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REVIEW VIRTUA FIGHTER 5 |
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PUBLISHER
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SEGA
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DEVELOPER
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AM2
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GENRE
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BEAT-EM-UP
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PLAYERS
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1-2
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PRICE
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TBA
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RELEASE DATE
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OUT NOW
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Difficult to score as, despite the obvious
quality of the piece, it’s something many
of us simply can’t get the most out of,
and without a good deal of effort, it’s
something of a
chore. It’s time
for the dreaded,
‘one for the fans’. |
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SCORE
05/FEB/07 |
83% |
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Now here’s something to consider:
how do you objectively assess
something that so many people
so fervently adore without
insulting those peoples tastes? How do
you move away from the clichéd industry
standard of “we didn’t like it that much,
but if you’re into Virtua Fighter, you’ll love
it”? Yes, that’s right, we don’t really like it
that much. Not necessarily for the game,
but because we’re no good at it, and being
no good at it just isn’t fun. It’s worlds away
from the likes of other Sega titles that offer
the kind of all-encompassing fun that make
gaming what it should be. Titles like Outrun
2, Super Monkey Ball and Sonic all offer
something for everyone, but that philosophy
has been clearly and, it seems, purposefully
ripped out of the Virtua Fighter series over
the years. This is no bad thing, but in this
instance it falls to the player to offer time,
contemplation and profound thought to
reap any kind of reward from the game; the
more you put in, the more you get out.
Whilst we’re unwilling to revisit the VF
versus Tekken debate, it seems an apt place
to start given Dark Resurrection’s recent
appearance on the PlayStation Network.
For those few people not accustomed to
the inter-beat-’em-up wranglings, which has
been raging since the dawn of 3D fighters,
it goes a little something like this: folk who
claim to be good at games, but can’t get to
grips with hugely demanding button inputs
and the precision required to own everyone
and his dog usually err toward the more
casual end of the beat-’em-up spectrum.
Titles like Tekken and Soul Calibur could
be seen as the main proponents of this
‘relaxed’ fighting, and it’s difficult to make
a case against it. Anyone with true gaming
thumbs will invariably be of a Virtua Fighter
bent, and never the twain shall meet. It’s
a kind of status symbol in our circles; who
plays what and how well is a matter of
almost fundamentalist pride. In reality it’s
only us games journalists that have a real
issue with the casual/hardcore debate,
but it’s worth pointing out that everything
that Virtua Fighter does is replicated well
in Tekken as well as other titles like Third
Strike. We’ll happily admit – to make our
bias clear – that we enjoy a good bout of
Tekken over Virtua Fighter, but don’t let us
dissuade you from this latest round of VF,
as it’s the kind of game that seductively
invites even the most stalwart of casual
gamers to play.
We’ll be honest
here. We just haven’t
got the time, and
more crucially skill, to
be able to judge with
absolute assurance how the balance has
been affected in this update. In all honesty,
that will most likely be judged by those at
the front line of Japanese arcades in a few
years, but what we can deal with is just how
much effort has gone into making sure this
version is as rounded as it can possibly be.
Virtua Fighter 4 Evolution was received
with glee by pretty much everyone, mainly
due to the exquisite balancing act AM2 had
managed to perform. Every fighter had a
chance against every other fighter, and the
absence of ‘cheap’ moves reinvigorated the
arcade scene with a dedicated following of
the most hardcore of hardcore beat-’emup
vets, hailing it as the best ever created
in the genre. Sure, everyone else either
ignored it or mumbled something about
Virtua Fighter being up its own arse and
went back to bumbling about with Killik on
Soul Calibur. Certainly however, you could
easily say that Evolution was the most
carefully crafted fighter ever made.
The considerations given to this latest
iteration are indicative of a continuation of
that quality of balance however, with the
two new characters Eileen and El Blaze
filling gaps that could easily have been
filled by ‘cheap’ flashy characters to draw
in a new batch of initiates interested in the
series. This technique of offering Eddie
Gordo type characters has been thankfully
eschewed in favour of that aforementioned
balance with both fighters having differing
points of interest for those who are perhaps
getting a little tired of the similarity of
fighting styles that the last iteration
delivered. Brad and Goh weren’t, in the
beat-’em-up world at least, revolutionary
characters, but El Blaze and Eileen both
offer something different enough to entice
gamers from all skill levels. Eileen’s monkey
style is the more difficult to use effectively,
while Blaze’s Luche Libre wrestling method,
and look, is more likely to appeal to a wider
audience. Even with the inclusion of these
new characters – and this is only an early
opinion – the careful poise of the combat
mechanic has been unsullied, leaving the
dedicated fans with cause to sigh with relief. |
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More obvious to us was a massive hike
in the quality of the visuals. Whilst the
character models haven’t been enhanced
by any great bound, the collective look of
the piece has been bettered with some
tremendous animation, and a slow move
away from the aggravating jerkiness of
previous titles. It can still be an insanely
speedy game, and there’s been no change
in the focus on juggle combos and supreme
timing, but combined with some gorgeous
environments and the best water effects
we’ve ever seen, it showcases the PS3’s
power far better than many other early titles.
Other nice visual touches come in the form
of the items available from the prize system.
While it’s been implemented in numerous
other fighters since, this customisation
is distinct to Virtua Fighter. Rather than
simply offering outfits, or in Tekken’s case,
a completely random assortment of bizarre
add-ons that serve no purpose but to make
your eyes bleed, VF’s goodies are as well
thought-out as the combat.
Fashioning an outfit can give gamers a nice
reprieve from the almost endless stream
of opposition, and with the right amount
of cash (an item of irritating rarity) and
the requisite ranking players can kit out
their fighters with a coherent and varied
wardrobe. One such assemblage we saw
in our trawl through the arcades in quest
mode was Lei-fang dressed in red and black
wearing a blindfold. Now this may not sound
like much but it takes much away from
the potential tedium of what amounts to
an unending string of samey fights. This is
where VF5 stumbles a little for us. Where
other games in the genre have dared to
innovate with tag battles, create-a-character
modes, RPG elements and scrolling
versions, VF has remained stationary in only
offering fight after fight after fight.
This may not have been such an issue
with an online mode, and the thought of
online tournaments, rankings, news and
all manner of other community goings on;
its omission wreaks of missed opportunity.
We understand AM2’s protectiveness. Lag,
after all, could be a death knell for a title
so finely poised, but the absence of any
online matches will do little to increase
VF’s popularity on a system so focused on
the online component. What’s proffered by
way of compensation is a streamlined and
improved quest mode that sees you hitting
the virtual arcades of Japan, offering out any
and all comers. The personas you meet on
these mean streets
are modeled on
real tournament
fighters – even our
illustrious Editor in
chief has his own
character for you to own. What’s great about
this is that the feedback from VF4 has been
taken into account, meaning that any niggle
you had with that version will no doubt be
changed. Sure, they’re not gigantic leaps,
but they’re all from the common sense
school of thought, and very much to the
benefit of the single-player mode.
Essentially the focus has been put on
realism. And not just with the playing styles
of the combatants; if you squint really, really
hard you might almost be in Japan. Almost.
For a start you’re able to visit every
arcade from the off, giving freedom to
those veterans wanting to dive straight into
the hardcore end. Inside each arcade are
parlours where individual matches can be
set up, fought and won without the irksome
hassle of walking around with pocketfuls
of 50 yen pieces. You can choose to fight
players of similar, lower or higher rankings
than you, and what’s most important for
those gamers who like to bear a grudge, the
various players don’t flit around the arcades,
preferring to stay in the same place and
giving you the option to fight them pretty
much anytime you want. Playing the same
characters over and over again doesn’t help
with either the realism or your skill levels, so
AM2 has included an extra large portion of
virtual opposition spread across the seven
arcades in the mode.
Another nice addition is sheer quantity.
For anyone to really get into Virtua Fighter
5, you’re going to have to spend an awful lot
of time practicing, reading up on combos
and pausing the game to have a sneakypeek
at the moves list, especially with the
new combat systems. A small digression
here, but it’s a risky business, making
fundamental changes to combat systems in
beat-’em-ups. Just look at Tekken’s position
change system. Supposedly included to
allow players to reverse potentially harmful
positions, it was a completely unnecessary,
and detrimental, addition which served as
a cheap get-out clause for those without
the wherewithal to work it out themselves.
Parrying in Street Fighter II, on the other
hand, managed to remain fairly enjoyable,
adding a new level to an age old combat
system that, let’s face it, really needed it. |
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Not content with simply tweaking the
throws, making grapple-happy characters a
little stronger, AM2 has included refloats and
adjusted the way in which moves connect
when characters are side-on. In all honesty
this kind of stuff is far beyond our reach,
but we’re sure that they’ll become regular
fixtures in future versions. Championships
come up every now and again, and if you
ever get to the higher echelons, there are
even new and unique rankings to earn. The
items earned in the quest mode through
specific fights or at milestones in your
career aren’t just trinkets
to be added whenever
you feel like it though, as
an encumbrance limit
has been set meaning
that once your character
has been loaded up with bits and pieces,
any further additions have to be made at
the cost of your current gear. The number
of characters that can be altered and
saved has been increased as well, giving
further longevity. All this may sound utterly
superfluous, but it’s these little touches that
make up for the lack of real innovation in
the modes. Because the quest mode is both
thorough and extensive, you’ll be playing
it for a good long while before the lack of
variation begins to irk.
There are still one or two confusing points
for us to ponder however. The tunes so loved
and hated from the previous version have
been dropped in favour of more authentic
ambience. Whilst this is infinitely more
coherent, the game loses something to this
new-found conservatism by Sega. Similarly
weird, and a touch more annoying is the
fact that replays don’t last nearly as long as
they should. Getting a cheeky post-KO hit in
before the round ends then checking it out
in the replay to double the embarrassment
effect caused to your opponent is why we
all play these games. Sadly the replays are
prematurely ended, leaving you slightly
annoyed that your victories can’t be
enjoyed for longer. These are very much
scratches on a masterpiece however, and
looking at the game as a whole it’s clear
that it’s an immensely playable title for
those able to get into it.
A word of warning here though. We’ve been
kinder to Virtua Fighter 5 than perhaps
we should, mainly due to the fact that
AM2 has managed to create a new game,
complete with two new characters and the
not insignificant inclusion of new combat
mechanics and re-weighting of throws
without taking away from the joy that long
term lovers of the series find so addictive.
Already those such folk in our office are
chomping at the proverbial bit to get a copy
to further hone their considerable skills.
That’s the problem you see. Virtua Fighter
still, even with a relatively friendly character
like El Blaze, won’t appeal to anyone but
the hardcore. It’s slipped in terms of
innovation in favour of concentrating on
the key aspects of balance and finesse. If
you’re considering a purchase with little
knowledge of the series, just don’t. The
fact is that if you were the kind of gamer
that appreciates the kind of gameplay that
Virtua Fighter 5 delivers, you’d already be
playing Virtua Fighter 4.
So, we return to our original point: how to
approach Virtua Fighter from an objective
point of view. We’re sure this review will
cause something of a disturbance amongst
those who hold the series dear, but then
that’s our reason for being. In our opinion,
whilst Virtua Fighter is undoubtedly a
title of supreme quality, you’ve got to
be the right kind of person to enjoy it. If
you’ve already bought a custom-made
shell and body kit for the arcade stick that
you’ll queue up for three days to get from
your local import gaming vendor who’ll
happily rinse you for all you’re worth, we’ve
got some good news. VF5 isn’t likely to
disappoint. It adds enough new for you to
get your teeth into, while sprucing up the
visuals and throwing in a couple of new
characters to perfect. The rest of us may
be willing to give it a bit of time, realise that
they’re just not good enough and relegate
it to the bottom of their games collection
filed under “Too good to trade in, not good
enough to play”.
Tom Leclerc
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