Collider goes to an early Capcom E3 Event
6/28/2008
Posted by ColliderStaff
Written by David J. Gralnik
Capcom held a pre-E3 event last week to show some of their biggest upcoming games. I was in attendance, and, because I was pretty much the only appointment at the time I selected, I got ample time to try out what they had to offer. Yes, this means that I got about an hour of in depth sit-down time with the relatively complete arcade build of Street Fighter IV. In addition to that, I played demo builds of Bionic Commando, and the new – surprisingly addictive - Neopets: Puzzle Adventure.Much in the vein of how I usually handle my previews, I am going to let you locate the story summaries for the games, and I will supply my impressions.

Street Fighter IV
After playing Street Fighter 3: Third Strike, my love for Street Fighter 2 waned a bit. Purely on its own merits, the parry system used in Third Strike elevates it not only above any other game in the Street Fighter series, but it also stands as the finest 2D fighting game ever created. So, when I heard that Street Fighter IV buried the parry system, I was a bit worried. The new “focus attack” system remedies this by re-imagining the parry for a slightly less (and I’m sure I’ll eat these words in two years) hardcore audience. In Third Strike, the player performs a parry by tapping forward on the joystick at the moment before an attack lands; this negates all damage from the attack and gives the player on defense an attack of opportunity. It takes a ton of practice to perfect, but, after getting acclimated to the system, there really is no turning back. For the “focus attack” system, Capcom seems to be dulling the reaction time that the technique requires, and, rather than forcing the defensive player to initiate his/her own post-parry offensive, the focus system (screw the quotation marks) comes loaded with its own attack. That is probably way more information than most people care to read, but I’m writing this for the fans. With that in mind, fans want to know about how some of the new characters play. But, first, how is the game?

There has yet to be a good 3D Street Fighter; do not even mention the EX series, because it was complete and utter garbage – period. When Street Fighter IV was announced as a 3D game, there was a brief uproar in the ranks. Nobody wants sidestepping, Virtua Fighter (which is the best 3D fighter – true story) style gameplay in Street Fighter. So, when Capcom announced that it would be more like 2.5D (3D on a 2D plane), a sigh of relief resonated throughout the message board ranks;Street Fighter IV plays like a 2D fighter in 3D. The characters respond with the same speed and precision that is to be expected from the series’ 2D entries, and the gameplay feels like a comfortable middle ground between Street Fighter 2 and 3. Since my favorite Third Strike character – Dudley - was not available, I defaulted to Ken. This game really nails this character’s essence, and that is no easy feat in 3D. Ken plays fast, loose, and anyone familiar with his Third Strike version will feel entirely at home with the new rendition. This is amazing because, once again, Street Fighter, is not supposed to be good in 3D, yet, somehow, Capcom is making it work. The hit detection seems dead on and all Ken’s cross-ups are still present.

Easily, the coolest new character is Crimson Viper. Her ability to get around the screen quickly – in addition to her augmented super-jump and interesting move-cancel opportunities – makes her a refreshing character to play. Rufus, a character that I genuinely did not expect to care for, may be the first person that I choose to focus on when the game releases. A strange mix of Third Strike’s, Yun and Dhalsim, Rufus is an obese, mind-bogglingly agile character.
The version that I played was a finished arcade cabinet, but, upon asking about what new characters were still coming (or, if there even were any), I was told that there could be some new ones added to the arcade version. Catching onto this, and asking for clarification on why he makes the distinction between arcade and console, the only answer he gives is a smile. I don’t think Capcom is done surprising fans just yet. I will reveal who this individual is in an upcoming article, but, if you are familiar with what the name “S-Kill” means, you may want to check back in the future.
Bionic Commando (Xbox 360, Playstation 3, PC)

It is probably best to lead off with the good news; the swinging mechanic is shaping up very nicely, and flying around the game’s environments allows for great degrees of vertical experimentation; if you see it, there is probably a way to swing over to it. In addition, the developers are placing great focus on assuring that swinging requires a certain degree of skill and finesse. Accomplishing my first successful swing felt refreshing, and it really does allow for that elusive “I wonder if I can do that” feeling that games like Crackdown manage to achieve. The nonlinear, physics oriented swinging seems to allow the player to develop his/her own level traversing style, and the addition of being able to adjust the grappling hand’s slack adds to the feeling of total almost total control. Now, the most obvious comparison – which I will not attempt to dodge – is to the Spiderman console games. Short answer: this feels far more fluid and offers exponentially more things to attach to. Spiderman auto-attaches the player to surfaces while Bionic Commando offers precision aiming.

The games visuals are shaping up fairly well but are nothing to really write home about. The poor quality of the demo’s television could be part of the issue, so I will reserve judgment for the near final release. The framerate drops below my comfort zone with an uncomfortable frequency, but this is probably nothing to worry about; the game is not coming out until the end of the year (at least).
The actual action portion of the game is where the real work needs to be done. Shooting enemies fails to be engaging, and, even though they act as physics agents that can be manipulated by the grappling arm, grabbing them just lacks any sort of punch. This could be remedied by possibly adding a bit more weight to the bodies and world objects. Even picking up a car and flinging it lacked the satisfaction that it should almost certainly have. The world seems to be dense with objects just waiting to be thrown, and all they have to do is go that extra mile in making the actual act of throwing more fun. The game’s crosshair has an odd, choppy effect to that makes aiming a bit of a chore, and, seeing as how they are placing such focus on orienting the game with skill in mind, they really need to smooth out the bare essentials.
Neopets: Puzzle Adventure (Wii, Nintendo DS, PC)
Do not disregard this game! With that out of the way, the developers behind last year’s Puzzle Quest - the life decimating addiction that makes wives into widows and children into orphans - are going to make you love Neopets, and there really is not a damn thing that you can do to stop them. To add insult to injury, they are basing the mechanics on the classic board game, Othello; yes, they will force you to love that as well. So, to sum this up, it is a power-up laden version of Othello that involves collecting over 100Neopetsto use as spells, and a huge portion of the game’s strategy comes from selecting which Neopetswill accompany you in battle. Judging by the time I spent with the game, this will add an enormous amount of strategy and depth to the play experience, and this will especially factor into multiplayer matches.
Overwhelming the player with colorful effects and cute, well-drawn characters, the Neopets’ visual style is as undeniably charmingas it is visually polished. However, along with all of the whimsy comes a huge setback – as of sitting down and playing the game, the DS version will not have online multiplayer. I pleaded with the developer to see reason, but he merely sympathized with me and attempted to change the subject. It would be a monumental shame for them to leave online out of the DS version, and, at least in my case, will severely influence the trajectory of my purchase decision in the direction of the PC version.


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