Soul Fighter |
Dreamcast |
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Review by Matt Paprocki |
Fighting |
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Graphics: 6 |
Sound: 4 |
Gameplay: 2 |
Overall: 2.5 |
![]() A wildly programmed camera pans uncontrollably throughout the game. You can thankfully reset the camera directly behind your character if it's a problem (it usually is), but this default camera isn't all that great either. Of course, this leads to all sort of control problems too. The included analog control is impossibly bad. The D-pad makes you stroll at a ridiculously slow pace, while the analog stick makes you run uncontrollably. Let go of the stick and your character slides roughly five feet, leaving him perfectly open to anyone in the area. Throw in the issue with the camera which switches the directional controls around, and you've got a flaw that literally destroys the game before it even gets off the ground. Each level has a set number of enemies that must be beat down before the stage is completed. Backtracking is a necessity in every level making it more of a chore than a game. This was done to extend the play time of the game (which would be horribly short without this nuance), but there are certainly better ways to give gamers their moneys worth.
It's fun to beat up on loads of people, just not in this game. When something like this is released, you simply have to question the designers. Do they have to try and make a game this bad? During development, don't they realize at some point what a pile they're creating? How about the play-testers? Hey, it's great to see long dead genres brought back from their graves, but not in this form. Honestly, the Surgeon General should put warnings on games like this. "Warning: This game is for completists only. Playing can cause birth defects. |