![]() JoJo's is a game from a simpler time, one where competitive balance was something that few players cared about as long as it didn't actually break the game. While each of the 22 characters is fun to use, some are simply on another level compared to others. Of course, with such wild and imaginative abilities at play, balance more or less takes a back seat. It opens up tactical possibilities that simply don't exist in other fighters, making each matchup feel fresh and new. ![]() Learning to use your Stand can feel alienating at first, but it's also what makes each character in JoJo's feel special. Keeping your Stand out constantly is a big risk however, as getting it pummeled too much will cause a “Stand Crash,” leaving you vulnerable for a short time. Some only appear for specific attacks, while others can be summoned forth to shadow you or even be controlled independently while your main character strikes a pose behind them. Most characters command a companion, called a Stand, who compliments them in wildly varied and sometimes hard to leverage ways. While the game features a bevy of mechanics rarely seen in Capcom fighting games, the most important one is the “Stand” mechanic, which seems eerily similar to the Persona system in Persona 4 Arena despite predating it by over a decade. ![]() Or, you know, experimenting and learning on your own, depending on just how “old-fashioned” you really are. Unlike most modern titles, no trial or tutorial modes are present, leaving players to figure things out the old-fashioned way: YouTube. While the basic controls bear some resemblance (quarter circles and dragon punches, et cetera), the rest falls pretty far outside the realm of your typical Capcom fighter. If Street Fighter 4 is the sum of your pugilistic experience, this game will seem nigh incomprehensible at first glance. Not only is it unlike any other fighting game you've played, but it makes positively zero effort to ease you in to the experience or otherwise teach you. ![]() 'Till then, check out these movies and pictures from the Japanese final.Before I get too far, a word of caution to those new to fighting games: JoJo's hates you. Hardcore Capcom fighting game fans will be in heaven with this game, but everyone else ought to hold onto their cash until we've given the game a full review some time next week. Hopefully, Capcom will be able to work around this problem in future releases. Also, the game suffers from the same resolution problem that plagued the DC conversion of Marvel vs Capcom, where jagged edges are visible everywhere. ![]() If you were expecting the game to come home in similar fashion to what we saw of Street Fighter Alpha 3 (well, on the Japanese DC, at least), with arranged music and extra modes of play, look elsewhere. Actually, the game seems to be almost too identical to its arcade counterpart. All the arcade tunes and voices seem to be in there as well. Load times are nice and short - about five seconds before a round, and the blank loading screen is made bearable by music being played in the background. What you get with Jojo's Bizarre Adventure on the Dreamcast is the two arcade Jojo games in one package, both contained on a single GD-ROM. The general impression seems to be that Jojo on the Dreamcast so closely mirrors the arcade original in terms of animation that the awesome PlayStation version pales in comparison. The first CPSIII arcade game has arrived on the Japanese Dreamcast, and if this conversion of Jojo's Bizarre Adventure is anything to go by, we have a lot to look forward to in Capcom's upcoming conversion of Street Fighter III. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |