Yeah...
I liked this
game........
Game Title : Power Stone
Company or Author Capcom
Type of game 3d free running arena fighter
Price launch price unknown- New price est. at $70 for mint copy
Company or Author Capcom
Type of game 3d free running arena fighter
Price launch price unknown- New price est. at $70 for mint copy
Minimum stated hardware requirements Sega Dreamcast. 1
controller, memory Pack
Minimum reasonable hardware requirements (if
different) Additional
controller and memory pack advised (2 player verses mode)
read the rest of my write up inside-
What is the object
of the game? The objective in
Power Stone is to attack the opponent using various means in order to reduce
the opponents hit points to zero. Alternatively Victory can be achieved by
retaining more hit points than your opponent if the round runs out of time.
Victory in Arcade mode is based on defeating 8 opponents and two boss
characters.
Allure
What makes the game
fun? Power Stone is gifted with a
uniquely slapstick artistic direction. Absurd characters and environments full
of interactive elements. The final boss level is a wonderful homage (ripoff?)
to Studio Ghibi’s Laputa-Castle in the sky. Rounds are active, fast paced and easy
to jump into. Chance plays an important element to fights and allows one to
reverse a battles momentum in a proper combo. There are several important
design elements at work that encourage exploring the entire arena. Traps keep you
on your toes. Items and the Namesake power stones will be thrown into sections
away from combat. Arena’s are filled with clearly marked and interactive (Able
to be thrown) objects such as chairs, crates, support beams. There is also a
mechanic that allows one to vault over such objects. (Allowing a retention of
momentum that promotes always moving)
Is it fun to replay?
Why or why not? I believe so. Multiplayer helps
encourage replays. The Chaotic and random nature of the rounds keeps the
gameplay from becoming stale. The final boss provides a strong challenge that I
was driven to defeat. The 8 characters, while at a glance play the same, do
have unique elements. This shines the most when one unleashes a characters
Power Stone charged transformation attacks. The Samurai will attack with
precision guided slashes. The genie will attack from a distance. The Martial
Artist will unleash as many copyrighted dragonball z moves as he can within the
transformations time limit. There is a synergy between attacks that varies due
to the chosen character. Some encourage a rush play style to overwhelm the
opponent. Others will play a zone game and will play keep away using knockback
attacks.
Hang-ups
What was not fun
about the game? The combat isn’t as
technically advanced as more traditional 3d arena fighters such as the Virtua
Fighter series or Soul Caliber. This means that there isn’t a system you can really get
invested in perfecting. Items while varied and fun..are not viable tools
compared to basic combos, power stones, and grabs. There is an escape dmg
element but it isn’t well defined-I think it has something to do with hitting
grab at the right time but unconfirmed.
What would correct
this? The combat system I don’t think can
really be “corrected” due to its setup to be a pick up and play system. I would
advise that the ability to hold a punch or kick and the ability to switch mid
combo from a kick to a punch would be simple but appreciated additions. The
escape function I’m sure was explained in the manual I wasn’t privy to. Items
simply are too slow/ situational/ underpowered to be of value. Guns and rockets
need to aim at opponents higher or lower. Sword needs to swing faster. (Currently
only useful as a powered up jump kick)
User
Actions and Control Mapping
How does the user
interact with the game? Left
trigger-fusion 1, Right trigger-fusion 2, Analog stick-menu movement/ free run,
Start-begin/pause, A button-menu confirm/Jump, B button- menu cancel/Grab, X
button-punch, Y button-kick.
What actions are
available and how are they executed?
Standard menu setup, Standard Fighting game actions. Punch and kick when
repeated lead to a 3 hit combo/stun. Grab executed when in close proximity to
opponent or object. Picking up and tossing items is done with grab button.
Punch and kick button used in conjunction with a picked up item yield special
attacks. Grab button allows one to catch thrown objects. Jump kicks allow room
crossing movement to chase opponent. Jump grab is executed like jump kicks but
by pressing the grab in midair instead. When in power stone mode all attacks
take on new variations. Fusion attacks are unlocked and executed with power
stone activation. (leading to the loss of the mode) Chests are opened my
running into them. Power stones picked up by touching them. Objects are vaulted
by running into them. One can roll on the ground after being knocked down and
before standing.
Challenges
What puzzles and
hurdles are presented to the user? 10
rounds of arcade mode. 2 bosses and the other characters. The final boss is
programmed to abuse the grab command. Will start a fight attempting to throw a
cube at the player. Otherwise he will attempt to grab instead. The bosses grab
throws do 2 times as much damage as a standard throw. His powerstone fusion
grants him access to a set of health wiping attacks. 2 ground beams and 1
homing plasma attack. Hard to avoid. Only can be canceld out of such a deadly
state with a risky jump throw. If executed before the plasma is unleashed then
you are safe. Otherwise 60% of your health is gone and you have to risk the
same tactic.
Scoring
/ Rewards
What incentives does
the game provide? There looked like
there was room for at least 10 secrets to be unlocked. I’m guessing a character
or two may be unlocked but that’s speculation. Was unable to find/ unlock a
secret so I can’t reflect on it.
How is progress
tracked? Time of arcade
bouts are tracked. No doubt there is a secret to be unlocked if beaten under a
specific time.
Strategies
What techniques are
useful to improve your standing in the game?
Jump throw, Jump throw, Jump Throw. It
seems to have priority over all over moves. Can be landed on both skyward and ground
opponents. The Samurai and genie both have power stone techniques that combo
well together. If one keeps track of the energy timer you can maximize the
about of damage output one can produce in such a state. Avoid Items.
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