- Joined
- Oct 23, 2001
- Posts
- 6,416
First let me describe it without mentioning or comparing it to any other title.
Good balance. Good variety (of stages, characters, moves). The stages are set up more like arenas or areas than [fill in the blank on whatever 2d backrounds usually are]. Not too much detail in the backrounds, but they are multi-tier so you can knock your opponent off of buildings and such and continue fighting in the streets (can't say that really makes a game good, but it doesn't hurt). The music is nicely done - very fitting. If you have not played the game and have questions about it... I will give vague and unbias remarks like the ones shown above.
So - if you can't tell - I like it. Thumbs up.
Now onto comparisons and such: I really couldn't believe it. I can't remember anyone saying they liked the first one better than the second... I might be the first to say it. Well, I guess I can't say it... SS64 and SS64II are completely different games.
I loved the 3d fighting in this game... I had said SS64II was one of the only 3d fighters I like (which is true), but SS64II really isn't 3d... I mean, the setting is 3d, but the gameplay is very 2d (which was why I liked it). The 3d seemed pretty much for show... there really wasn't too much rolling or maneuvering around (or any attempt at making good use of the special capabilities of a third dimention)... it played pretty much like all 2d games. In reflection, SNK probably did that on purpose - their 3d machine wasn't working in the market, so why not try to make what they were good at.
Anywho, I loved how SS64 made good use of 3d. Most all of my battles moved around the whole stage. It was so great to sidestep a fireball instead of ducking or jumping. Moving around is very simple - hold the D button, and you can move anywhere you want. Diagnally, around your opponent - all very well done. Most 3d fighters only let you sidestep in one direction (or when you sidestep, the camera pans with you so it still plays 2d), or if you can sidestep in both directions, your character seems glued to the opponent and makes movement quite awkward (kinda like the movement in the old arcade game, Ring King). Running around is easy - but you can't run forever. You have a stamina meter which goes down and keeps you from running away from a fight (the meter goes down when you fight as well - but VERY slowly - I never got close to running my meter low during a battle - something I heard many a complaint about before).
I was really impressed by the speed of the game. I had heard this game was slower than SS64II, but I find it's quite the opposite (I was rather scared to play this game as I thought SS64II was slow to begin with). SS64 doesn't play slow. It plays at "real" speed. Face it, most fighters we play run at the speed of lightning. That's just not Samurai Spirits' style. Tactical. Technical. That's what makes this series unique.
The music fits well with the game. Nothing as memorable as Warrior's rage, but still good.
I would describe the battles as such: Think samurai showdown 3, but fixing the overkill problem. You can still do damage that takes away 1/4 of your opponents life... but you have to actually DO the attack. No sitting back and waiting for an obscenely easy countermove that does 175% damage. The powerful attacks work well with the gameplay for SS64. See for yourself!
Playing against the CPU: I noticed that when you start beating the crap out of the CPU, it fights back HARD. Unleashing multiple supers... doing insane, almost infinite combos. Kinda sucks. Still fun though (again, SS3 anyone? ).
What I can't figure out: Why anyone would use Bust Galford. He seems way toned down... and it appears he has the same moves he does on slash, but no poppy. I didn't use an FAQ or anything, so maybe there's more to him that I saw (hopefully)
Good balance. Good variety (of stages, characters, moves). The stages are set up more like arenas or areas than [fill in the blank on whatever 2d backrounds usually are]. Not too much detail in the backrounds, but they are multi-tier so you can knock your opponent off of buildings and such and continue fighting in the streets (can't say that really makes a game good, but it doesn't hurt). The music is nicely done - very fitting. If you have not played the game and have questions about it... I will give vague and unbias remarks like the ones shown above.
So - if you can't tell - I like it. Thumbs up.
Now onto comparisons and such: I really couldn't believe it. I can't remember anyone saying they liked the first one better than the second... I might be the first to say it. Well, I guess I can't say it... SS64 and SS64II are completely different games.
I loved the 3d fighting in this game... I had said SS64II was one of the only 3d fighters I like (which is true), but SS64II really isn't 3d... I mean, the setting is 3d, but the gameplay is very 2d (which was why I liked it). The 3d seemed pretty much for show... there really wasn't too much rolling or maneuvering around (or any attempt at making good use of the special capabilities of a third dimention)... it played pretty much like all 2d games. In reflection, SNK probably did that on purpose - their 3d machine wasn't working in the market, so why not try to make what they were good at.
Anywho, I loved how SS64 made good use of 3d. Most all of my battles moved around the whole stage. It was so great to sidestep a fireball instead of ducking or jumping. Moving around is very simple - hold the D button, and you can move anywhere you want. Diagnally, around your opponent - all very well done. Most 3d fighters only let you sidestep in one direction (or when you sidestep, the camera pans with you so it still plays 2d), or if you can sidestep in both directions, your character seems glued to the opponent and makes movement quite awkward (kinda like the movement in the old arcade game, Ring King). Running around is easy - but you can't run forever. You have a stamina meter which goes down and keeps you from running away from a fight (the meter goes down when you fight as well - but VERY slowly - I never got close to running my meter low during a battle - something I heard many a complaint about before).
I was really impressed by the speed of the game. I had heard this game was slower than SS64II, but I find it's quite the opposite (I was rather scared to play this game as I thought SS64II was slow to begin with). SS64 doesn't play slow. It plays at "real" speed. Face it, most fighters we play run at the speed of lightning. That's just not Samurai Spirits' style. Tactical. Technical. That's what makes this series unique.
The music fits well with the game. Nothing as memorable as Warrior's rage, but still good.
I would describe the battles as such: Think samurai showdown 3, but fixing the overkill problem. You can still do damage that takes away 1/4 of your opponents life... but you have to actually DO the attack. No sitting back and waiting for an obscenely easy countermove that does 175% damage. The powerful attacks work well with the gameplay for SS64. See for yourself!
Playing against the CPU: I noticed that when you start beating the crap out of the CPU, it fights back HARD. Unleashing multiple supers... doing insane, almost infinite combos. Kinda sucks. Still fun though (again, SS3 anyone? ).
What I can't figure out: Why anyone would use Bust Galford. He seems way toned down... and it appears he has the same moves he does on slash, but no poppy. I didn't use an FAQ or anything, so maybe there's more to him that I saw (hopefully)