The Bottom Line: There are better games out there, and it has its faults, but you would not be unwise to purchase this engaging take at two classic fighters.
toolhead's Full Review: Capcom vs. SNK 2: EO for GameCube
Being of an age where I can remember playing the original Street Fighter II in the arcade, this game comes as a very welcome gift to a gamer who is still clinging to the slightly faded (though not extinct) 2-D fighter genre. To me, Capcom has always been the king of the genre, and their company-combining games (such as Capcom vs. Marvel) have always been a great pleasure to play. Capcom vs. SNK 2 is no exception to this rule. This game is a complete blast, and worth the $40 pricetag you'll find in most retail stores. If you are a fan of fighters, of any platform, or even just enjoyable games in general, you'd do well to buy this one as soon as possible. Let's take a look at what makes it so worthwhile:
Gameplay: 9 out of 10. Simply put, this is the most intriguing, addictive, and flat-out entertaining 2-D fighter I've played in years. It does not get any better than this...with over 44 characters total (split right down the line between companies), six varied fighting styles, and a handful of helpful (and some not-so-useful) options, you'll never have the same match over again. As far as the fighting itself goes, each character has an amazing array of moves and special attacks, and the game also stakes claim to a fine combo system (though other games are better known for this, namely the Tekken series). Most importantly, the action of the game is nothing less tan addictive, as the wide array of characters, moves, and styles offers countless hours of old-school fighting fun. It's just a damn entertaining game to play.
Graphics: 8 out of 10. Because of its 2-D graphics, some younger or more elitist gamers are sure to stray from this game, but I urge them not to do so. As far as 2-D fighters go, this one is a Monet masterpiece amidst a sea of Crayola-drawn rubbish. The graphics, both fighters and background, are splendid, and fun to look at. This isn't a game that makes you want to turn it off simply by looking at the screen...quite the opposite, in fact. There is some moderate pixelation in the fighters themselves sometimes, and the cell rate does suffer during busier matches, but all-in-all, this game shows just how far Capcom has come since the days of their Super Nintendo fighters.
Sound: 8 out of 10. Another category that is very well-handled, with only minor improvements that might be made. The sound in this game is very precise, engaging, and sometimes even humorous (the characters' taunts in particular). The background music is less than enjoyable, sometimes bordering on madenning, but of course, there's an option to turn that off, should it really get to you. It's not outright terrible, but it could've been done better, overall. In the end, the sound is not found wanting in this game, and it's good enough to make you take notice, but not distract you in a fight.
Controls: 7 out of 10. This is the main gripe most people will have with this game, and I will also admit, that the controls take awhile to get used to. Most gamers, when picking up the game for the first few rounds, will be prone to whine about confusing or ineffective controls, but after awhile, this problem takes care of itself, and most fighters will adjust quickly to the Gamecube's 'unique' control style (which, admittedly, was never designed with fighting games in mind). If you aren't used to the Gamecube's selection of fighting games, or have only experience with Playstation/arcade controls, you're going to be in for a beating for awhile. Many players find the GC controller hard to handle, especially in a game like this, and you might find them aggitating and difficult to grow accustomed to (almost everyone I've talked to about this game has gone through it). However, after 20-30 minutes of gameplay, you'll likely be asking 'What controls?', as this issue smoothes itself out over time. I should also mention that there's an option for beginners, called 'GC-ISM', which reduces each character's special moves to the flick of the yellow C-stick. This is both a blessing and a curse, as it helps beginners learn special moves (or at least what they look like) quickly, but spells an unfair advantage over even the most experienced players.
Value: 10 out of 10. This game is only forty dollars in most stores, and it's one of the very few games I'd say is worth the price tag. You'd be very hard-pressed to find a better fighter, of any kind, at least on the Gamecube, that's equally worth the price you'll pay for it. It's a bargain at twice the price. Hours of gameplay, replay, and mastery will be a given for anyone who pays the price of entry. It's one you can play for hours on end, even in single player mode, and still not get bored.
Tilt: 9 out of 10. In spite of the minor complaints I have with Capcom vs. SNK 2, it's still one of the best 2-D fighters I've ever played, and surely worth any Gamecube owner's money. If you're looking to discover what fighting games were like before all this Tekken nonsense, or an older player looking for a worthwhile trip down memory lane, I think it's safe to say you couldn't find a better game for this. I love it, and highly suggest all Capcom and SNK fans, young or old, go and buy this immediately.
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