EX Home | Search | FAQ | Email Prev. Page | Contents | Next Page
GAMES

POWER STONE
T-1201M
Copyright © Capcom Japan
Sega Dreamcast
1-2 Players
VS Fighting
VMS Mini Games Included
¥6800
Available now in Japan
Where to buy
FAQ

—by Kenneth Lee
















Once the proverbial golden goose and darling of gamers everywhere, fighting games have now become the most inundated and stagnant genre of them all. Gone is the spark and frenzy that ignited the original fighting game revolution many years ago (STREET FIGHTER II). While the hard-core fighting fans will beg to differ, the majority of gamers out there greet new fighting games with groans and the immediate response of "Ugh! Yet another one." But upon closer inspection you'll realize that the fighting genre hasn't really died, it's diversified. For combo-crazy people, there was KILLER INSTINCT and the Capcom "Vs." games; for gore and violence, there was MORTAL KOMBAT; weapon-based fighting had SAMURAI SHODOWN and SOUL CALIBUR; and for more skill-based action there were always the "true" STREET FIGHTER and VIRTUA FIGHTER series, TEKKEN, etc. Indeed most of the original STREET FIGHTER crowd diversified and split off, and many stopped playing altogether. No matter what incarnation, this was marginalizing the genre and making it so that games were more and more for the hard-core veterans only.
  Then Square attempted something new by introducing true 3D fighting games (TOBAL 2, BUSHIDO BLADE), allowing you to move just about anywhere; and from there arena fighters were born. Now Capcom Japan has stepped up again to bring yet another fighting game revolution with their Dreamcast release of POWER STONE. What make POWER STONE so engaging are its stunning graphics, simple controls, high polish, and truly interactive environments—which open up a slew of new possibilities for gameplay. And POWER STONE is doubly important in that it's not only a breath of fresh air to the fighting game genre, but also shining proof that 100%+ Naomi (arcade) to Dreamcast (home console) conversions are a reality.
  From the first time you fire up POWER STONE, you'll sense something markedly different about Capcom's newest offering: a vibrancy and generally buoyant mood is immediately established. After all, it's set in the 19th century, an age filled with adventure and exploration; wonderfully reflected throughout the game with everything from the old biplanes to the logo (complete with moving exploration compass). The characters for POWER STONE are a completely new bunch of fighters: Fokker, a young English adventurer; Rouge, a mysterious Middle Eastern witch (kind of like Pullum from SF EX); Wang Tang, a youthful Chinese martial artist who might as well be called Son Goku; Ryoma, veteran Japanese samurai; Ayame, the cute Japanese "Dancing Princess"; Gunrock, a big, burly brawler; Jack the Ri- er, I mean Jack the Slayer, who is a bizarre, spider-like fighter with many blades; and Galuda, an Indian Chief warrior. In addition there are three bosses: Kraken, a haggard, old pirate; Valgas, who bears a striking similarity to Broli (DRAGON BALL Z); and Valgas Final, a huge monster. All the characters are interesting and fun to play, and they all exude wonderful, individual personalities that make them stand out. The key here is the insane graphical detail in all the characters, which are truly some of the most impressive models ever seen for a fighting game.
  The graphics in POWER STONE are nothing short of astounding! It's a solid, 60 frames-per-second, hi-res, mind-bending, visceral experience unlike anything you've seen before! The stages where you fight are wonderfully constructed and designed: "Londo" is 19th century London, complete with gas lamps and outdoor cafes and pigeons flying around; "Mahdad" is an ancient Middle Eastern backdrop at night; "Manches" is a moody, creepy shop district in Manchester; "Oedo" is a Japanese open area complete with hanging paper lanterns; "Dullstown" is a classic Old Western bar with giant barrels of beer; "Dawnvolta" is an intricate stage filled with dangerous hazards like giant spinning fan blades and other steam contraptions; "Mutsu" is a traditional Japanese samurai dwelling, complete with snowy garden and river; and "Tong-An" is a classic Chinese restaurant straight out of a Hong Kong kung-fu movie, with giant jars of rice wine, etc.
  Everything in these stages is built in 3D, from the tables and chairs to the individual weapons (more on this later) and extraneous items. Indeed, the texture quality of the characters and everything else is very high, and overall the presentation (while very anime-esque) is also very welcome. The subtle touches like clothing physics (see Ayame's kimono) and Ryoma's transformed reflections add to the visual eye-candy and awesome optical glory. Folks, this game is like having the arcade machine at home, only much, much better, as there are tons of extra options only found in the Dreamcast home port.
  The aural facet is just as consistent, as Capcom decided to go with an orchestral soundtrack along the lines of a John Williams INDIANA JONES type of feel. While not an instant classic, it is fitting and enhances the overall mood of the game. The sound effects are nice and beefy, with solid hit sounds (when you chuck a giant wooden crate into your opponent, for example). The voices are outstanding as always for a Capcom game, with some well known Japanese seiyuu for the various roles—and all of the endings are fully voiced as well.
  Most importantly, the highlight of POWER STONE would have to be the revolutionary gameplay. One could basically call POWER STONE a mixture of STREET FIGHTER, BOMBERMAN, POY POY, and the old school brawlers (STREETS OF RAGE, FINAL FIGHT) all in 3D! Essentially, you fight against an opponent in an open stage, which usually consists of multi-level areas and many environmental objects like chairs, tables, hanging paper lanterns, etc. The controls are really simple: "A" button to jump; "X" to punch; and "Y" to kick. If you press "X+Y" you can throw (a person), or grab items or latch onto things. And that is it! While this may seem too basic or simple for fighting game purists, in execution in works very well. Combos are done with basic chain combos like "punch, punch, punch" or "kick, kick, kick" and/or mixtures of the two buttons. And there is no block (!), but there is dodging. This is definitely strange and a bit unsettling at first, but what that does is completely eliminate the slow, methodical, "trench-warfare" (turtling) aspect that can arise in most fighting games.
  There are 3 Power Stones in each level, and by collecting all 3 you will transform into a "super powered-up being." In this form (which lasts a very short time), all of your moves are extremely powerful and become special moves. In addition you can blow out your power in a super move that usually manifests as some very impressive full-screen madness. For example, Wang Tang's super form is essentially a super Saiyajin like Son Goku from DRAGON BALL. He even has a giant "Earth Fire Ball" super that's just like Goku's! And Wang Tang's "Mu Ten Ryu Bu" super has to be seen to be believed!
  But this description doesn't do the game justice. POWER STONE is so much fun because you can fight face-to-face and close up like a traditional fighter or run around the entire arena using various objects; basically extending the fight from a traditional, fixed space into a totally 3D open brawl! Imagine having an open barroom brawl, and you're running and jumping over chairs while pushing them behind you (toward your opponent), and then rolling over tables to grab the Flame Thrower bonus item, only to have your opponent dodge your flames by hopping onto the support beam! Then you quickly rip the support beam out of the ground and use it to smash your opponent into submission—all in non-stop, smooth 60 fps, hi-res graphics! That is a dynamic, all-out crazy battle and what makes POWER STONE so much fun. While this may not have as much depth as VF3 or SF Z3, what it lacks in number of moves it makes up in truly invigorating battles and environments.
  And for a first generation game, Capcom continues to astound with extras galore: we have Arcade mode, Versus, and Options. In addition you can open up Extra Options and the POWER STONE Collection, in which there are 15 secrets that you can unlock. Some are various extra items that you can win, like Son Goku's Magical Staff (that extends), the classic Chain Gun from PREDATOR, and Power Shield, which blocks all attacks (except throws). Then there are the wonderful VMS Mini-Games that you open up (which are all pretty fun), and winning the 3 bosses, Kraken, Valgus, and Valgus Final. You can also open up a Theater Mode, and many other items.
  But POWER STONE is not without its faults and imperfections. The limited number of moves may turn off some hard-core fighting veterans, and the single-player mode is plagued by Capcom's trademark "cheap AI" (gotta love Valgus, one of the cheapest bosses ever).
  To conclude, Capcom's POWER STONE for the Dreamcast is arguably the most impressive game on Sega's new console, and it lays a solid foundation not only to Sega's growing library, but for a new revolution in the fighting genre. This is the ultimate party game. We had a room of 40+ gamers (many who were veteran SF and VF players) screaming, hooting, and waiting to get a chance to play POWER STONE. While this isn't anywhere near as deep as VF in terms of moves, it has a refreshing and dynamic aspect that no other fighting game out there has. The limited number of moves and lack of depth do hamper the life span of the game, as after a week of play, the fun factor can wear off. This is truly a case of the old axiom of a game "burning twice as bright, but half as long." Yet just as the original STREET FIGHTER was very rough around the edges but sparked the first fighting game revolution, POWER STONE holds much promise. It may not be perfect but it is the start of a whole new direction for the fighting genre. The Revolution has begun.

Rating: 9.0 / 10


EX Home | Search | FAQ | Email Prev. Page | Contents | Next Page