With the announcer, it is either a love or hate relationship, as his campy lines such as “ Whoa! Who let these fighters into the tournament?! They’re way too strong!” will either make you laugh or cringe. The game also features an announcer that chatters non-stop before and after fights. Every character sounds just the way they should, and every punch, kick, and special move is accompanied by an equally satisfying sound. Sound effects and voice-acting are perfect, as usual for Capcom. The animation is very fluid as well, even surpassing the previous DC port, which was nearly arcade-perfect. Special mention goes to Haohmaru and Chun Li’s new sprites. The sprites themselves are usually very well done (with the rare exception of an older over-used sprite), especially those that were remade especially for this game. The backgrounds look very nice and detailed with an added “in-your-face” 3D effect going on in pretty much all of them. Also, as an alternative to using the GC pad, you could always just buy a PSX-GC controller adapter for $10. For instance, I have gotten used to using the GC pad quite well, and now feel much more comfortable in rolling than I ever did with my Dreamcast import of CvS2. While it isn’t the most natural pad to use, the standard GameCube controller can be used quite effectively for 2D fighters. Yet, this is not as great an issue as some may have you believe. Fortunately, Capcom left in the standard 6-button setup as AC-ism for those brave enough to try to use the non-fighter-friendly GC pad. This does lend itself well to casual players, which is exactly the point of course, but because it is so difficult to get just the right move you need with the GC-ism setup it is nearly impossible to truly master the game. What this means then is that GC-ism takes "advantage" of the analog sensitivity of the shoulder buttons and the C-stick to determine whether your punch/kick/super/special move is either a weak, medium, or strong move. The control stick is used in lieu of the D-pad for movement, the L & R shoulder buttons for kicks and punches respectively, and the C-stick for every special/super move in the game. Probably thrown in to accommodate the odd arrangement of buttons on the standard GC controller, GC-ism forces the player into a set configuration. From the standard Alpha-esque C-groove to the classic SNK-styled S groove, there is something for everyone.ĬvS2:EO’s major addition to the original (and earlier ports) is of course the much talked about GC-ism control style. With over 20 characters representing each company’s roster, and six different “grooves” to compliment the varied fighting styles of the characters, this is what fans had been expecting all along. SNK, this game truly is a breath of fresh air for both Capcom and SNK fighting fans. After the somewhat disappointing original Capcom vs. SNK 2: EO is the third console port of a now year-old arcade game, and contrary to what many feared after the sub-par PS2 port, it is excellent.ĬvS2 is the latest in Capcom’s line of 2D fighting games. So, after nearly a year long wait, the GameCube finally receives its first 2D fighter courtesy of the now undisputed grand master of the genre (R.I.P.
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