For Evo, someone who isnt
feeling the wonder of tactically beguiling and out-thinking
their opponent may sadly not see the value of what the game has
to offer to the gaming medium.
VF4 Evo is totally inaccessible to anyone who
wants to button bash. For one, the game will punish players for
imprecise movements or bad timing, unlike a game like Soul Calibur
2 which is much more forgiving in this respect. In Soul Calibur
2, mistimed moves and bad timing are commonplace in a match because
of the lightning speed the game moves at, coupled with the fact
that 1 or 2 mistakes in a match are not certain to see a player
lose the round. Not so with Evo. In a match between 2 advanced players,
the pace, mind games and cautiousness of each opponent is often
more akin to a Go match than to the generally fast and attacking
nature of a typical Soul Calibur 2 match. A mistimed evade or mistimed
kick can see a player lose as much as half their energy bar to a
good player, who can pull off one of the sickeningly devastating
combos at their disposal (or if the player is Wolf simply perform
his roundhouse throw). Also, unlike Soul Calibur 2, the high-priority
(key) moves of each character are often quite hard to execute, and
require much practice to be able to consistently pull these off.
The technical level of control, the seemingly
endless tactical possibilities, as well as the harshness of the
game once mistakes are made, serve to make a game of intense psychology
and, therefore, wonder. These factors serve to engender feelings
of utter elation so often amongst players who are fairly skilful
at the game. The feelings from executing a difficult combo, or completely
confounding their skilled opponent with even more complex and beautiful
tactics, are emotions that few games can live up to.
In order to reach a high level of competence at
the game, players need to have an active and applicable understanding
of the framerate advantage and how it fundamentally
affects the whole game. What is meant by the framerate advantage
is simply the advantage player A has over player B in terms of frames
of animation. At the beginning of a match, neither player has a
framerate advantage. If player A performs a move that takes only
4 frames of animation at exactly the same time as player B performs
a move that takes 6 moves of animation, player A will obviously
connect his move.
The framerate advantage shifts in certain situations,
though. If player A hits player B and he fails to block, player
A will then have a framerate advantage over that player (for example,
player A now has 3 frames advantage over player B whose character
is now slower at performing a move). The better players will take
advantage of this and use appropriate moves (and in this example,
player A is likely to then perform a swift/low animation move).
As for the player on the defensive (player B), he has to understand
the situation he is in and take appropriate measures. Moves that
might have connected while neither player had a framerate advantage
wont now, and he faces several options.
One option is to counter player As next
move by simply grabbing his forthcoming leg or arm (although the
execution of this counter is far from simple and must be precisely
timed to be successful). Another option open to him is the counter
hit, which simply means that while player A is in the middle of
performing a move, player B manages to outdo player A's move by
performing a faster or more appropriate move. If player B goes for
the safest option, he will simply block and, in doing so successfully,
he now holds a framerate advantage of one frame. Another option
is to evade - something which will be dealt with in more detail
in the next paragraph.
Let us assume that player B blocks. Usually, then,
player B will then try to take advantage by performing a swift attack
on player A. Player A now has the same options previously open to
player B, including an option of evading player Bs forthcoming
attack. Evades are performed by a swift tap upwards or downwards
of the stick (previously in Virtua Fighters 1-3, this move was performed
by a fourth button). These can often be pivotal in the context of
a high-level match, because the potential for making a big mistake
should the evade be mistimed is large, but also because successfully
evading an opponents move shifts the framerate advantage completely
to you (by a great many frames - therefore giving the player who
successfully evades a good opportunity to perform a throw). The
player that evades also must pay attention to his opponent's stance
(these are interchangeable, and this simply means whether the opponent
is leading with his left or right foot) and, consequently, the likely
positioning of an opponents attack. For example, if player
A attacks with his right leg, were player B to attempt to evade
to his left (and player As right), he would be struck by the
kick as he would be moving into the kick, rather than away from
it.
Added into the deep combat mix are throws and
throw counters. Unlike Soul Calibur 2, throws can be performed in
a number of ways, and although all throws are performed using G
+ P (Guard + Punch), each character can perform a variety of different
throws. These are performed by quick shifts of the stick before
the pressing of G + P. Throws are also very significant in a match,
simply because they tend to cause immense damage.
One significant change from the original Virtua
Fighter 4 and this game is that throw counters are considerably
more difficult to perform. In VF4, the windows in which throw counters
were performed were much easier. Now, understanding when to perform
a throw requires an applicable understanding of the frame advantage
a player has. To counter an opponents throw, one must replicate
the last part of the opponents throw command. So for example, imagine
you were playing someone who is using Jacky and he attempts his
Dragon fist throw (forward, forward, G + P). To counter
the throw, the player would have to perform the command (forward,
G + P). The difficult yet fair system that AM2 have implemented
in countering throws adds an extra layer of depth to an already
beautifully complex game, rather than an unwanted layer of complication.
The throw counter system serves to make players a better all-round
fighter by making those who want to excel at the game consider and
understand the commands of the high-priority throws of all other
characters.
In divulging these mechanics, this review hopes
to convey the depth, complexity and myriad of mind-games apparent
in high-level Evo fights, and therefore show that this game, when
played properly and with expertise, offers an experience that is
quite possibly unparalleled. The greatest players can achieve levels
of near epiphany. Because it may cost a player the match simply
by making one or two errors, high-level games are very often psychological
cat and mouse like affairs, with each player attempting to coax
the other into a mistake.
The very title of this game implies that this
game is merely an evolution over the original VF4. In fact, this
game is remarkably more different to VF4, than say Soul Calibur
2 is to Soul Calibur - an astounding achievement considering the
gap between Soul Calibur 1 and 2 stands at nearly 4 years, and the
gap between VF4 and Evo, stands at merely a year. While Soul Calibur
1 was clearly the best 3D fighter of the previous generation, it
is a testament to how much AM2 have advanced the series with VF4E
that it can now, without doubt, claim to be the pinnacle of the
fighting genre.
The most immediately obvious change is the addition
of 2 excellent new characters, Brad Burns (an Italian Thai-style
kick-boxer) and the mysterious and strange Hinogami Goh (a peculiar
Japanese Judo master). Expert players have immediately begun to
take a big shine to Goh, who is undoubtedly one of the stronger
characters in the game. Every character has seen additional moves
added to their combat engine, as well as some moves removed. Some
other characters have seen more radical overhauls of their fighting
styles, with Jacky being given much more of a Jee Kun Do emphasis
than in VF4. The changes have served to make each character all
the more unique, as moves which certain characters previously shared
have been replaced with unique moves for each character. For example
in VF4, Jackie and wolf had a jumping knee attack (forward + K)
but these moves were taken out because other characters had the
same moves and have been replaced with Jacky now performing a groin
kick. The changes that AM2 have made for VF4 Evo are more than welcome,
and only serve to balance and refine the game even more than it
already was in VF4.
Gone also is VF4s Kumite mode, which has
been replaced by a new Quest mode. Some who havent played
VF4 Evo yet may bemoan the apparent culling of Kumite mode. However,
the principles of Kumite actually exist within the Quest mode, except
in a greatly enhanced way. Instead of simply sparring against AI
opponents, like players did in Kumite mode, players now have the
choice of sparring against greatly enhanced AI opponents with almost
human qualities, within the environment of virtual arcades and tournaments.
The Quest mode and the enhanced AI is an enormous achievement from
the part of AM2, as the AI serves to mimic actual human players'
playing styles extremely well. AM2 spent months studying and attempting
to replicate the combat styles and nuances of expert players, and
it really shows. Players playing the Quest mode will be astounded
at the raft of styles their opponents show, ranging from 'Turtlers'
(overly cautious players, and players who simply run away) to those
who attack constantly, and to those who change their style in the
middle of a match in an attempt to confuse the player. Whilst to
enjoy the game to its full and to get amazingly good at the game
it remains a prerequisite to find good human challenges, this is
undoubtedly the first fighter ever made where the solo player can
become genuinely good at the game simply by sparring against the
AI opponents.
In spite of its difficulty and immense depth,
it is still a game which gamers can approach in an aspirational
sense. Even though they may appreciate that it can never be mastered,
rather than lessening the aspirations of players, it may serve to
motivate them more; much like the learning of any martial art. The
fact that perfection is perhaps impossible only serves to enrich
the motivations of those who practice them. The similarities to
martial arts dont end there however, as each character in
the game is very different, with each having their own distinct
fighting style. Few moves are shared between characters,
and there is a wide and exotic range of these, from Wolfs
Pro-Wrestling style, to Lei-Feis Shaolin Kung-Fu, to Akiras
Kakkyko-Ken.
Should the game be marked down for its very nature?
It's a fighter, so it follows that for any gamer to get full satisfaction
from this title, they need to have a friend (or, ideally, a community
of friends) to play the game with regularly. In Japan, this isnt
a problem, with a vibrant arcade and tournament scene, so why should
the inadequacy of UK gaming in this respect be used as a yardstick
by which to judge the title's merits?
Likewise, in spite of its intimidating depth,
should the game be marked down for its inaccessibility to novice
gamers? The answer surely must be a resounding 'no'. The fact that
it arguably offers the deepest mechanics ever seen in a game means
that within the medium, it can perhaps be viewed in a high-brow
sense. Should a film like 3 Colours Red be marked down,
simply because it is inaccessible (in terms of meaning and depth)
to the majority of people? Should the fact that most people find
it tough to appreciate operatic music be held against the form?
Surely the factor of accessibility should never count against a
piece of entertainment (or dare I say it, art); merely only how
good the piece of entertainment is.
Why, then, should VF4 Evo be any different? It
is quite simply the pinnacle of the fighting genre and a technical
masterpiece of game design, even if it is just a fighting
game...
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