Official Capcom Fighting Evolution Thread

Kumiko Nikaido

Vindication...sweet.
[LyteEdge and all you 2D fighting purists can chime in here] :D

Impressions galore in this thread for Capcom's latest 2D-fighter!

243881.jpg


Developer: Capcom, Co. Ltd.
Studio: Production Studio #1
Publisher: Capcom USA
Genre: Fighting
Format: DVD-ROM
Platform: PlayStation 2, Xbox (2005)
MSRP: $29.99

Capcom brings together and melds 5 of their fighting franchises into one mix called Capcom Fighting Evolution (Capcom Fighting Jam in Japan). While on paper it sounds great, the final implementation somewhat satisfies, and leaves much to be desired.

Five fighting franchise brands compose Capcom Fighting Evolution. They are:

1. Street Fighter II: The World Warrior
2. Street Fighter Alpha: Warrior's Dreams
3. Street Fighter III: New Generation
4. DarkStalkers: The Night Warriors
5. Red Earth (Warzard)

Four characters represent each of their respective fighting games. In addition, they bring along their fighting styles and combo system respective from their game:

Street Fighter II: The World Warrior

Fighting Style: Super Combos (specifically, taken from Capcom Vs. SNK 2: Millenium Fight 2001). Unleash super-attacks when combo gauge is filled.

1. Ryu
2. Guile
3. Zangief
4. M. Bison

Street Fighter Alpha: Warrior's Dreams

Fighting Style: Original (Custom) Combos and Alpha Counters. Unleash custom combos when gauge is half-way full.

1. Sakura
2. Guy
3. Rose
4. Karin

Street Fighter III: New Generation

Fighting Style: Counter/Parry sytem with Super Arts. Unleash offensive and defensive moves when you successfully parry and oppenents attack.

1. Alex
2. Yun
3. Urien
4. Chun-Li

DarkStalkers: The Night Warriors

Fighting Style: Chain Combos and Guard Cancel system. Chain attacks to string and combine moves. This in turn allows for use of EX/ES moves (enhanced move specials and supers).

1. Demitri
2. Felicia
3. Anakaris
4. Jedah

Red Earth (Warzard)

Fighting Style: Ultimate Guard and Mystic Break system. Unleash super moves by acquisition of gems. Charge up and boost your attack power!

1. Leo
2. Kenji
3. Hauzer
4. Hydron

Capcom Fighting Evolution: (exclusive)

Fighting Style: Super Arts and Guard Cancel system. The higher your Super Art gauge, the more powerful the super attack unleashed!

1. Ingrid

My Impressions:

Graphics

From a visual standpoint, Capcom Fighting Evolution is a double-edged sword. It satisfies if you're a die-hard Capcom fan who always loves their all-too familiar sprite looks. Most fighters animate well (although frames are missing here and there, compared to say SFIII and even Capcom Vs. SNK 2) and the artistic look of the stages are vibrant and colorful. But if you're looking for a complete overhaul (or at least some enhancement or changes) to the fighters' sprites, well go flip a penny into a wishing well. Capcom has (once again) recycled their sprites from past games, giving CFE a cookie-cutter and cut-and-paste look. While in practice it's understandable to do this in order to keep the combo systems and hit detection engines in-line and in-check, it's a letdown to see Capcom exert no effort in re-energizing and revitalizing their stock sprites they've been using for years (I don't think Capcom has seen the marvelous, high-res beauty of the Guilty Gear series from Arc System Works....). The Red Earth guys especially look grainy due to their size, and coupled with lack of animations they are a sore to look at.

Where Capcom did "exert" effort was adding new flashy and starburst effects when fighters implement their special moves. Especially when you defeat an opponent using them....the screen goes colorful and spazz in honor of your finishing moves.

At least the backgrounds and stages themselves are new. Capcom even through in cameo appearances from other fighters. But where Capcom could have made the eye-candy even more "eye-candyish", was to have added more scrolling and parallax. The stages move in a one-note fashion (as bad as in Playmore's own SNK Vs. Capcom: SVC Chaos), with nary of animations (except from the aformentioned cameo appearances by people) and scrolling to give the appearance and illusion of depth. Either this is a sign of laziness or Capcom still can't get to grips with PS2 hardware (well, seeing as how the beauties of Marvel Vs. Capcom 2, Capcom Vs. SNK 2, and SFIII were ported to PS2, I'll have to go with the former).

Music/Sound Effects

This is a Capcom 2D-fighter. What music can you expect? How about familiar fighting themes from past games (with some being remixed) and some new generic rock riffs. Select tracks were pulled from each of the respective games presented here and given another aural go-around. Either they will pump you up, or have you give a sigh of "been there, done that" fashion.

Sound effects are atypical and yeah....recycled. You know what Ryu's Shin Hadoken and Shoryuken sounds like when hitting an opponent. You know what Chun-Li's Kikousho blast sounds like. Yes, you can here it in your head as you read this.

Gameplay

So you know what to expect from the visuals and audio. How does the gameplay ultimately stand up? Well, Street Fighter is Street Fighter....and all incarnations born from it keeps it's depth, speed, and reactions to this day. Five trademark fighting styles are pitted against one another, and this is the main perk of Capcom Fighting Evolution. Ever wondered what it would be like to have the Counter/Parry system of SFIII go up against the Chain Combo and Guard Cancel system of DarkStalkers and so on? Well, here's your chance to experience it. Challenge yourself to master one style against another, and if you can pull it off against another.

The other gameplay aspect Capcom emphasized (or really, more "tacked on") is the "Switch Tag System". Basically, you can choose to switch out your character for another if you win/lose in order to continue the match. A true tag-team system this is not, but rather have an extra option to use a different fighter and strategies against your opponent. While this may sound neat, it comes off as meh and dull. A true tag feature, a la Marvel Vs. Capcom 2, would have been more intense and fun. The "Switch Tag System" is a novelty at best, and you'll either like or dislike this feature.

For the first time in the U.S., players can now use some of the fighters from Red Earth (Warzard in Japan). This little-seen arcade fighter wasn't all that popular, and playing them now is somewhat interesting.

Controls are fine using the standard PS2 Dual Shock, but a game like this needs an arcade stick to fully appreciate. Like that had to be said. :P

Modes of Play/Extras

Of course, a game like this is all about replay value. So what modes of play are there? Well, here you go:

1. Arcade Mode
2. Versus Mode
3. Training Mode

That's right, 3 modes of play. Whoopie. Let's all say it together: "BARE-BONES".

So now, what features are there to be unlocked? Do you think there will be a plethora and smorgabord of things to be had? Well, how about a pinch of fighters (like 4), and pinch of stages (like 4), and about 20+ music tracks? Do you have a smile on your face, or are you frowning at this point? I'd say you're frowning.

Completing Arcade Mode unlocks new fighters (dependent on who you chose initially). Beating the boss unlocks that boss and stage (like Pyron, etc.), and music tracks that corrospond to your team. For example, finishing the game as Ryu and Guile opens up their music selections in the Sound Test mode.

I mentioned before that Capcom through in cameo appearances of other characters in the game's stages. I might as well run them down for you:

1. Myanmar - Sagat, Adon, and Dhalsim.
2. Japan - Dan, Makoto, Maki, E. Honda, and Ibuki.
3. New York - Hugo, Cammy, DeeJay, Birdie, Sean, Ken, Charlie, T. Hawk, and Cody.
4. Underworld - J. Talbain, Lord Rapter, and B.B. Hood.
5. Ruins - N/A.
6. Jungle - Oro and Rikuo.
7. Hong Kong - Fei Long, and Hsien-Ko.

Closing Comments

Capcom Fighting Evolution is certainly no "Evolution" that's for sure. Capcom had a potential ambitious project here, but they failed to capitalize on it. While it is cool to pit say the SF guys again the Red Earth guys, the longevity is crippled by it's lack of gameplay modes, unlockables, and overall character roster. The fighting engines are spot-on as expected, and there's entertainment to be had here for sure. If only Capcom spent more time on it adding characters and adding more gameplay, it would have been a star winner in a genre that is favored nowadays in the 3D-realm. And since this game is priced at $29.99 out the door, the acceptance of CFE is more tolerant and bearable. CFE will probably satisfy those who have 2D-itches, but they'll have to wait longer (more likely, way longer) for a proper title that would do these Capcom fighting engines justice.

My grade: 6/10
 
I think this is pretty much the last straw for me when it comes to putting up with these rehashed "dream match" capcom games. I am just sick of it now. I picked this up today and was bored within about 5 minutes. I knew going in it what it would be like, but still...

I hate the way the backgrounds look. The art style doesn't mesh with the sprites. It looks jarring, reminds me of how the 3D backgrounds don't match with the characters in MvsC2 and CvsS2.

I guess if I was going to give credit to Capcom for anything it'd be the roster. At least it's somewhat interesting. Characters like Alex and Dimitri have only been milked in 3-5 games instead of the usual million appearances. Still, why such a low number of characters? If they're going to do one of these half assed dream match projects at least make it HUGE. This feels like CvsS1, all barebones because it's the first in a series.
 
"Official" thread is here:

http://www.ga-forum.com/showthread.php?t=23824

:)

Forget "bare bones," versus and training mode are there and that's all you need. I treat this game as a budget release and it definitely satisfies in that regard.

The only real problem with this game is the lack of characters (4 hidden characters, Kumiko? It's just two AFAIK) and the reuse of sprites, which shouldn't be a surprise to ANYONE, but for some reason seems to be a real issue for people who didn't used to care. Perhaps the three-year gap between CvS2 and this game is what's done it for people.

I'm beggining to think that the reason the character roster is so low is because Capcom is using this as a "test" to see how having a game with different play styles for certain sets of characters works and to see how balanced it can be.

I also get the feeling that like both Marvel Vs. Capcom and Capcom vs. SNK, the sequel will more than likely double the roster and add in more options.

Still, this game feels balanced and offers some new character match-ups that haven't been done before in other vs. games. It's good see characters like Jedah, Urien, Alex, the Warzard Crew, Rose, Karin, and Guy in a game other than their own.

This game is definitely worth picking up if you're a fan of Capcom's fighting games. If you're only a casual fan, Street Fighter Anniversary Collection is definitely the way to go.

It's also worth noting that this title will be hitting the Xbox next year (so it's possible more could be added, but doubtful) with online play.

The bottom line: A game like CFE is still much more welcome than the umpteenth port of a Street Fighter game to whatever console is currently out in my book. More time definitely should have been spent on the roster, and SNK's equivalent to this game, Neo-Geo Battle Colliseum, looks much more promising. KOF 2003 for the PS2 is also a much more impressive port and has the extra options a home game needs.
 
Top Bottom