What can be written about Street Fighter II that has not already been said by someone else previously? This was the first thought that entered my head when I decided to write this review of the classic Capcom brawler.
Since it first entered arcades in 1991, Street Fighter II has had countless column inches devoted to it and its many revisions and sequels. As far as ports go, most of these articles have focused on either the Super Nintendo / Super Famicom games or the Sega Mega Drive / Genesis versions.
However, as impressive as these ports were across the main 16-Bit formats, there was one port which really stands out, for its technical achievement if nothing else. That is the 1993 PC Engine release of Street Fighter II: Champion Edition.
An initially surprising fact about this particular port is that Capcom used the PC Engine’s HuCard format for the release rather than utilising the CD-ROM. By the time Street Fighter II: Champion Edition was launched, HuCard support had started to seriously dwindle, with most new games coming out on the CD-ROM format, taking advantage of the additional capacity and CD quality audio. In 1992 just over 30% of the games released that year in Japan for PC Engine were in the HuCard format. By the end of 1993, the year Street Fighter II was published on the PC Engine, there had only been an additional 10 HuCard titles published, including Capcom’s Street Fighter II.
As with the Mega Drive versions of Street Fighter II, the PC Engine was initially at a disadvantage with the control system. At the time of its release in June ’93, NEC had just launched the PC Engine DUO-R, but that, like all its predecessors, only had two action buttons on its control pad (the later DUO-RX was bundled with a six button pad). Fortunately, just as Sega did, NEC released a six button controller; and so did Hori, who released the superb Fighting Commander PC. The game can still be played with a standard controller, but this does stunt the gameplay somewhat.
There is, sadly, one major drawback with the PC Engine – a solitary controller port. Now, why, given the number of different versions of the PC Engine produced between 1987 & 1994, none of the revisions ever addressed this deficiency is anyones guess. But, most Street Fighter II veterans will argue that no matter how well you’ve mastered your favourite character, to put your skills to the test, and to get the most satisfying experience out of the game, you need to play against a human controlled opponent.
Therefore, not only would you need to buy the game and two six button controllers, you’d also need to pick up a multi-tap as well. Not a particularly cheap proposition back in the day.
One of the great thing about the game being on HuCard is that it is, like all other HuCards, playable on both the PC Engine GT (aka Turbo Express) and LT. Despite having the disadvantage of just two action buttons, on the GT Street Fighter II is still incredibly playable, and I found it quite easy to adjust my style to pressing the “select” button to toggle between “punch” and “kick”. In the early ’90s, to have been able to swank around with a GT and such a close port of Street Fighter II must have been something else!
As with the Super Famicom and Mega Drive Street Fighter games, Capcom handled the PC Engine port in-house and therefore content wise, it matches the original coin-op. All twelve fighters are selectable, along with their alternate colour palletes, each character’s special moves are there, along with thier individual stages, theme tunes and the bonus stages.
In fact, there’s very little that is missing. The opening sequence with the two fighters outside a sky-scraper is absent, and the character animations on the continue / game over screen are also missing. Inevitably there are some frames of animation missing, but they’re hardly noticeable. Whereas in some ports to less able machines background animations tend to be the first to go out the window, in this port all the background animations of the 12 stages seem to be intact – from the bustling street scene in China, to the tiny drops of water in E. Honda’s bath house.
Where the game would certainly of benefited from the CD-ROM format is in the music. While many of the game’s tunes are faithfully replicated here, there are a few that suffer from the HuCard’s limitations, particularly Sagat’s stage. Still, the voice samples are nice and clear, and all present, including the announcer.
I’m not going to go into any detail over the gameplay, you’ve heard it all before, and then some. I am sure most of you know where I am coming from when I say the gameplay is pure Street Fighter II; it is indistinguishable from the arcade parent or the later ports on more advanced hardware. Yes, you will need a six button pad, but if you’ve got a Mega Drive, you would have the same issue.
There is no denying that Street Fighter II is still a highly playable game, that some 25 years on from its original release it is still one of the definitive one-on-one fighting games, and the PC Engine version holds up so well it is still worth picking up. The really nice thing is that it won’t cost you the earth either, with average eBay prices in the £25.00 range, sometimes less, for a boxed HuCard.
So, if you’ve got a PC Engine and you’re a fan of the Street Fighter series you owe it to yourself to pick this up and a six button pad. Even if you’re not that much of a fan, it’s probably worth picking it up to just see what the humble HuCard, and PC Engine, were capable of in the right hands.
Street Fighter II : Champion Edition
Version Tested: NEC PC Engine
Also available on: Sega Mega Drive / Sega Saturn / Sony PlayStation / Sony PlayStation 2 / Sony PSP / Microsoft X-BOX / Sharp X68000 / JAMMA PCB (CPS1 system)
PlayStation developer Naughty Dog was once best known for its part in foisting the PSX’s answer to Sonic The Hedgehog upon us with the Crash Bandicoot series of games. While not being my thing, the Crash games were well produced, sold well, and generally received favourable reviews from critics back in the day. However, in the last 5 or 6 years Naughty Dog has somewhat reinvented itself as a developer of high quality cinematic action adventure games with the critically and commercially successful Uncharted series on PS3.
The Uncharted games certainly provided a very good reason to consider buying a PS3 over the Xbox 360 at retail with their exclusivity to Sony’s console, and to my mind, while there are some good 360 exclusives out there, Microsoft’s console never really came up with a serious rebuttal to Nathan Drake’s modern-day take on Indiana Jones. Nevertheless, I do not think that Uncharted alone would have been the tipping point in most gamer’s decisions over which console to pick up, assuming one was initially ambivalent over which of the seventh generation consoles to buy. I had already long bought a 360 by the time Uncharted: Drake’s Fortune was released in late 2007, and while I admit that it looked quite good, and sounded promising from the coverage I caught in Edge at the time, I wasn’t tempted to break out my old flexible friend and pick up a PS3 for this alone. However, you cannot deny the quality of production values that Naughty Dog have been injecting into their PS3 releases and the impressive way they have moved away from pseudo-“kiddies” games like Crash Bandicoot and Jak and Daxter to the mature content of the releases we’ve seen since (and including) Uncharted.
In the Spring of 2013, with the next generation of consoles only months away from launch, Naughty Dog delivered what could be rightly described as the PlayStation 3’s swan song – The Last of Us.
The back drop to the game is nothing that we haven’t seen before.
A global pandemic has all but wiped out modern civilisation, and those that have survived are living in heavily fortified zones protected by the military. Outside of these zones are other remains of humanity, pocketed in small areas of once thriving towns and cities surviving to live amongst the decay and detritus, but away from the order laid down by the military. The virus that has wrecked humanity starts life as spores getting into the brain and then developing into a fungus that turns the host into violent zombie. Over time the fungus grows deforming the head and other parts of the body, and there is no cure. These poor souls are referred to as the “Infected“, and there are a lot of them still out there looking for fresh victims as the virus can also be spread by being bitten.
After a short prologue to the main game, which sees the last hours of our world before the virus begins to spread, you take control of one of the survivors, Joel. Set twenty years later, Joel has become a smuggler of guns and pharmaceuticals with his partner, Tess, and through a twist of events get involved with a resistance movement called the Firefly’s, whereby they are entrusted to escort a young girl, Ellie, across country to a Firefly stronghold. As the game progress a strong relationship between Joel and Ellie forms which helps them drive forward, against the odds, to their ultimate destination.
The action elements are formulated of confrontations either with hostile human opponents, or the Infected. Weapons are not available in abundance, so fortunately Joel can look after himself, and many enemies can be dispatched by hand in ways not entirely dissimilar to what you would expect in Uncharted. Weapons that are available come in the form of small arms and cruder weapons such as shiv’s or baseball bats. To make matters more interesting not only are bullets in short supply, but non-ballistic weapons can only be used a few times before they will break and become useless. Therefore scavenging becomes a key part of the game process when not engaging in combat or avoiding enemies. You will find yourself searching high and low for the parts to make a shiv or Molotov cocktail, if you’re lucky you may find some bullets, but you’ll search everywhere for items so that you can survive.
The game requires you to think, and in many cases will allow you the opportunity to squirrel yourself away to one side while you consider what the best plan of attack will be, if indeed attack is a genuine option. Early on in the game, when ammunition and weapons are probably at their most scant, if you decide to become a one-man zombie-Terminator you are going to come unstuck very quickly indeed. As in real life, you use your intelligence to pick and choose your battles. Do it wisely and you’ll progress; the alternative usually results in death or making the next encounter ever the more tricky. The computer AI is excellent, and you will be quickly hunted down should you even accidentally give your position away. There are a few battles where a direct approach is required, but they are few and far between, and thus generally the action is of a cerebral variety as you eliminate those that block your path. The game is not easy, and there will be plenty of deaths before you pass certain areas. Indeed, some encounters really crank up the tension as you potentially face being overwhelmed if you do not enact a suitable strategy or respond quickly enough.
Of course the action is not entirely the primary driver of the game; it is the narrative and the relationship that forms between Joel and Ellie, and the action constantly plays second fiddle to the story being told. This cannot be highlighted more than in the dying minutes of the game where you would be rightly expecting one thing to happen, and your resilience is rewarded with something else entirely. In fact the game’s concluding minutes are very clever and I applaud Naughty Dog for taking the route they took to bring the story to a close.
The graphics are of the highest quality, well drawn, everything has character, and the lighting effects are just beautiful. The animation is some of the best I have seen, with lots of detail in facial expressions bringing the characters more to life and further enhancing the relationship building that goes on between them and between you and them. Sound, both music and audio, is first rate as you would expect if you’ve ever played any of the Uncharted games. Technically this must be pushing the PS3 to its limits, and it’s doubtful we’ll see anything of this quality launched on the system again now that the PS4 is centre of Sony’s attention.
The Last of Us is not perfect (criticisms I do have are all very minor), but within the genre that it sits in, it comes as close as one can get to gaming perfection in my opinion, and it will be interesting to see which developers try to copy or surpass the game, within its kind, as time moves on.
One developer who should take note of The Last of Us gameplay and narrative is Capcom. In many ways Capcom have spear headed the zombie genre’s rise to prominence in modern media with the Biohazard (aka Resident Evil) series, but they have lost their way considerably since the brilliant Biohazard 4, and perhaps ever more so since Biohazard 5 as Biohazard 6 is just a complete mess. Biohazard 5 has many redeeming qualities for me, even if it is not as good as its predecessor. I cannot say the same for the abomination that is Biohazard 6. If Capcom can extract just some of the essence of The Last of Us, combine that with the characters and story strands of Biohazard, and refocus on the one player element instead of fixating on the need to pander to multi-player, then they may be able to inject some credibility back into the franchise. After all, Naughty Dog have gone on record as saying that Biohazard 4 was a big inspiration to them during the development of The Last of Us.
With the cost of PS3 hardware now plummeting as retailers look to clear their shelves for additional space for PS4, there has never been a better time to pick up a brand new PS3 on the cheap so that one can play this game. While it may seem a bit extreme, the investment will be worth the experience that will unfold and you can then of course take in many of the other PS3 exclusives like the aforementioned Uncharted, plus Gran Turismo and others. I have no idea how many individual video games I have played since I was born, but there aren’t that many I really wanted to sit down and play through again immediately after completing them for the first time. With The Last of Us I did not get that feeling. The feeling I got was sadness, I was actual sad that I had completed the game, that my journey with Joel and Ellie had come to an end and there was no more story left to tell. I do not think I can say that about any game I have ever played or completed before; and I think that, more than anything else, that sums up the emotional impact of the thoroughly good story told by The Last of Us.
I shall, of course, be returning shortly to experience this epic once more, and I look forward to the forth coming single player DLC. I can only hope that if Naughty Dog decide to continue Joel & Ellie’s adventure, that the game is every bit as good as this; they have left themselves a mighty high mountain to climb… indeed a part of me would like to see the game as a stand alone title. Alas, I am sure commercial pressures will dictate otherwise. Still if any developer can trump their previous lofty achievements, on their record so far, it would be Naughty Dog.
Been off the ball a bit recently with the ole blog… Have been a bit under the weather and have had much of my spare time sucked from me by the awesome The Last of Us on PS3… I will most certainly share my thoughts on this brilliant game in due course. I had hoped to originally put all the posts on the 7th gen consoles systems and the new 8th gen in the Nottro section, but it will end up reading like one big post… so Welcome To Last Week! This will be a regular post article when I’ll discuss some of the 7th & 8th gen games I’ve had the pleasure of playing.
Whatever the game being discussed will be, you can rest easy that IGN, C+VG, GameFAQs, Edge, Kotaku etc etc, will all have done and dusted with whatever it is I’m bleating about… but I’m sure I’m not the only gamer out there who, for whatever reason (time? money? life? family? put your excuse here), cannot be queuing up at Game at midnight every time there is a major release, dashing home on a cocktail of ProPlus and Red Bull, playing through the game and then posting a blog and/or You Tube video before most of us have even had breakfast and put our underpants on.
With the image of breakfast and underpants lodged firmly in your minds we’ll swiftly move on to something that, frankly, has very little in the way of either – Gears of War 3. Released just over two years ago on Microsoft’s Xbox 360, this is, thus far, the final chapter in the original Gears of War story (last year’s GoW: Judgement is not part of the main story arc).
I really enjoyed the first Gears of War, and GoW 2 was a worthy sequel, expanding and improving on the original. I purchased both either at, or shortly after, their original release dates, so even I was a little surprised that I had not jumped on the GoW 3 band wagon a lot sooner. Why it took me so long to purchase it I’ll never know, but at the seemingly give-away price of £11.00 on Amazon for a new, sealed, copy, it looked like a bargain in the making.
Fortunately, the game delivered plenty of bangs for my bucks.
Gears of War 3 throws you straight into the action, as you once again assume the role of Marcus Fenix, partnered with his bunch of motely crusaders, in the fight to save the planet Sera from the clutches of the Locust Horde.
The first half of the game has you mainly dispatching waves of Lambent, mutated forms of Locust, who have similar attack AI to the Locust but also have some new tricks up their sleeves too. There is also a section of the game where you have to face a new type of enemy (I’ll keep that bit quiet so as not to ruin the story), which helps throw a good twist into the plot and also sees a rather poignant end to one of the series’ main characters. New weapons also make an appearance to help you vary your attack strategies, my favourite being the awesome Vulcan. The duck and cover mechanic the series has become renowned for, remains as accomplished as ever – many have tried to imitate Epic Games combat system, but few can get close to the masters of this style.
The action is fairly relentless at times, which wouldn’t be so much of a criticism if the game was just a little shorter than what it is and therefore the action a little more varied. Although there are now the Lambent to deal with as well as the Locust, once you’ve hit your umpteenth wave of either you pretty much know what to expect. Now, if you’re going to end a popular trilogy you want to do it with some style, so GoW 3 does not fail on that count, but I do feel that making it like the sci-fi version of Ben Hur in scope makes it a little bit of a chore occasionally. The dialogue is also a bit naff, but seeing as the game was, for me, sandwiched between stints on Uncharted 3 and The Last of Us I am perhaps being a little snobbish… you’re not going to get Oscar winning material in a game of this ilk, but perhaps the dialogue is a bit too coarse for its own good.
The graphics are excellent throughout with some superb lighting effects and fluid animation, certainly some of the finest visuals I have seen so far on the 360, and well worth taking in when you’re not too busy dodging bullets. The musical score is also of a very high quality when the cinematics are called for at various intervals. The AI is also of a high standard, meaning that not only are the enemies no push over to defeat, but that the console controlled members of your team generally react in an intelligent and logical way to whatever you’re doing rather than running round like headless chickens and getting slain every five seconds, much to your own chagrin.
There is also, of course, a healthy dose of multi-player content, which really is not my thing, and therefore I won’t be going into further details on this. Suffice to say, those of you who like your multi-player action will not be disappointed; and there’s DLC map packs to add into the mix too.
If you enjoyed either of the first two entries in the series then GoW 3 is a real no brainer. While not quite faultless, GoW 3 does provides a substantial and entertaining one player campaign, offers plenty of re-play value for Achievements or to best personal goals from previous runs, and has strong multi-player content to boot. Certainly one of the finest Xbox 360 action games you can buy, and overall the best game in the original trilogy – never easy to keep besting yourself, but, Epic have done a damn good job of achieving this. I just wonder how long it will be before Epic/Microsoft make an announcement about the franchise crossing over to Xbox One…