Showing posts with label capcom. Show all posts
Showing posts with label capcom. Show all posts

Monday, 17 May 2010

Review: Lost Planet 2 (360)

A giant insectoid-like beast busts up from the snowy ground with an almighty roar. Immediately it catches me in its sights and begins to charge. Armed with only a simple machine gun and a few paltry grenades, I engage the enemy, dodging its first attack before turning around and plugging it full of lead. Some of my shots bounce off its hardened shell but others directly hit its yellowy fleshy tail instead, resulting in another hollowed roar from the creature. At this point I make a hesitant dash for a nearby semi-destroyed building, hoping to gain at least momentary cover.

Inside awaits more of the vile Akrid parasites. It turns out that I’ve just entered this creature’s makeshift nest. Immediately, without fail, I begin to blast my way through swarms of smaller spider-like Akrid, and into the pulsating eggsacks, safe for a short while from the chaos outside – my team are busy getting slaughtered by the huge beast outside. After clearing out the half-standing structure of all its living inhabitants, I take my beef back outside with me. Guns in full blaze I throw everything at my disposal against the giant beast whilst its intently distracted – shooting mercilessly at its now red little tail - and after another roar, plus the obligatory pool of blood and puss, it finally comes crashing to the ground.

Looking around, there are wide-open spaces for miles, the view of snowy particles being blown throughout the air, and the sheen of the glistering white environment reflecting back the light given off by a obscured sun. The Akrid beast is dead, oozing puss and drenched in its own blood, before shattering into a thousand frozen pieces. It was remarkably beautiful and ugly at the same time. The hard exterior shell revealed its intricate markings, while its fleshy body is both soft, and solid at the same time, covered in sheen and detail. Everywhere you look there are wondrous sights full of character, all contained in and around some lovely white vistas.


Welcome to Lost Planet 2! An experience that starts off unsurprisingly like the first game. The stunning visuals, quite possibly some of the best seen on any console to date, along with the tried and testing third-person gameplay mechanics, are every bit as polished as they were the last time around, although now feeling a tad dated. In fact, for the first few minutes or so, Lost Planet 2 is nothing but a solidly made and pretty entertaining action game. Insanely large creatures, huge guns, and lovely environments combine to form a familiar but fun element of shooting action. Much of what was so good about LP1 is also still reasonably good here, and while many of the little niggles are still present too, there are larger issues that you’ll be complaining about.

However, shortly after things take a turn for the worst, as parts of this sequel’s poor design begin to break through the solid foundations built up by the original game. It’s pretty clear that Capcom were keen to have a different gimmick driving how LP2 works, and to this end two distinct elements have been shoehorned into the experience.

One being the multiplayer focused single player campaign, in which you are merely part of a four-man team. And the other, a revised continue and checkpoint system which bares more than a passing resemblance to the hardcore games of old, ill-suited for the gameplay on offer here. These two elements are inexplicably linked together in a way, in which on there own wouldn’t pose so much of a problem, but together they conspire to break the game on so many occasions, leading to numerous bouts of frustration and fist clenching anger.


Keeping things together is the return of the thermal energy meter from the first game. Unlike in LP1, your thermal energy (TE) gauge isn’t constantly depleting. Instead it continuously accumulates more TE as you kill and collect it from fallen foes and various data points scattered around your environment. When you take damage, and as your health bar begins to runs dangerously low, you have the option of using this TE to restore lost health, thus preventing you from loosing a precious life. You’ll certainly be needing this boost, as in LP2 most large enemies have almost ‘instant kill’ attacks which leave you very little time to escape for cover, or simply in many cases, regenerate your health.

To make matters worse, the game is always pushing you towards an offensive solution. Done mostly in order to recoup lost TE as you battle it out amongst the native wildlife and nomadic Snow Pirates, putting yourself in harms way during times in which a more carefully thought out approach would be preferable. TE however, is the least of your concerns later on in the game, with the lack of save points and temporary checkpoints making this part of the experience a frustrating and sometimes an unplayable one.

The checkpoint, life, progression, whatever you want to call it system in the game, centres on something called the Battle Gauge. You start off with 500 battle points, and receive 500 more for every checkpoint you reach (data points that you activate), or 1000 if you happen to be piloting a VS suit. Every time you die, you loose a certain amount of battle points, and are respawned from the nearest data point. Loosing all of your battle points however, means that you loose all of your checkpoints and instead have to replay the entire chapter all over gain.

Chapters can range from anything from 20 to 50 minutes to complete, depending on both their length and player skill level. Either way, it means that if you get stuck on a particular boss, or mission, and end up constantly dying, then you are gonna be replaying a vast amount of content again and again before you get it right.


It doesn’t help that the game isn’t exactly signposted when it comes to telling what to do. Especially I have to say, with regards to some of the boss battles, which not only require you to work out the correct solution of dealing with them, but also working as a team to bring them down. Unfortunately, the complete lack of CPU controlled AI makes this task an infuriating one. It’s all too common in LP2 to have certain parts of the game in which working as a team is essential to score a solid victory, without the frustration and hopelessness which occurs during solo play.

The boss battle at the end of chapter 3 is a good example of this. Set upon a speeding train, you are tasked with battling a giant sandworm whilst attempting to prevent the train from being obliterated. Right at the front of the carriage you are presented with a handful of giant ammunition shells lying around, and a huge gun-turret to load them into. Aiding you in this task, is a small, rather illegible diagram showing you where on the train to load these shells, and the also the position of the engineering room, required for fixing up the train as it sustains damage.

It is clear that the game wants one person to load in the shells, another to distract the boss, another to look after the engine room, and someone to take control of the gun turret. This is great if you’re playing with four other people, but by yourself, it’s a hopeless mess. The key here is teamwork, something that your AI buddies don’t have a clue about. They’ll simply stand around getting killed and leaving you to do all the work, making the challenge so much harder. And as you are running back and forth trying to load the shells you’ll be frequently attacked, being thrown off the train and forced to restart the whole encounter all over again.


With two or more people playing this doesn’t become so much of an issue, making finding a solution for dealing with a boss easier to find, and coordination almost second nature. Of course playing with friends is likely to yield better results. But either way, the multiplayer sessions allow the game to be far more playable than going it alone. It’s just a shame that the single player campaign seems to be completely tacked-on the end of the game, like LP2 was designed to be an online only experience.

During online play the battle points system still gets in the way, which is unfortunate. With all four players sharing the same battle gauge, each player can only afford to die two or three times at the most before the gauge runs out and everyone starts the entire chapter again. On your own you could afford to take a more few chances and die a handful – or two - of times before exhausting your battle gauge, even though the overall fight is made much harder without a coordinated team behind you.

That said Lost Planet 2 isn’t a bad game by any means, it’s actually pretty good at times. A potentially great experience, let down massively by Capcom’s insistence on shoehorning in new and unwanted gameplay mechanics to a system which didn’t require radical change. The return of the TE meter works in the game’s favour, and the core gameplay on offer is almost fun as it was in the first game. However, it’s just that the new elements that have been added really threaten to break apart the game, and on many occasions they do so almost effortlessly. When this happens, all of the hard work and solid gameplay mechanics built up by the original LP is completely overshadowed, leaving an experience which is an excise in frustration.

Visually the game can’t be faulted. It looks stunning! LP2 delivers some of the most detailed texture work seen in a videogame so far, along with splashes of intensely delivered particle and smoke effects. Again, being some of the best we’ve seen. The Arkrid creatures are all incredibly detailed; lots of impressive shader effects, bump mapping, sheen and reflections. The environments, like with the first game, are filled with wide-open sprawling vistas, packed full of personality and intricately crafted characteristics. Most of all, the entire game looks and feels distinctly organic, never looking like a fake plasticky resemblance of reality.


It’s rather unfortunate then, that the gameplay fails to live up to the technical heritage on offer, with the solid core experience broken down and compromised by the developer’s need on including new and gimmicky features. All Capcom had to do was to take what worked in the first Lost Planet, and then up the ante with this sequel. Being bigger and more bad-ass, doesn’t mean better, and although it is clear that Capcom wanted to have a scale that was so much wider than in the first game, they have failed to provide suitable gameplay and progression system to really back this up.

In the end, Lost Planet 2 is one of 2010’s biggest disappointments, failing to live up to the standards set by the original game, and placing too much emphasis on the multiplayer aspect. Not enough thought has being put into solo play, and it shows. That, along with the ridiculously outdated (for this style of game) save and continue system, makes this sequel a rather substandard experience for all those concerned.

The original Lost Planet, as it stands, is a much better choice if you want to experience some of the delights of E.D.N III, and although this sequel does still deliver some (very brief) flashes of brilliance, it also completely misses the mark most of the time.

VERDICT: 6/10

Thursday, 6 May 2010

Tech Analysis: Super Street Fighter IV (PS3 vs 360)

With nearly every big release here at IQGamer, it is almost a given for us to have our trademark technical analysis to go along with our in-depth review. But with Super SFIV we were considering skipping over the whole tech thing seeing as the differences are so small between the two versions, that whilst the game is running (at the preferred 60 frames per-second) it is almost impossible to tell the differences apart.

That would however, in our humble opinion, be doing our loyal readers a disservice. So instead of simply glazing over the technical aspect with our enthusiastic review, we are going to put Super SFIV through its paces as per usual for the full tech treatment.

Okay, I’ll start be saying that the same things which applied to last years Street Fighter IV, on both PS3 and 360, applies to this Super edition too. Everything from texture work right down to how the shader effects work, are handled in exactly the same way, although rendering resolution is the same on both platforms this time. This means that if you know about how the last game performed on both systems, then you know for the most part how Super SFIV performs as well.


Super Street Fighter IV is rendered in 720p (1280x720) on both PS3 and 360, with the 360 getting the usual 2xMSAA (multisampling anti-aliasing), whilst the PS3 version once again features no AA solution of any kind. This lack of AA only really manifests itself in scenes with high levels of brightness, in which such high contrasting areas create a slightly jagged look to the edges of polygons in the game, along with a small amount of edge shimmering too. Most of the time it is barely noticeable at all, and the only benefit is that the 360 game looks slightly cleaner at all times.

During performance of any Super and Ultra moves, along with the real-time pre and post fight intro and ending sequences, the PS3 game no longer drops resolution down from 720p to 1120x630 unlike in SFIV. It seems that through optimisation, that Capcom have managed to solve some of the bandwidth issues that may arise from the fact that PS3’s RSX GPU has access to less overall bandwidth than either the 360, or the Taito Type X-2 board the original SFIV runs upon. Essentially, all the transparency effects that are displayed onscreen during a Super or Ultra move vastly eat into each system’s bandwidth. However, it just so happens that this time around, that capcom have found a way of maintaning full 720p resolution on both platforms at all times.


In addition none of the normal transparencies or special effects have been rendered at lower resolution either, instead solidly maintaining 720p throughout. Quite clearly this increase in resolution isn’t the most noticeable change when comparing the two versions side by side, and especially whilst in motion at a constamt 60fps, in which they both look identical.

Perhaps the most noticeable difference comes in the form of texture detail, or more specifically, from the observation that the 360 version has slightly more detailed textures, which are used in some of the background scenery found in the game. These, along with some of the background objects are indeed rendered in 1120x630 instead of 720p on the PS3 build. You can see this happening clearly in the screenshot below, just look at the trees in the top right hand corner.


At worst, these lower resolution textures and objects make some of the background details appear a little fuzzy when comparing the two in real-time 60fps, though nothing particularly intrusive. Whilst at best, it is barely even noticeable at all, unless of course you switch between seeing the two versions on the fly. But this isn’t something that people usually do when playing games, so it really isn’t an issue, just another observation.

Texture filtering on the other hand looks to be identical on both versions of the game, which is somewhat surprising, considering the PS3 usually gets the exclusive advantage of having almost free use anisotropic filtering. This time around, both PS3 and 360 versions feature equal amounts of AF, with detail being visible far off into the distance. Yet another sign that the game isn’t perhaps pushing the 360 as much as it is the PS3, with all its use of alpha transparency effects sucking away potential performance.


Last time with Street Fighter IV, we noticed that in terms of shadowing on both systems, it was the 360 game that had the obvious advantage. Microsoft’s version featured not only softer shadows than the PS3 game, but also had exclusive use of self-shadowing not found in the Sony build at all.

For Super SFIV this has changed. Now both version feature self-shadowing – where a character casts their own shadow over themselves - as so evident in the screenshot below, while the 360 version also features the use of more natural soft shadows. The PS3 game on the other hand, uses a sharper more conventional shadowing method, although this isn’t visible during fast 60fps gameplay, and is barely visible when the characters are in their ‘standing’ positions.


When it comes down to it, Super SFIV is pretty much equal on both platforms, with the PS3 game becoming even closer to the 360 one compared to last year’s SFIV. Some differences remain, like the lack of any anti-aliasing on the PS3 game, along with one or two missing effects and the occasional lower resolution texture. The use of self-shadowing on the PS3, and equal amounts of texture filtering balance out any differences to the point that when seeing the game in motion it doesn’t really matter at all.

You have to remember as well, that in screenshots the differences are more pronounced, as they also are when you pause both games and view them one after another on the same telly. Of course there is still a small image quality advantage given to the 360 game, but really, this is only visible at certain points throughout the game and not all the time, making it a factual, but somewhat moot point.

In terms of recommendations, both come equally recommended, with your choice most likely to be dictated by what controller options you have available, and not by the very minor graphical differences on offer here. People without a separate arcade stick or specific fighting game control pad would be better suited with the PS3 game, as the Dual Shock or Sixaxis controllers both perform better than the 360 one. On the other hand, 360 owners can still get the same polished experience with the aid of a separate pad or stick.

Either way, both versions are visually superb, and the overall game itself is perhaps the best beat’em up available on current-gen systems. Whichever console you happen to own, Super SFIV is well worth the asking price, especially for fans of the series and people who missed out on the original game. All I’d say is that to get the most out of the experience, then you really need either an arcade stick or USB Sega Saturn pad, and that goes for anyone regardless of the version you happen to end up buying.

Tuesday, 4 May 2010

Review: Super Street Fighter IV (PS3)

Street Fighter IV came out of nowhere, riding high upon a strong wave of retro-themed revitalisation, and reconnecting with the gaming public in a way absent from the series since the likes of Street Fighter Alpha on Saturn and PSone. The game managed to bring the franchise into the next-generation like no other 2D beat’em up has done before, combining lavish 3D visuals with old-style 2D collision box based gameplay, at the same time redefining just what this series was about. Capcom had succeeded in bringing back the series into the limelight when pretty much most of the community thought that they would fail to do so, and in a way that did the long running series proud.

Super Street Fighter IV then, isn’t so much a sequel or drastic upgrade to last years game. But instead delivers a small bag of tweaks and subtle rebalancing, along with a host of new and returning characters. New faces are joined with new backgrounds, special moves, and the most accessible, and in-depth version of Street Fighter IV yet. It’s no surprise that SSFIV isn’t a brand-new game, but merely an enhanced version of last years popular re-birth. And whilst many hardcore fans will be drooling over its release, everyone else may be left wondering what all the fuss is about.

However, it doesn’t really matter, as either way you slice it, SSFIV is perhaps the best game in the series since the hardcore Street Fighter III Third Strike, or for me, since SF Alpha 2 and 3.


Upon starting up the game, the first thing you will notice is the lack of that ‘indestructible’ theme tune (for better or worse?) along with a brand new intro sequence and cool looking ‘super’ title screen. The entire presentation has been given a lift despite being very similar to latest year’s original SFIV, with influences from past games showing themselves in the various menus and the ‘character select’ screen. This screen in particular, now looks like a cross between the one found in Super Street Fighter II Turbo, with the art direction of SFIII Third Strike, whereas in SFIV this very same screen seemed to be based on Alpha 2 and vanilla SFIII.

The small tweaks and homage’s don’t end there, with all the intro and ending movies for every character being completely redone from scratch, looking like they fit in a lot more closely to the actual character art used throughout the game. Their actual content though, is somewhat shorter, with each character’s story only giving you a glimpse at what is really going on. Of course the SF series has never been about the story, but instead the accessible and completely in depth gameplay, which has been a constant focus for all those who continue to be involved with the series.

All the biggest changes to Capcom’s latest are concealed largely under the hood, with various character specific tweaks and crucial balancing to ensure that no one fighter stands to have an overall unfair advantage against another. Sagat for example (SFIV’s highest tier character), has had his Tiger Uppercut damage reduced and has been made more of an ‘execution’ style character, reducing his overall top tier status inline with someone like Akuma, who has his easily exploitable ‘LP’ into ‘LK’ loop removed; Ryu has had his Shoryuken adjusted, now performing two hits instead of one when activated with a ‘heavy punch’; and Rufus has had his ‘EX snake’ damaged reduced.


There are many more things that have been changed, such as each character having two ‘Ultra moves’ instead of one (though some have three or four even), whilst reducing their overall damage done, in turn making the match less about building up to a giant combo-based endgame. Also of the two ‘Ultras’ that you have available (you can only select one for use in the fight), one is a longer-range offensive type, and the other is more for close-quarters use, mainly I suspect for defence or countering. The new cast of characters also are largely more offensive in their play style than many of the ones found in SFIV, creating a balanced roster of offensive and defensive types.

From these and the other subtle tweaks, you get the idea that, as a game, Super SFIV is the most finely tuned and well-balanced instalment in the series so far. Sure there might be a few fans who think their favourite character is a little underpowered or low down the rankings, but by and large there is at this point in time, very little to complain about. Also, from the dozens of matches that I’ve played online, I can solidly say that the few complaints about some of the characters exploiting certain moves for a guaranteed effect is no longer an issue, instead being more about your own ability to deal with them.


Coming to the fray, a total of ten new characters have entered the world of SFIV. Two of which are completely new creations for this game, whilst the other eight are pulled right out from previous instalments in the franchise. Taking the spotlight is both Hakan and Juri, new to SFIV; backed up by Makoto, Ibuki, and Dudley from SFIII; Guy, Cody and Adon from SF Alpha; and lastly T. Hawk and Dee Jay from SSFII.

Every one of these characters are pretty much unique creations which play differently from the rest of the cast. Although some comparisons can be made between, for example, Dudley and Balrog are both boxers, but with very different styles that are instantly apparent when you see them in motion. The good news is that unlike in SFIV, all of these and the original cast are available right from the get go.

Out of all the new additions, it’s Hakan and Juri which are of the most interest however, especially Hakan, whose fighting style is unlike any other I’ve ever encountered in a fighting game, 2D or otherwise. Hakan is the video gaming worlds first Turkish oil wrestler, a slow beast with the ability to quickly slide around the ground smashing into his intended target, before then squeezing every last drop of life from their lungs. Everything he does is at first the cause of much hilarity, although he can be deadly in the right hands.

The second newcomer, Juri, a quick and very nimble fighter, is also somewhat different from what we’ve had before. Plenty of aerial kicks and multi-directional fireballs make up her arsenal, many moves being well suited for quick countering potential. In particular her entire repertoire seems to be based upon the game of surprise, with her moves making it difficult for her opponents to know what to expect. Her fireball, for example can be stored after being activated for later use against an opponent. All you need to be able to do is to keep one of the ‘kick’ buttons held down, and then unleashed that little present for your opponent.


There’s no need to explain the rest of the bunch, as I suspect that anyone reading this should be familiar with past Street Fighter instalments. If not, then I’ll just say that you have here some of the most diverse and most rounded bunch of characters to appear in a fighting game. Each one seems to have been well balanced against the rest, and some who were a little too powerful in SFIV have been toned down, just ever so slightly, making things even more level than before.

With 35 characters in total, there’s plenty of familiar faces and some newcomers to learn and master, all of which should keep hardcore fans playing for a long time online, and casual gamers at with a lot of variety to hold their interest.

Other than the inclusion of new characters and a re-balancing of the underlying game engine, the biggest change comes in the same of Super SFIV’s online modes, and ranking points system. In the original SFIV your overall rank was determined by how many battle points you had, and this went up or down depending on if you were winning or losing matches regardless of which character you decided to choose. Whilst it easily showed off who was the overall best at the game, it also meant that a huge amount of people playing online never changed the character they were using. Instead people refused to experiment online, and that resulted in many fights against similar characters in most ranked matches.


For Super SFIV Capcom have introduced a dual points system, one tied directly to individual characters (Battle Points) and one used to determine the players overall skill level (Player Points). This means that although your ‘Player Points’ changes when you win or lose with different characters, your ‘Battle Points’ for other characters does not, allowing you to experiment knowing that your best characters will still have their high ratings but simply at the expense of your overall player rating, if you aren’t so good with some of the others.

Put simply, this new system works brilliantly and certainly gives you the opportunity to try out different characters online against other players without ruining all of your ratings. Both ‘Player Point’ and ‘Battle Points’ are visible on the game’s leaderboards, letting you see how you fare against others, whilst also providing a solid system for high-level players to keep track of how well they are doing. It’s a system which feels like a natural progression from the one started in SFIV, and the best to grace any fighting game to date.


There is of course, a lot more to Super SFIV’s online game than just standard ranked matches, you also have the option of Endless battle and Team Battle too, both bulking out the non-ranked match options available. The Team Battle option sees you matched up for some 2v2, 3v3, or 4v4 action, allowing you to watch the other opponents matches as you wait for yours to arrive.

Endless Battle on the other hand, basically replaces the Player Match option from the last game, instead queuing you up with a series of other players in a ‘winner stays on’ type scenario, just like if you were waiting inline in an actual arcade for a match. As a replacement for the standard Player Match option though, it’s mildly disappointing as you have to wait for a few other matches to finish before you take your turn, making this a poor substitute for online practice before going into proper ranked battles. It is pretty cool however, if you want to observe other players and learn more about the game engine, seeing how people play characters in a completely different way to how you expect.

Also, for those of you who like to watch a bit of SF rather than just playing all the time, there is a fully featured Replay Channel option available, which gives you access to loads of online match replays from round the world. Everything from high ranking matches to beginner bouts are available, complete with the ability to slow-down the replay speed and the option to display damage numbers to get an idea on which moves and combos are most effective in high end battles. This of course completes and complements the more developed nature of the online modes in Super SFIV, though strangely the rather excellent Championship Mode from the original SFIV is missing, with Capcom instead electing to deliver a Tournament Mode of sorts to Super SFIV later next month (15th June we have been told).


Outside of the online modes and play, you also have Arcade, Versus, Training and Challenge Mode. Both Survival and Time Attack are noticeable by their absence, although instead, you can now play both the car and barrel bashing bonus games in a separate mode selectable from the main menu screen. Other than that, there is little for the solitary player to do outside of the Arcade and revised Challenge mode. Instead, it certainly seems that with these changes, that Super SFIV is definitely calling you into its world of fast-paced online action. Now that’s not such a bad thing, since most of your time spent will be playing against others online, and really, this multiplayer focus has always been the series meat and potatoes.

Lastly, you might also be wondering about the bonuses that Capcom had promised for players that purchased last year’s SFIV and this new ‘Super’ instalment. Well, this basically amounts to two different special effect costumes available for use on any of the characters to be found in the game. Rather than kitting out the fighters in new threads, these options make the character models look a lot more the ones seen in the game’s intro sequence. A nice touch, but we could have expected at least a little more, like extra ones of those pre-order costumes that will no doubt be available for purchase later on down the line.


With all that said and done, thumbs blistered, arcade stick broken back in again, Super Street Fighter IV is perhaps the best fighting game available this generation, 2D or otherwise. It is easily accessible to beginners and casual fans, whilst being filled with enough depth to allow a degree of mastery that only a select few players around the world will ever reach. You only have to look at the huge list of unique characters, lovingly crafted visuals, and beautifully polished game engine to know that Capcom have once again come up with something special.

However, what we have here isn’t a completely new game, and many casual owners of last years SFIV are unlikely to find enough new content to justify its purchase. That of course was always going to be the case. But whereas last year’s SFIV was squarely aimed at everyone, with the hope of bringing back the franchise into the limelight, Super is aimed at the regular franchise devotees and casual fans looking for more traditional 2D beat’em up action – and boy do they get it.

Overall, Super SFIV doesn’t redefine the boundaries of modern day 2D fighters like the previous release did. Instead, Capcom have gone back and subtly re-worked what many consider to be modern day pinnacle of the genre (myself included), and have created what can only be described as the most finely tuned, well balanced, accessible and wholly exciting fighting game available on any of today’s current crop of consoles. Street Fighter IV was merely the catalyst, an opener to restart the mighty Capcom fighting game production line. Super SFIV is the continuation, and an essential purchase for fans, hardcore players, or anyone who missed out on the previous release.

VERDICT: 9/10

Wednesday, 21 April 2010

Revealed: Marvel Vs. Capcom 3 Is Coming!

If you thought that Tatsunoko Vs. Capcom represented a hardcore comeback for the ‘Versus’ series then you ain’t seen nothing yet, as for yesterday in the early hours, Capcom officially announced the arrival of Marvel Vs. Capcom 3: Fate of Two Worlds. The game pretty much is the first proper instalment in the original ‘Versus’ series since Marvel Vs. Capcom 2 was released some ten years ago, and is one of the most exciting things to come out of Capcom’s Captivate 10 games event.

Like with Street Fighter IV and Tatsunoko, MvC3 is coming to both the PlayStation 3 and Xbox 360 in all its 3D high definition glory, packing an estimated 30 or more characters – the amount depends on how much Capcom get done in the time limit they have – and all the series hallmark off-the-wall, hyper intense, super-combo busting action you’ve come to expect from a franchise with such larger than life icons.

So far Capcom haven’t disclosed the whole line up of characters that will make it into the game, although we do know that this bunch will at least be making an appearance. Confirmed via the trailer of the game and additional promotional art, faces shall include Ryu, Wolverine, Iron Man, Hulk, Morrigan and Chris Redfield. Whilst the artwork hints at the inclusion of Chun-Li, Captain America, Super Skrull, Deadpool, Felicia, Dante, Frank West, Mephisto, Black Widow and Doctor Doom. We have also been told to expect an end boss that Marvel says fans will appreciate.



With plenty of new franchises released between MvC2 and this game, it will be interesting to see how many new or unusual faces make an appearance in the game. Hopefully there will be some really cool surprises in the way of hidden characters, or supped up ‘evil’ versions so popular with fans with the ‘Versus SNK’ series of games. Perhaps we’ll find some of the lesser known, but far darkly and intense Marvel characters rarely seen outside the comic book universe. That would be an awesome treat for us 2D fighting fans.

MvC3 will see the return of the tried and tested system of ‘hyper combos’, ‘aerial raves’, and the return of the 3-on-3 tag-team mode that powered MvC2 all those years ago, along with new moves and another combo system. Capcom are calling it the "Evolved VS. Fighting System", although we think that its naturally par the course for a series such as this, and we expect some of the most successful elements from Tatsunoko to be included in this system as well. Capcom have also said that they haven’t quite decided on whether the main game will use and 2-on-2 or 3-on-3 system for the main game, and that way the assists work is still being tweaked.

Currently there’s no word on how simple or complicated the control set-up will be, how many buttons will be used, or whether a system similar to TvC will be in place. Seeing as this IS the next fully featured ‘main’ instalment of the original ‘versus’ series I would expect there to be a four or six button system of either light, medium and heavy, or light and heavy, punches and kicks, in additions to specials, hypers etc.

That game will fashioning the latest in Capcom 3D inspired 2D fighting, using what they are calling a "living comic-book" art style, which apparently will blur the lines between 3D and 2D graphics in a way which SFIV never could. From the trailer it looks like the series will feature a slightly more realistic and shiny look to the characters, stylised with the painted hand drawn effects used for SFIV. Different then, from both SFIV and Tatsunoko, whilst being a faithful re-envisioning of the franchise classic animated look, brought fully up to date.

The series will also mark the first time that a Capcom 2D fighting game has used their proprietary ‘MT Framework’ engine featured in Dead Rising and the original Lost Planet, and not the MT Framework 2 used in Resident Evil 5. The engine has been modified for use specifically for this game, and was no doubt chosen over the one used in Street Fighter IV in order to allow that ‘living comic-book’ style hinted at earlier on. I guess it would be easier to adapt an engine with certain features they are interested in using rather than to rework and incorporate them into the simpler one behind SFIV.

With regards to the artwork, it looks like the main cover-art for the game is being done by Shinkiro, which bares a striking resemblance to the one used for TvC, whilst the overall character art, which you can see on this page, is being done by the same artist responsible for SFIV and SFIII Third Strike. It’s not yet known just who will be providing the in-game artwork for the title, though I’d wager that the SFIV artist will be used for most of it, with perhaps Shinkiro being reserved for the box art and instruction manual work. At this point however, this is all speculation and we won’t really find out until the first playable build of the game, or gameplay trailer arrives.

All the music and sound effects are being updated, with the music in particular getting a full reworking, starting from scratch and avoiding the jazz-infused eclectic nature of the score behind MvC2. Taking you for a ride, not this time I’m afraid. Instead we’re hopeful that Capcom will take inspiration from the first three games in the series, bringing together that feel of Marvel, Street Fighter, and that uniquely stylised sound from hits such as Mega Man and Bionic Commando, all blended into one seamless ‘clash of the heroes’ type musical mash up.

Lastly, it is promsed that a more prominent storyline shall feature in MvC3 compared to previous games, which always were lacking in that department. We don’t for one minute expect a deep or epically driven narrative, but we are getting proper endings for all the characters in the game, along with SFIV style introductory cut-scenes.



Capcom will be showing off much more of Marvel Vs. Capcom 3 at this years E3, which runs from 15 – 17 June at the Los Angeles Convention Center. We are expecting the first proper gameplay trailer, or hopefully an early playable build sampling the delights of the new engine.

IQGamer will be covering the event in as much detail we can, and of course will be bringing all the latest on MvC3 from the event.

Tuesday, 20 April 2010

Review: Final Fight Double Impact (360 & PS3)

Two retro themed reviews in as many weeks, eh, not something you’d expect from a site calling itself IQGamer. However, I thought that it would be a nice alternative from the sometimes non-stop barrage of technically charged writing which can usually be found here. Also both titles were not only recent releases available on either Nintendo’s, Microsoft’s, or Sony’s online networks, but also franchises which we at IQGamer have fond memories of. So it made complete sense to cover them. Of course we’ve still managed to put in a little technical charm here and there, so overall it’s not without relevance.

Our latest retro escapade takes us back into Capcom’s world of street pugilism and swords and sorcery for Final Fight Double Impact, an XBLA and PSN release of both the original arcade version of Final Fight, and a little known title called Magic Sword, which explains the swords and sorcery bit.

The collection not only features both titles replicated arcade perfectly, minus unfortunately the original rendering resolution, but also comes complete with various display modes and online network options bulking out a rather basic arcade package.


When you first start up the collection you are presented with an online mode by default, it’s actually the standard mode of play just like in a real arcade. Although you can obviously start off by playing a game by yourself another player can randomly join in at anytime, just like if they were to plunk in a couple of pence into the local arcade machine. If you’re not a fan of this wholly arcade free-for-all nature at hand, then you can customise the game to allow for a single-player only experience. Or matches via invites only, like a private game session just for friends.

The arcade experience is pretty cool either way you slice it, and makes the package really feel like a proper arcade conversion in the home.


Another thing, which does just that, are the opening menu screens you are presented with for both games, which show off the games original arcade cabinet along with some artwork created for this XBLA and PSN release. When you go to play the game for the first time the camera zooms in on the cabinet with the screen becoming the central 4:3 picture, and the artwork on the cabinet becoming the boarders that usually fill out a widescreen picture for these old titles. You can of course start playing right away, with the screen warped like an old arcade CRT monitor and the game upscaled within that screen. In addition this mode also creates scanlines and a fake monitor glow to make it look like your playing the games through a camera filming the action or something.

Whilst being pretty cool, it is possible to select a whole range of image options to change the way these games look; from soft focus upscaling, to a nice sharpening effect much like in the XBLA and PSN release of Marvel Vs. Capcom 2, or even have the visuals untouched in what can only be described as a basic pixelated upscale. Personally, the full-screen ‘original’ option looked the best on my Plasma screen, and on my old Sony CRT (240p/480i native) in 480i looked the most faithful, although for LCD screens the games ‘sharp’ scaling option would clearly look better, as it does also on progressive scan HD CRTs.

Unfortunately there is no option to play either game in the original 240p resolution supported by standard def CRT TVs, and the Nintendo Wii for VC games. Neither the 360 nor the PS3 can output something that low, with PSone games on the PS3 via scart being interlaced out at 480i instead, just like what happens here with Final Fight DI. It’s not a major issue, but purists like myself will certainly feel like they’re not getting the entire experience as it should be.


Like with most Live and PSN releases of classic titles, there is an unlimited save anywhere option along with infinite credits also. This does take away most of the challenge from the game seeing as you respwan at exactly the same point in which you died when you choose to continue. It would have been better to have started off with something like five credits and having to earn more via playing the game repeatedly instead of giving infinite lives by default.

Alternatively it would a been a good idea to grant the option of infinite lives, but with fixed respwan points through the levels, making you do a bit of backtracking when you die. This wouldn’t have been ‘as in the arcade’ though, so it’s understandable why the option isn’t there. Also in Final Fight, it’s pretty damn clear as day that certain parts of the game was designed intentionally to suck up the last of any spare change you might have had. Not something that bodes all that well for a home conversion.


In terms of the games themselves, the first one on this collection, Final Fight, needs no explanation. It’s a side-scrolling 2D beat’em up, in which you walk along a path both horizontally and vertically through varying locals punching, kicking and smashing your way past a range of thuggish enemies, and tough end bosses. Weapons can be picked up and used, such as lead pipes, swords, knives etc, and health is obtained via eating turkey legs scattered around on the floors on each level. It’s basically just like Streets Of Rage or Double Dragon, but with a different cast of characters and better graphics.

Magic Sword on the other hand, is slightly different. The game is a weapons and magic based platform action game, stroke beat’em up, owing more to the likes of Shinobi than SOR or Final Fight. Using your trusty sword, you slice and dice through various enemies such as dragons, the undead, mummies etc, whilst throwing a few magic fireballs to even up the odds. As you progress along any one of the game’s 51 stages you pick up keys that free the many prisoners to be found locked away in the game. After they have been released they join you on your quest, helping out in taking out the hordes of monsters that lie in wait. Each of these prisoners has their own unique abilities useful against certain types of enemies, however you can only have one in your party at any given time, the last one that you freed.

It’s Magic Sword which proves to be the most interesting game of the collection, not least of all because this is the first time that I’ve played it – a rarity seeing as I’ve played most Capcom arcade titles released over the years - but also because Final Fight is a game that has been seen far too many times in the past, and Magic Sword is a refreshing discovery of an old style gameplay design so popular back in the 16bit 2D era. Both are completely worthy or your attention, Final Fight is still an excellent scrolling beat’em up, though not as accomplished as the last two SOR games, and Magic Sword is something different, but nicely familiar all the same.


Final Fight Double Impact is one of the best XBLA and PSN releases of a classic arcade or home title. A wealth of display options are available to suit the majority of tastes (again, sorry purists no 240p), along with a fully customisable online mode and a unique approach at recreating ‘that’ arcade atmosphere from some twenty years ago in your living room. Sure we have seen one of the games a little too much in the last ten years or so, a bit like with Street Fighter II on those many retro collections and VC releases. However this ranks up there as the most complete conversion yet, and comes packaged with another great title lost in the history of time, available for the first time at home.

If you’re looking for the definitive home conversion of Final Fight, and are intrigued by the inclusion of the unrelated Magic Sword, then this downloadable release is certainly worth picking up. Purists like myself might object to the lack or original resolution support, whilst everyone else will be more than pleased to see a fan favourite given so much care and attention. Playing side by side with a friend, or over Live or PSN, on games like this is a rarity, and one which Final Fight Double Impact does so well.

Resolution and slight display issues aside, there’s no reason not to recommend picking this up. Both games are as fun to play as ever, and the co-op online system is a great inclusion. More retro re-releases should be produced with this much thought and attention to detail in mind.

VERDICT: 8/10

Thursday, 11 March 2010

Capcom Shows Off Super Street Fighter IV At GDC

The odd and rather eccentric cast of characters in the forthcoming Super Street Fighter IV is about to get a whole lot weirder, as today at the GDC, Capcom unveiled yet another wacky addition to the line up of pugilists. Along with revealing a new character, they also showed off a brand new trailer for the game, featuring footage of new stages, new moves and of course, Hakan, the somewhat oily new addition to the established cast.

Hailing from Turkey, with a ruby-red skin complex, hulking great biceps, and a mean streak to boot, comes Hakan, the latest in a long line of grapple-based Street Fighters. This latest addition to the SF roster is bizarrely, a Turkish oil wrestler, a character who loves nothing more than to lube himself up with the slimy liquid, before using it to quickly slide around evading capture, whilst squeezing the seven shades out of anyone who stands in his way. Pretty odd you might think, but is that any different from the Rufus, whose size and sheer BMI does little to slow him down, making him a deadly contender to come up against.

It’s no surprise then, to hear that Yoshinori Ono went out deliberately looking for such a strange style of fighting when given the task of creating another new Street Fighting addition. His team whilst working on finishing the game actually spent time searching around on the Internet in order to come up with ideas for this latest creation, settling for an interesting and rather amusing fighting style. What’s more peculiar, is that Oil Wrestling is a recognised martial art common place in Turkey, and has been the inspiration for many over-the-top fight scenes in various action movies over the years – The Transporter easily coming to mind.


If you still think that the potential for such a character was a little off the wall, then wait until you see him battle it out in the game. Hakan is primarily a grapple-based fighter, but that doesn’t mean to say that he’s slow, or lacking in stamina. This guy can not only move but has the ability to use his oiliness (what a word eh?) to escape from throws and holds, even using one of his Ultra’s purely for defensive purposes. His range of moves is also completely affected by just how oily he is, with players being able to add more oil to his body by pulling off a Dragon Punch style motion in combination with any of the kick buttons. Unique? Bloody awesome I’d say.

In terms of moves, Hakan has a total of four Specials available, one Super, and Two Ultras, one of which is completely different to any other we’ve seen before. His basic Specials consists of mainly throws, the first being the Oil Rocket (performed via a full 360 degree stick movement plus a punch button), which then sees Hakan grabbing his foe in a bear hug, before squeezing ever tighter until they slip out of his clutches; following up is the Oil Dive, in which Hakan will grab his opponent before using them as a sledge across the ground; and finally we have the Oil Slide, a move which is used to knock opponents on to the ground by seeing Hakan slide across the floor, after which he can perform a body slam by the player hitting a punch button at the end of the slide. With this particular move, how oily you are determines the speed and force of movement, creating more damage the faster you connect.


His Super move, the Flying Oil Spin, sees him running towards his opponent at close range, before finishing up with a brutal, heavy-hitting combination attack, looking like an extension of several of his Special moves, just vastly powered up.

Moving on to Ultra’s, Hakan has one Ultra primarily for offence, and one used for totally for defensive purposes, something usually found in SNK’s King Of Fighters series with regular Special moves. The Oil Coaster, for example is designed for maximum damage, and is done in the same outrageously OTT approach as all his other moves. When performing it, the opponent is grabbed, thrown in the air, and then slid around Hakan’s body almost like a heavy-handed towel rub - because too much oil is never good for the skin; While his second Ultra, the Oil Combination Hold, sees him fall flat on his back, waiting for an unsuspecting opponent to jump in for the kill. When they do, they find themselves slipping and falling straight on his stomach, before bouncing off onto the ground. Afterwards Hakan, gets up and jumps right on them, proceeding to squeeze as hard as he can, before shooting them out through between his legs, and across the screen.


So far this has to be the funniest off-the-wall character to grace the Street Fighter world, it’s a brilliant choice, packed with tons of personality and a completely different style, in which I can see plenty of high level players adopting. Also, as an alternative to Rufus and Zangief, Hakan features plenty of potential, and will no doubt teach those dime-a-dozen Ryu and Ken players a thing or two. So forget trying to spam everyone with those fireballs.

Super Street Fighter IV is being released on the 30th, April 2010 for both PS3 and Xbox 360 systems. The game will feature ten more characters new to SFIV, including some completely new faces, along with new backgrounds, an expanded online mode, a more robust replay feature, plus a return of those car-smashing and barrel-breaking bonus games first sighted in Street Fighter II.

Expect to see loads more coverage of Super Street Fighter IV at IQGamer, every step of the way.

Download the full HQ 720 Trailer right here.

Tuesday, 9 March 2010

Review: Mega Man 10 (Wii)

Mega Man 10 is a throwback to the 8bit games of old, built around the constant repetition of learning enemy attack patterns and level layouts, merciless in its difficulty, and utterly unforgiving to anyone devoid of such prior experience. It harks back to the days where the term ‘hardcore’ referred to as many gamers as today’s mainstream generation, and in which steep learning curves, and the desire to be the best at the game was everything. In short, it could be described as the perfect title to describe what it means to be a ‘hardcore’ gamer, whilst also showing how far removed today’s games have become.

Available for a pretty reasonable £7 on PSN, XBL and Wii Ware, Mega Man 10 is a brand new, rip-roaring, blast from the past platform shooter, based on the same highly-loved design blueprint so finely crafted in the NES classic, Mega Man 2. It follows on from last years 8bit inspired Mega Man 9, continuing in the same style as that title, whilst providing additional extras to extend replay value and keep an air of freshness about the proceedings. It’s also bloody hard, so much so, that many gamers of today just won’t be prepared to face what awaits them. At least there’s an Easy Mode, which although is no cakewalk, provides a reasonable challenge in which to enjoy the game without wanting to throw your controller at the TV screen.


Going through Mega Man 2 for the first time, after opening up the packaging with all the wonderment in the world, as you did when you were still only knee high, was an extremely exciting, and often infuriating experience, despite the fact that most games back then required quick reactions and exemplary gaming skills to play properly. It was a tough trial and error type of gaming, something that coming from the likes of Super Mario Bros, I was completely unused to, but in which I learned to persevere and gain precious enjoyment from.

Fast forward some twenty years or so, and I can barely make it through the first stage of that very same game without dying dozens of times, or without screaming out at how unfair the god damn game is. A little strange then that only a few years after going back to Mega Man 2, that I was blasting my way though most of Ikaruga on the GameCube relishing the challenge. I guess that my opinion of shumps differs radically to what a good platform shooter should consist of, or maybe I’ve just been made a little too soft by the games of today. So when it came to actually buying Mega Man 10 for review, I was somewhat apprehensive as to whether I could garner any enjoyment at all from the game. It turns out my fears were misplaced, as although incredibly tough at times, MM 10 is a vastly enjoyable ride, full of satisfaction when you finally blast your way past ‘that’ initially impossible to beat stage.

Right off the bat you can tell that the level designs and methods of creating a tough, but fair challenge are straight out of Mega Man 2, the most popular title in the series. You are yet again presented with a choice of eight Robot Masters to defeat. Selecting each one takes you to the game’s one of eight selectable levels, after which you are faced with some predetermined end stages. All of these last levels are incredibly tough, much tougher than any of the ones before, requiring both skill and patience to persevere, and maybe a bit of luck too. After finishing a level you are given the option to buy extra lives and other upgrades at a post-level shop, along with the ability to save your progress, including any lives or power ups that you’ve bought. This does make the game a bit easier, and at least means that you don’t have to start over when you lose all your lives, just from the begging of the next level you choose to do.

Like in Mega Man 2, our main hero, Mega Man, is equipped with only his trusty triple shot arm-mounted Mega Buster, and his cool robot dog companion, Rush. Rush has special abilities to help you, such as transforming into the springboard-like Rush Coil mode, and later, the aerial based, Rush Jet mode, available after clearing four stages of the game. There’s no slide option from the likes of Mega Man 3, or the ability to charge up his Mega Buster shots as found in Mega Man 4 either. It’s strictly back to the basics, which tightly held together the highly rated second game. It also means that you have to rely more on raw skill than fancy abilities to get through the game, increasing challenge, but also keeping things straightforward.


However, after beating each of the individual stage bosses, the Robot Masters, you do actually unlock a new weapon, which can help you defeat the boss of another stage. Which stage of course, is a mystery, and it’s only after playing through a variety of stages first, can you see which new weapon works best against which boss. At first I didn’t use any of these powered up additions, instead resorting solely using my Mega Buster, making the task at hand much more difficult. Although, after trying out one of these upgrades I found some of the later bosses much easier to take down, and the overall battles far more rewarding to play through. This is something that Mega Man 10 thoroughly gives you credit for, skill, strategy and extremely quick reflexes, perfectly representing the majority of games from the 8bit era.

For those of you who miss the extra depth afforded by the additional moves Mega Man 3&4 provided, Capcom have included Proto Man as an additional character to play as right off the bat. Playing as this alternative hero adds much replay value to the title, allowing you to go through the entire game again in what seems like a fresh experience, with a greater amount of strategy and challenge.

Proto Man, for those who aren’t versed in Mega Man lore, is actually Mega Man’s brother, created by Dr Light, and first appearing in Mega Man 3 as Break Man, one of the stage bosses found in that title. Proto Man, like Mega Man in the later games in the series, has the ability to both slide along the ground, and use charging shots from his arm-cannon. He also carries along with him a shield, which protects against small shots and certain projectiles, whilst using individual items to simulate Mega Man’s Rush Coil and Jet Rush. In order to keep the game’s difficulty balanced, Proto Man can only fire two shots at one time, instead of three, and is receptive to twice as much damage as Mega Man, at the same time being knocked back twice as far when hit.

In addition to the two fully playable characters, Mega Man 10 also has a few modes to keep you occupied after completing the main game. These consist of a Time Attack Mode, in which players work their way through any unlocked stages, posting their times to an online leader board, and a Challenge Mode, containing 88 different challenges ranging from defeating end bosses without getting hit, to finishing a stage in a certain time. Most of these are unlocked as you play through the game on Normal difficulty, but the ones which are not, can still be unlocked by finishing the game on any of the three, Easy, Normal or Hard Difficulty levels. Suffice to say, the Challenge Mode will certainly provide hardcore gamers with a reason to keep playing Mega Man 10, especially when doing so increases your overall rating at the end. Again it all goes back to having something to show off to the online community, or simply to prove that you’ve still got what it takes.


Visually, you know what to expect from Mega Man 10. The game is done in the same 8bit inspired design as with Mega Man 9, accurately resembling the look and style of the classic NES instalments, right down to the sprite limitations and limited screen movement. There’s also the option of switching on Legacy Mode too, which basically adds sprite flicker to areas of the screen with various overlapping graphics. The style is definitely basic, but charming all the same, and is most representative of the Mega Man character as a whole.

Personally, I would have preferred to see a sequel developed with 16bit graphics and sensibilities in mind, rather than another 8bit instalment. However after giving the game a chance, I have to say that that the NES style does no harm, and only helps enhance that nostalgic feeling when playing through the game.

Another cool touch, this time outside of the actual game itself, is that Capcom have seen fit to create brand new artwork for the title, a parody of the god-awful package art donning those original NES classics, acknowledging the many failed attempts at Americanising the design of the character through much of the late eighties and early nineties. You might have noticed this odd looking piece of artwork used right at the beginning of the review, and is cause for much hilarity at IQGamer, especially as it hardly represents the game or it’s characters accurately in anyway. Good times, and great to see Capcom is having as much fun indulging with it's history, as we are remembering all those horrid cases from yesteryear.

One thing I wasn’t initially so pleased about though, is the resolution Mega Man 10 is rendered in.

Sadly the Wii version of MM 10 doesn’t display in 240p, instead being displayed in either upscalled 480i/p modes, resulting in either a mildly pixelated image, or a slightly blurry one. The 480i mode at least has flicker reduction to prevent the usual interlacing flicker from becoming too noticeable, though 240p would have provided a sharper more stable option, whilst being authentic to how the game would have originally looked. Despite this, the game still looks great for what it is, and I didn’t find the resolution issues a hindrance to my enjoyment of the title, instead being drawn in to the look and feel of what was in offer.


Along with the authentic 8bit graphics, you also have NES inspired theme tunes, sound effects and music. Much of the music is incredibly catchy, and perfectly suits the tone of the game. At many points during the game the high tempo beats, and eclectic electronica, served only to heighten the tension felt whilst trying to blast my way through to the end. It’s particularly nice to have such an effort made to producing these kinds of sounds. Although basic and repetitive at times, there creation is an art form long since lost with the advent of CD-based midi soundtracks.

Overall Mega Man 10 is an awesome retro-styled return for the titular blue hero, packed full of challenging and addicting gameplay that will certainly separate the unsuspecting casual player from the hardcore. It’s a throwback to the pure unrelenting simplicity of the past, and one which works so well today, as it has done some twenty years before. Sure, you could argue that some of the ways the game creates its infuriating challenge is decidedly cheap – for example when the game respawns downed enemies because you’ve moved the screen forwards a little, only for you to return and realise you have to kill them all again – but that’s just part of the limitations of the old NES hardware, and part of the charm in playing a brand new 8bit instalment of a much loved franchise.

My time with Mega Man 10 has been an exciting, fun, and frustrating one, a solid learning experience towards honing back in that skill and determination needed in conquering such a title. At the same time reaffirming what it takes to be a hardcore gamer, and reminding us all that sometimes simple games can be more involving than the latest 40 hour blockbuster. It certainly won’t be to everyone’s tastes, and I’d recommend anyone new to the franchise to download the demo on PSN and XBL first, as the challenge and impact is pretty intense straight on in. However I do feel that most should be able to enjoy the moderate challenge on Easy Mode, and will quickly get used to the cheap, rinse and repeat nature of the game.


As a sequel to Mega Man 9, and the entire legacy cast down by the NES series as a whole, Mega Man 10 is a complete success. It’s perhaps only held back by being yet another sequel based on the design left by Mega Man 2, a title whose blueprint is in danger of becoming slightly worn out. But still, it’s a highly fun, challenging experience, in which fans of the franchise, and aging hardcore gamers won’t want to miss. And for those waiting for a true 16bit Super NES style sequel? I’d say, show your support by purchasing Mega Man 10, as Capcom are currently mulling over taking these retro updates in such a direction.

VERDICT: 8/10