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When I was younger, only one person in my town owned a Neo Geo.
He was one of those rich kids who always had the latest consoles
before everyone else - you know, like the kids who had the actual
Genesis and not the Sega Megadrive, or those who paid £500 for the
original PlayStation but were ultimately laughed at when we all
bought ours for less than £200 a mere year later. What this machine
offered more than anything else was power - pure, unadulterated
power. Playing on this machine was almost like having an arcade
inside your home and despite the insane 'get a second mortgage'
price it cost, it was worth it on looks alone. For those who love
beat 'em ups, this was the machine for you, with almost arcade perfect
versions of Fatal Fury, Double Dragon and, of course, Art of Fighting.
Now
released on the PS2, Art of Fighting Anthology brings together the
trilogy of Art of Fighting 1, 2 and 3, which were released between
1992 and 1996. Because of this, I need you all to do me a favour
- don't think about the dating of the graphics and don't think about
how Tekken
and Soul
Calibur look infinitely better - okay?
Now,
these three games were released at the height of the Street
Fighter phenomenon - and boy does it show, with more parallels
to Capcom's series than you can shake a Hadoken at. All three games
feature the main characters Ryo Sakazaki and Robert Garcia, students
in the same Kyokugen Karate Dojo who form a friendly rivalry. Remind
you of anyone? It doesn't help that Ryo looks like Ken from Street
Fighter, even so far as to wear a red outfit!
Those
of you who have played a beat 'em up before will probably pick up
the controls instantly. Only four buttons are used, so there isn't
the complexity that has marred recent games and it is so refreshing
to have only one punch, kick and throw button, as opposed to several
buttons just to perform a single move. The final button is reserved
for taunts, which decrease your opponent's Rage Gauge. This is connected
to your special attacks and so, unlike Street Fighter, where you
could play as Ryu and just throw fireball after fireball until the
cows came home, after two or three moves you will be unable to perform
any more until you have increased this bar through successful attacks
and taunts. This turns your use of specials into strategic attacks
that you must time perfectly so as to not waste them or miss.
As
with all beat 'em ups, specials become more complex depending on
the move, with Ryo's Breath of the Tiger (think Hadoken) achieved
with the typical down, right and X combination, whereas to perform
Jin Fuha's Wild Bull Gore you have the arm aching task of performing
left, right, down, right and circle! When it comes to Super Special
Attacks, I now know where Mortal
Kombat got the idea for complex button Fatalities, as these
are spectacular to pull off and usually result in the end of a fight.
You will have to work hard or practice in co-op mode for a while
to get Robert's Ryuko Ranbu move to work, but it is well worth it
when you do.
Each
Art of Fighting game follows the typical three round fights, but
instead of featuring random opponents that change each time (apart
from the last two or three boss enemies), the story drives the game
along and each fight is there for a specific reason. This almost
makes up for the fact that in the first game only Ryo or Robert
are available for the main game and thankfully this is rectified
in the sequels. Within these first two games, the fights are split
at intervals with bonus rounds that range from Bottle Slicing, which
consists of (as I'm sure you can guess) trying to smash a bottle
within the time limit, to a Rite of Physical Fortification, which
puts you against a number of opponents who you must defeat within
the time limit. These are all a welcome break from the game, but
I do wish that I could play them outside the main game, as some
of them, like the Ice Block Challenge for example, are wonderfully
entertaining in their own right.
The
first game, Art of Fighting, sees you taking either Ryo and Robert
through the bouts while searching for Ryo's sister, who has been
kidnapped. This isn't the greatest or most original premise for
a game, but it is executed incredibly well. If you're worrying that
this will make for a short game if there are only two playable characters,
then don't panic because all ten are available in two player mode
and once you finish the main game this will be where you'll be spending
a lot of your time. Despite its age (again don't even think about
that) this game is hugely entertaining and despite the limitations
of the main game, it is still worth playing for the ending alone.
Very
little has actually changed within Art of Fighting 2, with only
three new characters added and a few cosmetic tweaks separating
it from the original. In this day and age, Art of Fighting 2 would
have been dumped on from a giant height as just 'a mediocre update'
- and for the most part it would be true, if it wasn't for the fact
that it has possibly the hardest computer AI that I've ever fought
against. Those who can complete this game deserve respect! Unlike
other games that would be severely handicapped because of this,
AoF 2 thrives because of the intense desire to see the story through.
The game takes addictiveness to a sadomasochistic level and is the
gaming equivalent of being told you can only watch the next episode
of 24 if you agree to have a finger broken, which, when it comes
to the frantic button mashing, may be what happens anyway! However,
with more emphasis on special attacks, unlocked in bonus stages,
the game definitely benefits from this in terms of longevity.
Art
of Fighting 3 is the best game in the set, not because of the superior
graphics and sound, but simply because SNK completely overhauled
the controls, making them more streamlined, giving you more options
in your attacks such as ground attacks, dash attacks that can unbalance
an opponent and most importantly an Ultimate Knockout, which is
the fighting equivalent of giving Popeye a tin of spinach just as
he's about to go down for the count. Though completely unfair, if
you manage to pull it off it makes your victory all the sweeter
and your opponents' defeat even more rewarding.
The
three games compliment each other well and though you will probably
spend most of your time playing one and three, you will find yourself
playing all three not just out of principle, but also so that you
can make sense out of the story that I think even M. Night Shyamalan
would have been proud of. It's very rare to see a game with so many
twists and turns within its story and to find such a plot in a beat
'em up is a true shock.
Within
each instalment, the gameplay is frantic and utterly addictive as
you try and work out every move (thankfully these are all mapped
out in the manual) and the two player mode is the best thing I've
seen for a while - it's astounding that a game that looks so much
like Street Fighter manages to maintain its own identity and not
just fall into the rip-off category like other games such as Eternal
Champions. I found playing these games the most fun I've had with
my PS2 for a while; although it's true that it's not exactly stretching
the power of the machine, it is still a great example of how excellent
a retro collection can be.
The
games look and sound beautiful, and after the horrific tinkering
Sega made with their classics to make them 'up to date', I'm glad
to say that SNK have left everything intact; the reproduction of
the arcade graphics is wonderful. This is most evident in Art of
Fighting 3, which benefits from the remarkable Manga-style cut scenes
that give it the edge over the other two, which are confined to
almost cute Pokémon style scenes that (along with the horribly translated
story) just make me smile. The sound is a mixture of typical Japanese
fighting music that we have all become accustomed to over the years
and though it drives the energy of the game, it ultimately doesn't
blow me away or stick in my brain like the soundtracks of other
games have.
When
compared to other retro compilations, you could be forgiven for
thinking that three games just isn't enough. But the fact is, even
the best game company would have to work hard to beat Art of Fighting
Anthology and retro collections are usually let down by including
inferior games with a few notable gems anyway (yes, Namco, I'm looking
at you!) Some history of the games, their creation and their promotion
would have been the cherry on top of an already delicious cake,
but for less than a tenner you will be hard pushed to find more
entertainment for your money than the sublime combat, appealing
graphics and great storylines of the Art of Fighting saga.
Reviewed by David Simpson for AceGamez (All Rights Reserved).
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