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Playstation > Whats New > PlayStation Reviews > Staff Review | |
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| A.P.I Review: | Pocket Fighter | ||
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| Developer: | Capcom | OPTIONS: | ![]() SCREENSHOTS: No.1 No.2 No.3 |
| Distributor: | Virgin | 1-2 Player | |
| Game Type: | Beat-em-up | Memory Card | |
| Review Date: | November 1998 | Analog Compatible | |
Setting the Scene
Using the same stylized fighters seen in Super Puzzle Fighter II
Turbo, Pocket Fighter manages to combine cute graphics with Capcom's
typically engrossing gameplay.
Fighting takes place within a number of beautifully drawn locations, and
players battle to collect power-up gems. Each character is equipped with a
wealth of special attacks, and these can be pieced together to form
devastating attacks worthy of their full size counterparts.
Genre
Pocket Fighter is the latest addition to Capcom's celebrated 2D fighting series for the PlayStation, and could just about be the most light-hearted fighting game you're ever likely to play.
Graphics
The introduction follows a similar line to other Street Fighter
beat-em-ups. Each of the colorful cardboard cut-out characters are
shuffled around the screen like a pack of cards over a rainbow backdrop.
Throw in a couple on animated bats, a few twinkling stars, a wealth of
gems, a rather poor attempt at the lens flare technique and there you have
it. Not very impressive, but perhaps I smell a little bit of reverse
psychology here.
You see, it actually has the opposite effect to those other titles which
offer a grandeur opening. It reduced my expectations of the in-game
animations as I duly plodded through the option screens to set up the
game. Suddenly you are thrust into Round One and then... WHAM...! The
character art and animation is brilliant.
I realize that the Playstation is predominantly about moving polygons
around the screen and creating life-like 3D worlds but Pocket Fighters
goes a long way to proving that 2D animations and effects can be equally
pleasing to the eye.
Most of the backgrounds are layered giving them a multi-dimensional
appearance. Right at the very back you get a faded flat backdrop of the
playing areas specific theme. This may be of a public bar, a beach resort,
a shopping centre, a ski resort... plus many more.
In front of this motionless drawing neon signs switch on and off,
Christmas tree bulbs flash at regular intervals, log fires blaze and
down-lights flicker.
Slightly overlapping the previous two levels you have moving animations
of townsfolk who go about their everyday business, skiers can be seen
launching off the piste and crazy characters ride across the screen on
fluffy clouds.
Power-ups fall from the sky and litter a further layer while the fighting
characters and their crunching effects appear in the forefront. I bet this
game looks cool with 3D specs on.
Sounds and Effects
Although the background tunes come directly from the 'Capcom library
of fighting melodies' and the sound effects come directly from the 'Capcom
library of ooh's and ahh's' (they must have dozens of these stashed away
somewhere), they neither differ from the normal nor offend the ears.
If there is one failing it must be those high pitched Japanese utterances
that can be heard prior to each and every bout.
Playability
Before letting the fight commence you may browse through the game
options for a short while or spend a little longer in the Edit Fighter
menu where you may customize your very own fighter by... truthfully
answering a set of very personal questions. Oh well, I suppose it's
different.
Game options allow for adjusting difficulty, damage level, rounds, speed,
time count and screen mode. Battle options offer Arcade, Free, Running and
Training.
Free Battle allows up to two players to compete using any from 12
characters with a handicap system to ensure that fighting is fair. Running
Battle is a challenge to see how many consecutive opponents you can beat
up. Training offers the facility to work out the combination of those
special moves with a practice session between any two characters.
Arcade is your typical one vs one battle. Select any character from the
ten initially available with a cast featuring recognizable-albeit
youthful-heroes previously seen in the Street Fighter and Darkstalkers
series. Young versions of Ken, Ryu, Chun-Li, Sakura, Akuma, Zangief, Abuki
and Dan are ready to slug it out with the macabre Darkstalkers trio of
Felicia, Morrigan, and Hsien-Ko. A new character, Tessa, also makes her
Capcom debut, having previously starred in the Warzard arcade game in
Japan.
Once chosen you get a short cute story for each character as they set out
on their quest to defeat all comers. Fighting follows the usual format by
pressing single buttons and combinations that make your character kick,
punch, taunt and perform special attacks. The array of special moves are
amazing and usually result in you scratching your head wondering however
you managed to pull that one off. Each time you strike your opponent a
selection of colored gems will fall to the floor. If collected your
strength and special powers will be increased.
I quite enjoyed playing Pocket Fighter. It certainly was a refreshing
change from the usual 3D gore-fest that's around at the moment. The
characters may be small enough to fit in your pocket but have been very
well animated and move around the screen at a healthy pace.
Value for Money
There is something about Pocket Fighters that simply oozes quality. Take a break from your Tekken's and Mortal Kombat's to see the Super Puzzle Fighter II Turbo kids slap each other around. It's not a 'must have' game but is certainly worth checking out if 2D beat-em-ups are your scene.
| Opinion | ||
| MARTIN | ||
| GRAPHICS: | 17/20 | If you are fed up of seeing blood and guts splattered all over the screen then take a welcome break with the sweet and cutesy Pocket Fighters. Harmless, gentle, inoffensive violence. |
| SOUND: | 6/10 | |
| PLAYABILITY: | 42/50 | |
| VALUE: | 15/20 | |
| OVERALL | 80% | |