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The movement of consoles into the online gaming world has now started, and the
most promising of the available packages is Microsofts Xbox Live service.
A dedicated online package designed to establish a community of gamers and encourage
developers to embrace the online revolution by removing the difficulties (and
perhaps more importantly, the cost) of setting-up and running game servers.
But if online gaming is to successfully settle into the hearts and minds of
the whole gamut of console gamers, then the games need a differential to what
is on offer with PC online gaming. Whilst titles such as Moto GP 2, Mech Assault
and Unreal Championship were all created especially for the X-Box console, each
have a decidedly PC feel that may alienate those players who solely focus on
console gaming and seek different experiences from their titles. Xbox Live needs
to embrace the established arcade concepts that console gamers traditionally
yearn for, in order to appeal to this section of gamesplayers. The drift-based
racing game, the vertical shooter and, the mainstay of arcades of the last the
decade, the beat-em up. Enter Capcom, the company responsible for resurgence
of arcades in the early nineties. Can they perform similar feats with Xbox Live?
As a conversion of the original NAOMI arcade game, there is little to fault
with the Xbox port. All of the characters, fighting grooves and hidden extras
are present and correct, and full details of the game system can be found in
NTSC-UKs review of the Dreamcast version. Granted, this means that any
problems that can be levelled at the arcade original are also valid in this
conversion. However, some concerns about dubious character balance and lacklustre
character sprites aside, there is little to fault with Capcom Vs. SNK 2, and
everything that made the game a joy to play on the Dreamcast is present here.
It is one of the premier examples of the 2D beat-em up in recent years and was
probably Capcoms best option to test the online potential of the genre.
Whilst the success of the conversion may be somewhat expected, considering
the Xbox hardware is many times more powerful than the Dreamcast-based NAOMI
board, anyone who has had experience with the somewhat disastrous PS2 conversion
will attest that more power does not equate a perfect conversion. Yet, whilst
the PS2 port was hampered with long loading delays and poorly defined character
sprites, the Xbox doesnt seem to be hindered with such problems. Loading
times between fights is non-existent and many of the characters look incredibly
sharp and well-defined when placed against the 3D stage backgrounds. Certainly,
the muted colouring and fuzziness (as the edge of the sprites clashed with the
3D backgrounds) that plagued the PS2 game are absent here.
Granted, certain sprites are looking a little worse for wear after ten years
of use with little or no graphical touch-up, yet these issues were also present
in the arcade iteration of the title, so can be forgiven when viewed in the
context that Capcoms aim was to perfectly port, rather than significantly
enhance, the game.
Yet despite this ethos, Capcom have seen fit to make one addition to the game,
or more accurately, carry over an addition from the GameCube conversion.
The more astute and devoted Street Fighter players may have felt a shiver run
down their spine upon reading the title above, due to the inclusion of the dreaded
letters EO. Initially an inclusion for the GameCube port as a means
of overcoming the less than fighter friendly controller of that console, EO-ISM
was originally an abbreviation of Easy Operation and whilst, for
this Xbox iteration, it has been altered to Extreme Offence, the
implementation of the system is identical. The mode replaces the standard 6-button
Street Fighter control system with a slightly cumbersome and less accurate control
scheme involving the use of both analogue sticks and the pressure sensitive
trigger buttons.
Instead of different buttons relating to different strengths of punch and kick
attacks, L and R are assigned to punch and kick attacks respectively and, perhaps
in a nod to the pressure sensitive pads on the original Street Fighter arcade
machine, exerting different levels of pressure on the triggers will result in
different strength attacks. The execution of special moves has also been simplified,
as they are now assigned to the right analogue stick, as opposed to the standard
rotation and charge commands that players will be used to.
Whilst the theory is sound on a technical level, in practice the on-screen
results lack the necessary accuracy required for successful beat-em up technique.
Even the most basic combo attacks become a challenge to perform as you struggle
with the triggers in exerting the right amount of pressure to perform that elusive
couching forward kick. Considering the Street Fighter and King of Fighters series
of games have prided themselves on precision control and perfect execution,
the thinking behind the EO system is baffling. Developers like SNK or AM2 have
never felt the need to cheapen their respective franchises by adding
what is essentially a beginners mode, so why did Capcom? And who is the
system aimed at? The die hard Street Fighter contingent will be loathe to switch
from the tried and tested 6-button control scheme, whilst the lack of scope
in the EO mode means that even beginners are advised to avoid it if they truly
want to play at a competent level and develop as a player.
Whilst the EO system can be chalked-up as a failed experiment, the leap into
the online world, whilst not without its problems, can be considered successful.
Unfortunately, initial online impressions are less than favourable, as Capcom
have added only the very bare bones of a front end to their online environment.
Along with the usual Quick Match (pairs you up with another player
using default settings), OptiMatch (allows you to search for matches
under specific Territory, Game Mode and Voice Chat criteria) and Create
Match options, the only other choice available to you is some rudimentary
ranking tables where the criteria for gaining places is so obscure, your positioning
can seem almost random.
In fact, finding a match in the first place can prove difficult. Remember the
difficulty you first had trying to perform Akumas Raging Demon all those
years ago? Sometimes it feels harder just finding an opponent in this online
world. The game hasnt got any lobby function, or any other way of seeing
how many people online looking for a fight. You could be waiting amongst 200
other players, all eager to mix it up, yet unless someone actually creates a
match, you dont know who is there. What results are periods of frustrated
boredom consisting of constant flicking between different servers in the desperate
hope of finding any other sign of life.
But once the online play starts, the results can prove to be a positively exhilarating
experience. Anyone who witnessed the Street Fighter 2 arcade boom in the early
nineties will know of the excitement that comes from facing a constant stream
of ever-changing competition. Such times seem to have sadly passed (in the UK
at least) yet the online technology has the capacity to recreate something similar.
Certainly its been said that the only way to truly develop with a fighting
game is against human competition, and what better competition than potentially
the whole world? Every fight becomes a matter of great importance, and the thrill
of emerging victorious from a close bout feels all the more satisfactory against
a fellow player than any restrictive AI opponent. Likewise, even losses can
prove to be strangely uplifting. Seeing where you went wrong and learning new
strategies and techniques from opponents play allows you to develop much
more than the basic Training Mode will allow.
Unfortunately, the online aspect can be let down when the issue of lag comes
into play. Twitch gaming requires constant control over the action, and even
a half-second delay can prove disastrous. A defeat due to being outplayed, whilst
not ideal, can prove to be character- building, yet to lose a match due to a
delay between entering a command the result happening on screen is infuriating
and deflating. Whilst always a problem, the impact lag has differs dependent
on which groove players use. Certainly P groove players may find the necessary
timing required for the Parrying and Super Cancelling techniques that form the
basis of their style will be greatly affected. Admittedly, occurrences are rather
sporadic. Stick to domestic servers and the experience is likely to remain largely
lag free, yet this almost completely destroys the potential that online gaming
can offer this genre. The opportunity to challenge the best opponents Japan
and the US can provide is rendered obsolete when fights outside the domestic
sphere are a laggy, juddering mess.
Yet (strangely) the problems that occasionally occur online are ultimately
forgotten in the midst of combat. Once lost in this games world, dedication
takes on a whole new meaning, as you genuinely see improvements in your performance
the more time you devote to playing. Lost amongst the Hadoukens and Spinning
Bird Kicks, minutes turn into hours and one more go becomes another 20 game
marathon against an unseen, yet equally dedicated, player. This is when you
realise exactly why you got into gaming in the first place. It matters not that,
graphically, it lacks the polish that some may expect from current generation
titles; this is competitive gaming in its purest form.
As a test bed for the potential of online fighters, Capcom Vs. SNK 2 can be
considered a success. Maybe to be expected, the online aspects are not without
their problems, yet there are no issues evident that further tightening of Capcoms
netcode couldnt fix and solid foundations have now been laid for any future
plans Capcom have in this area.
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