Capcom’s diverse lineup continues to impress
Few publishers have had such a successful run over the last generation as Capcom. With a commitment to its legacy titles and its ability to keep them fresh in modern times, it has set an example that other publishers should emulate. The company’s Tokyo Game Show range of games Resident Evil Village‘s DLCs, Street Fighter 6and Mega Man Battle Network Legacy Collection demonstrates this commitment to quality and variety, as his slate was as different as it was excellent.
Resident Evil Village: Shadows of Rose DLC
Capcom is not coming out again resident Evil in 2022, but it adds a ton of DLC to Resident Evil Villageone of the best entries in the series. Shadows of Rosethe story-centric portion of the DLC, is the biggest addition to the three-pronged package and the one Capcom was most open about.
Rose, Ethan’s daughter, is the protagonist, which is easy to see since the DLC can only be played in third person. The camera angle makes it look more like the Resident Evil 2 and 3 remakes and it shares a lot of similar DNA but with some differences. Aim and shoot are pretty familiar, but the movement is more in line with Town. Rose’s walking speed is comparable, but she’s backing up at such a slow pace that she might as well stand completely still.
This small tweak changes the flow of combat a bit, as it means players will have to stop aiming and move around more often; something he shares with Towncountryside. The loss of mobility will require some tweaking, but that doesn’t automatically mean it’ll be a net negative. Some of the best resident Evil games don’t even allow players to move and shoot at the same time, after all.
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And while the shooter isn’t completely out of the series’ wheelhouse, players will be able to experience new power in addition to using traditional firearms. Rose’s abilities allow her to freeze enemies while focusing on them, a weird mental power that also allows her to melt some slimy obstacles for extra items and get rid of enemies that have grabbed her. This power gives this DLC a bit of a twist because it means players don’t just have to worry about ammo.
Capcom was pretty secretive about this power, so it remains to be seen how it will shake up in the full experience. Blowing up enemies with magic is something different, but the enemies in the early parts of the game – though spookily designed with rotting white flesh – were little more than standard, roaming zombies, except the name. Hopefully it has a more diverse bestiary, something it probably needs more than the base game since this DLC takes place (or mostly takes place in) the same halls of Dimitrescu Castle, but with a lot more red slime. blood.
The recycling of areas and characters (like the jolly obese merchant who’s just as obese, but evil for some reason that doesn’t fit his personality) is a bit ominous, as is his more serious tone. Town was a wickedly well-paced adventure that thrived on variety, not overstaying its endearingly cheesy welcome and storytelling, and there’s no telling if Shadows of Rose may have these same advantages. It borrows some elements from the base game while deviating from it in key places, and it’s a balance that ideally the full experience can achieve.
Street Fighter 6
Street Fighter IV casts a long shadow Street Fighter V fell short for several reasons, but it opened the door to Street Fighter 6 to be a hungry underdog who needed to swing. The game showed up well in its first few trailers, but it’s also impressive in person.
The more street-like presentation is one of the first striking parts about it because it matches the “Street” part of its title. The menus aren’t just stylishly designed, they’re also awash with graffiti, punchy beats, and neon colors that pop and have such a cohesive personality. This also translates to matches, as the transitions into fights are quite flashy and visually appealing. Load times are also fairly short, even at this early stage, and the clutch animations are more exciting than a typical loading screen. Rematching is also almost instantaneous (at least on PlayStation 5). The game has energy and moves so easily.
It’s impossible to truly grasp the depth of a fighting game’s mechanics in a pre-release session, but its movement and overall systems are fluid and responsive. The Drive Gauge also seems to give players a wide variety of freedom since it can be spent on offensive moves like Overdrives which are enhanced specials and defensive moves like parries, Drive Impacts which can absorb attacks and pin down attacks. opponents, Drive Rush which are cancels, and Drive Reversals which quickly return with weak movement after a successful block.
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These more exuberant moves have some of the same visual flair the game has everywhere else and can accentuate a big hit or well-timed parry. This makes the game more exciting to watch and, again, shows how prevalent its style is throughout the game. It also tries to appeal to a more casual audience with its “modern” control scheme which simplifies the entire range of inputs. Reducing complicated controls is a great way to attract more players, but there’s no in-between option with mortal combat-esque inputs that connect the two systems, which is a missed opportunity.
Regardless of, Street Fighter 6 is still in an amazing place. The game has a confidence that the last title didn’t have and first impressions show that confidence is warranted. He has a lot to prove, but Street Fighter 6 could be the punch the series needs.
Mega Man Battle Network Legacy Collection
Annualization is rarely good for a game franchise, as evidenced by the Mega Man Battle Network Games. These action strategy games have seen some improvements over time, but the annual schedule and Pokemon-as the double releases have diluted the large series by flooding the market. Mega Man Battle Network Legacy Collection, a two-part set with all six games (10 in total with the various versions), benefits from being separated from this busy schedule as the distance from their original launches means they can feel a little more cool now. And, judging by the opening areas, they do, thanks to the solid core gameplay.
His fight seems to have held up the best. Picking card-like tokens while battling on a real-time grid is a solid mix of strategy and action, as it requires both quick reflexes and careful planning. It doesn’t lean too heavily on one style and is able to bounce between the two quite well with an overall tempo that remains quite unique. A stone’s throw from Eden was a good reminder of how successful this genre could be if done properly on modern systems, but this collection has the ability to remind players of the mega man games that inspired this 2020 title with its timeless gameplay.
The Battle Network the games were rather long, so it’s unclear if they’ll hold up through all six games, especially since they had significant difficulty spikes and brutal luck-based completion requirements. It might also be harder to grapple with its random encounters and lack of autosave, which might be annoying during missions as these have fallen out of favor lately. Capcom hasn’t added contemporary settings to smooth out these possibly dated parts, meaning they’ll have to stand on the same merits they had during their original releases. Small features like this would be appreciated, but it’s not yet clear how much of their absence will be felt.
Capcom has added a few extras to the bundle though. Players can peek at loads of concept art, listen to music, and browse other goodies Capcom hasn’t yet mentioned. There are also a few visual options, allowing players to stretch the game screen to fill most of the monitor to something that shrinks it so it takes up a hilariously small portion of the screen. Graphics can also be smoothed and while this filter may seem unnatural to those with experience in these games, it can be turned off and ignored, allowing gamers to soak up the jagged edges and pixel art. Mega Man himself can even talk to the player on the home screen and while he’s supposed to mimic his hints in the series, his benign contribution is pretty meaningless. It’s not the most comprehensive collection of bonus content, but it all seems well put together and offers just enough. Online gambling and token trading are also great additions, but these have yet to be tested.
Putting the whole of an annualized series into a pair of beams (or a big beam) can simultaneously show how the Battle Network the games could be aligned in this way and the primitive nature of the first game compared to the last. But it also has a gameplay loop worth revisiting because it’s still a unique blend of genres nearly two decades later, which this collection looks set to show.