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Sabtu, 07 Juli 2012

Virtua Fighter 5 Final Showdown Review


The Good

  • Some of the richest, most complex fighting gameplay around  
  • Solid online gameplay with well-done netcode  
  • Option-packed customization DLC offers a lot of value  
  • Offers some of the best tutorial and training modes in modern fighters.

The Bad

  • Single-player mode is weak compared to previous iterations  
  • No way to earn customizations without DLC.
The modern renaissance of fighting games that began with the release of Street Fighter IV has had many positive effects on the genre. It has brought new players into the fighting game fold, and the increased audience allows for classic series that may have fallen by the wayside to be revived and put in the hands of new players eager to see the diverse breadth of experiences the genre has to offer. The original iterations of Virtua Fighter 5 released in 2007 struggled to make an impact: the original PlayStation 3 release lacked any sort of online play, while the Xbox 360 version debuted amid numerous other high-profile releases. Despite positive reviews, the original VF5 didn't make many waves.


Virtua Fighter 5 Final Showdown takes a different approach. Rather than being a full-priced disc release, it's a 1,200 MSP downloadable game available through Xbox Live Arcade. Instead of emphasizing the single-player quest modes of the original release, the game is geared toward competitive play, with a robust online matchmaking engine and in-depth training and tutorial modes. You don't earn items to customize your characters in-game; you buy downloadable customization packs that contain hundreds upon hundreds of items, costumes, and colors for each fighter. To top it all off, the game engine has received a significant overhaul, making the game more accessible to new players while adding depth and gameplay tweaks that longtime VF fans will find refreshing. The result is a package that, while somewhat lacking in certain respects, represents a tremendous value.
At first glance, Virtua Fighter is deceptively simple: there are only three buttons (guard, punch, and kick), no super meters or other gauges, and rings of varied size and shape to fight on. Once you begin playing, however, the game's depth gradually opens up. The three buttons, used in tandem with certain joystick movements, open up hundreds of different commands for each character, with each individual skill having numerous unique properties and potential uses. Every character has a wealth of different strikes, holds, throws, and counters of varying heights, speeds, and damage properties. The skills are based (sometimes rather loosely) on true-to-life martial arts, so don't expect the flashiness of massive fireballs, energy swords, or divekicks from across the length of the screen.
The more-grounded basis of Virtua Fighter doesn't make the game any less exciting, however: matches are fast-paced, tense, and involve more up-close-and-personal beatdowns. The smoothness and detail of the individual character animations accentuate the thrill of combat; the sheer satisfaction of landing a particularly complex and damaging combo or a rarely seen, off-the-wall throw is immense. Characters also come with unique properties that affect the way they play: tiny luchador El Blaze can dash speedily around the ring, drunken master Shun Di gains improved moves when he's plastered (yes, really), and gargantuan sumo Taka-Arashi's massive size renders him harder to knock down and hit with combo strings, to give a few examples.


There's a lot to each character in Virtua Fighter, and thus the learning curve is a bit steep. Thankfully, Virtua Fighter 5 Final Showdown offers robust training and tutorial modes to help both new players who are learning VF for the first time and longtime fans who might need to adjust to the gameplay changes from the original VF5. The tutorials start from the very basics of attacking, dodging, and guarding, and continue all the way to the new throw-escape system and advanced movement techniques.
Training mode, meanwhile, offers numerous ways to analyze and practice your newly learned skills, including numerous detailed input displays (complete with frame data for advanced players) and notations on how and where moves strike you or your opponent. The training dummy can also be set to react in a plethora of ways, including switching up command strings at random so you can practice anticipating and countering troublesome mix-ups. Replays of offline and online matches can also be saved, shared online, and carefully analyzed with similar tools to the training mode. 

Pokemon Conquest Review



  • Territory expansion and kingdom management are satisfying  
  • Plenty of precious Pokemon to collect  
  • Puts classic Pokemon themes in a new setting  
  • Gimmick-filled fighting arenas make for unique battles.

The Bad

  • Combat is far too slow-paced and easy  
  • Pokemon combat abilities are too limited  
  • Certain gameplay elements aren't explained well.
The Pokemon franchise has thrived for decades as a collect-'em-all adventure, but the potential for more outlandish experiences has always been there. Enter Pokemon Conquest. One part management simulation, one part combat extravaganza, this new approach to the expansive universe forces you to think beyond the rock-beats-paper routine that has been a staple since red and blue were the only colors that mattered. Although this dose of inventiveness breathes some fresh air into a sometimes stagnant world, the combat has been simplified to such an extreme that much of the fun is sapped away.


Pokemon Conquest takes place in the faraway land of Ransei, an island country modeled after Japan. You begin as an up-and-coming warlord. It's important to note that in this universe, warriors and warlords aren't highly trained soldiers that terrorize the battlefield--they're special individuals with the innate ability to train and control Pokemon to do the terrorizing for them. The local legend states that once Ransei is united, a legendary, incredibly powerful Pokemon will appear, and there are those who want such power for themselves.
The characters in the game are based on real-life historical generals from Japan's tumultuous Sengoku era (though copious liberties have been taken with their portrayals), and much as they did in reality, they are constantly fighting over territory in Ransei. The primary villain, Oda Nobunaga, is likely familiar to anyone who has played a game in this setting before, and he's out to wreak havoc by using the legendary Pokemon to destroy Ransei. It's up to you to conquer and unite Ransei's kingdoms under your banner and put a halt to Nobunaga's ambitions.
You shift between two primary game modes in Pokemon Conquest: simulation and combat. In simulation mode, you're in charge of managing your kingdoms, warriors, and resources by moving a cursor about a map of Ransei. Each kingdom has an array of facilities, including shops, energy-restoring Ponigiri dealers, and unique structures that confer stat boosts or produce bonus items. Up to six warriors can be stationed in a given kingdom, and the arena lets you recruit and train new warriors as well as new Pokemon.


The simulation mode is turn-based, with each warrior getting a single action per turn, thus forcing you to think carefully about how you want to spend your time and resources. For example, do you want to spend a turn feeding a warrior's Pokemon to raise its energy for a while, or instead risk sending it into a skirmish in a weakened state to try to boost its strength? Using your time wisely and strategizing effectively helps you expand your kingdom and build your Pokemon army's strength, and seeing the results is satisfying. The simulation sequences are enjoyable, though they may take some getting used to since some of the elements of this mode aren't explained well in-game.
What will ultimately determine your success as a unifier of Ransei, however, are the combat sequences. These play out in typical strategy-RPG format: you and your opponent take turns moving characters around a grid-based combat arena, using your Pokemons' movement and combat skills to try to either eliminate your opponent's troops or perform another victory objective within a certain turn limit. Things like spacing, arena height, and positioning all play a key role, because certain Pokemon use exclusively ranged or crowd-clearing attacks, and friendly fire can and does happen.