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Virtua Fighter 5 (ARC, PS3, 360)Virtua Fighter 5 (ARC, PS3, 360)
Last updated on June 20, 2008 - 10:12.
You can only really review a game like Virtua Fighter 5 after playing it for months and months. Because playing Virtua Fighter 5 in its whole depth and beauty takes time, much time - time that is very well worth your effort of trying out a stellar fighting game that knows how to hold you in its spell! That is, if you allow it to ... WHAT EXACTLY IS "VIRTUA FIGHTER?" Virtua Fighter is different from any other 3D-fighter: not only that you won't encounter any fireball-throwing karatekas, or katana-swinging samurais ala Street Fighter or Soul Calibur, no! Virtua Fighter is even to-day the most authentic fighting simulation with a cast of fighters from different martial arts. If I were to describe Virtua Fighter with one word only, it'd surely be "balance." Game balance has always been a showpiece of the franchise. No matter which character you take, you have equal chances to win. There is always a counter to your counter as there is a throw escape to your grab throw. When its about gameplay fairness VF5 truly begins to shine - no technique in VF is ultimate, unbeatable. The core game principle of VF is that two players of different fighting styles, that exist in real life, fight each other until one goes KO or ring out. The martial arts firework that is rendered on screen, when for instance drunken-boxing Shun fights against the beautiful Japanese Aiki-Jiujitsu schoolgirl Aoi, speaks for itself. If you're looking for gory action, or flashy special effects, then Virtua Fighter 5, and the VF series in general, won't get you nowhere near satisfaction.
HOW IT BECAME WHAT IT BECAME Ever since Virtua Fighter had its debut in the (then uber-popular) arcade halls it's soon been realized that this first 3D fighting game was to become a milestone in gaming history. Based on a three-button layout (punch, kick, and guard) and directional input only, the fighter soon proved to be simple and yet deep at the same time - a learning curve, and button layout that are still characteristic to the franchise to-date. Every new major installment of the series brought not only new characters but also new gaming dimensions to the whole genre:
"IT'S SO DEEP, SO ULTIMATELY DEEP." BUT NO ONE SAYS WHY! There were reviews abound that praised the sheer unlimited depth of Virtua Fighter 5. But no one really explained in particular what's meant by this. I will. I have to admit that I have played the franchise since the very first Virtua Fighter installment. To a certain extent, I can even understand the point that the professional VF scene likes to make about VF: having mastered a character and his style in Virtua Fighter is equated to having mastered a real martial art. The easy control scheme (punch, kick, and guard plus the directional input) is learned quite quickly. What this control scheme is capable of though is more than impressive: dozens of techniques, combinations, and interactions just with the simple controls that Virtua Fighter 5 provides the player with. Virtua Fighter 5 has a steadily-rising learning curve. Getting into the matter takes time, much time - every single frame of time, to be precise. In Virtua Fighter the clock ticks differently: sure, you have a clock counter and all that, but the game runs in frames - 60 frames per second, to be exact. Every single frame can be the start of an action: an attack, throw, evasion, etc. Thus, it is every single frame that counts: if the player knows beforehand how high his frame-wise advantage is after having blocked an opponent's move, then he can utilize this knowledge to his advantage by buffering his reaction according to that, resulting in the highest possible damage outcome. Yes, knowledge is power in Virtua Fighter 5: knowing your options in a situation is as vital as your next move in a good game of chess. In an era where the competitive fighting genre is losing its footing, where sandbox, online games, and first-person shooters earn the big money, Virtua Fighter 5 stands by its less merciless ideals that force-pushes the game against the trend of its time, ala Soul Calibur & Co., against a trend that is pushed towards simplicity and flashiness. Even the newest installment by AM-2, Virtua Fighter 5, is still very much input-emphasized in offense and defense. Delivering or buffering the proposed input in time is the only guarantee for a successful match, and that is something that has to be trained over and over again. But the depth in Virtua Fighter doesn't only come from mastering the offense. As in most fighting games holding back (see 2D-fighters) or the guard-button (i.e. Soul Calibur) is about all you can do when defending. But not so in VF5: even in defensive situations the player's input is as demanded as in offensive ones - if not even more. Executing throw escapes, buffering evasions, or special crouch-guard techniques belong to the daily routine of the more advanced defender.
"DON'T LET ME BE MISUNDERSTOOD, ... It's like a whimpering out of desperation: even though accepted as the deepest and most complex 3D fighter of all times, Virtua Fighter 5 is hardly played by the Western audience. This can be put down to the fact that Virtua Fighter doesn't take the player by his hand at all guiding him through the mechanics of its vast gameplay elements. The player is, quite literally, thrown in at the deep end without him letting know how to swim, or that there's even such a thing as "swimming." ... - IT'S JUST A QUEST FOR KNOWLEDGE." Sure: the pathetic Quest mode offers tens of thousands of arcade VF celebrities as CPU to fight against; and the AI is pretty decent (Xbox 360 version only) especially if set on Expert level, where the AI tries to emulate particular playing styles. Sure: there is an OK manual that VF5 gets shipped with. But it only explains the most basic game principles that the player, without pragmatic examples, can hardly get an idea of. Even the mediocre Dojo mode, that, by the way, falls short if compared to the one in VF4: Evolution, wasn't developed in the way that the player is tutored through the jungle of complexity that is Virtua Fighter. Training the execution of moves or setting up specific gameplay situations with the CPU in Dojo mode doesn't simply correspond to the deep gameplay that VF awaits its players with. Unexplained complexity is also the point where even VF5's newest character additions, Eileen and El Blaze, who were especially designed for beginners and who are easy to pick up and play with, can't help either. By leaving the player so much on his own AM-2 has made a grave mistake. This is a mistake that can't possibly appeal to the common Western audience. Left at the beginning of an odyssey the player has to quest his own way, on the search for knowledge - a journey that he is forced to do outside of the game. The Official VF5 Homepage in English (nor Japanese) won't help you there either. However: the Official VF5 Strategy Guide by BradyGames gives a first helpful glimpse at the game, which can then be nurtured by browsing through Virtua Fighter DC with their extensive Virtua Fighter Wiki, command lists, and a knowledgeable English community forum. WHAT'S NEW IN VIRTUA FIGHTER 5? The most obvious additions are the two new characters, El Blaze (Lucha Libre) and the female Chinese Eileen (monkey-style Gong Fu) - two great characters which are easy to pick up and thus perfect for VF beginners. The graphic engine has also been polished up and was impressively attuned to the high-definition climate that shines on the current generation of games. Apart from that, you can now view previously recorded matches (from the off- or online VS. mode) on VF.TV. Unfortunately, VF.TV is much more useful to the arcade gamer who can save the record as real video file, exchange replays easily, and what not (something they have to pay for though). As expected, the player also gets drowned in a mass of new (non-gameplay relevant) items for customizing his beloved character. This is where the technically obvious additions to the game end. What comes next are, for most of the part, gameplay changes & tweaks which, all in all, drive the game more towards offense, and the more emphasized usage of throws. The new technique Offensive Movement now offers the player the possibility to position himself much better and faster in the ring, or to even create a side-turned situation where it takes much more time for the opponent to guard giving you time to initiate the really damaging combos against the helpless foe. Here are the core gameplay changes in a nutshell:
XBOX 360 OR PS3 VERSION? There are two version for the home consoles of Virtua Fighter 5: the PS3 version that got released with the launch of Sony's flagship, and the Xbox 360 version that came out about half a year after that. Both versions represent an equally good port of an already impressive arcade fighter. The question comes down to whether you have someone to play the game with. If you haven't, and if there isn't a strong VF community around your neighborhood, then it's not a bad idea to buy the Xbox 360 version that has online play. And it works so surprisingly well that the times of a laggy Dead or Alive 4 & Co. are over. Virtua Fighter 5 provides you with an engine that works in both ways: off- and online. Even online you can still enjoy all the frame-precise techniques that you would perform offline (sabakis, reversals, hit-throws, Fuzzy Guard, 0-Frame-Throws, and so on). As well, the lag compensation for intercontinental matches is more than good. Gameplay-wise the Xbox 360 version provides you with Revision C which holds important move and gameplay tweaks (camera angles); a more refined Dojo mode & AI, better background anti-aliasing, and some more items, also in the form of downloadable content, that you have to pay for on Xbox Live Marketplace, await you on the Xbox 360 as well. Whichever version you will get though, it is highly recommended to get your hands on an Arcade Stick sooner or later. In general, a normal controller pad can hinder your clean command input, whereas the arcade stick with its huge buttons, and comfortable joystick leaves enough room for refining one's input. For trying out Virtua Fighter 5 and breathing in the game's spirit though, a pad will do just fine.
CLOSING COMMENTS Virtua Fighter's complexity can be a joy - but only if you allow it to. It can be enjoying to dive into the abyss of an authentic fighting game that surprises you every time you load up the disk. Becoming better, training moves and tactics, and defeating the best of the world online can have much addictive potential. Most certainly, all this doesn't make the game a renter though: the appeal of Virtua Fighter to occasional gamers is rather limited. Same goes for singleplayer enthusiasts: Virtua Fighter 5 is solely a multiplayer game. Single players will be terribly disappointed as there is practically nothing in the package for them. The Quest and Arcade mode can't help it either. Virtua Fighter's complexity can be a pain - most definitely, at a certain stage of your gameplay experience. The biggest letdown of the game is its lack of guidance. That Virtua Fighter could never quite evolve from its arcade roots, is obvious when you analyze its console versions: there is nothing that tutors the player in any helpful way. A better Dojo mode, in the style of VF4: Evolution, could have helped a lot here. The console versions therefore seem to fall short, and too thin, and still force the player to browse the web for explaining sources. Technically, the franchise proves once more that it's top-notch. Where the HD graphics are a feast to your eyes, and breathe life into the characters and scenery, the sound and music is typically VF: a purely practical gameplay element in Dolby Digital 5.1. As we can decode a sound with our ears before we can even think about decrypting a scene visually, specific moves make specific sounds in Virtua Fighter according to that: a sweep will always be accompanied by a swoosh, and so on. So, is Virtua Fighter 5 a game for you? If you like to dive into the depths of games, if you enjoy challenges in a great fighting game, and if you are not afraid of googling VF5 guides and FAQs, then yes: Virtua Fighter 5 will keep you entertained for many years provided that you have someone to train with, and to play against. If you are an occasional gamer though, that likes to pick up a fighting game from time to time, then VF5 might stress you too much. Only constant playing will advance you forward. You will better be off with the upcoming Soul Calibur 4 or even Street Fighter IV that are ideal for occasional gaming.
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Last updated on June 20, 2008 - 10:12
186 points
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Very good user-review, what you did with the screenshots is awesome! I think your rating is pretty tough, though.
It's a tough rating indeed, but AM-2 has to wake up here: outside Japan the time of arcade games has come to an end. What the gamers want is a good game with solid gameplay (something an arcade game can already offer) neatly bundled up with game modes that really make sense and introduce the player to its gameplay elements (something where arcade games often disappoint). A rating in the more stellar ranges (A- and better) would simply not reflect the whole package that Virtua Fighter consists of. The lack of explanations, tutorials, and guidance stabs the game where it really shines: its warm-hearted depth.
I overhauled the "result" picture. It now looks much more refined.
Ok wow, that was a great Review, I feel like I just played through the game. But I guess I will never play the game, the last fighting game I played was Street Fighter on the SNes, after that it just got to complicated for me, but you warned me about that, great.
One thing I didn't understand while reading the review, I read a lot of times that you have to be frame-precise to become successful, and you pretty much wrote the same yourself, but how does this really work? I mean, you have 60 Frames a second, so a single frame will only last ~0,016s, or in other terms, just one and a half hundreds of a second. Even if your brain would be fast enough, the time an order will reach your finger and your finger will press the button will take much much longer then that, so in order to reach that kind of precision you'd have to actually try to press the button maybe 10 or 20 frames before it is actually needed. As you can see I'm confused, how does it work? Will you reach a higher plane of existence when you mastered Virtua Fighter and shed your body?
I wish that were so :D.
But coming back to the 1-frame-question: the player needs to know beforehand how high the frame-wise advantage is after e.g. he blocked an attack. Of course, the actual visual confirmation of a fight scene is surely higher than 0.016 s (1 Virtua Fighter frame) for a human being; but knowing that after the block you will have this one frame where the opponent's guard will be down because he is recovering allows you to buffer your reaction (e.g. a punch-kick combo).
I also added a clearer info bit to the review about frames:
Best user review so far.
You must really love this game to put so much effort into the review ;)
Love for the game is surely one reason why I put so much effort into writing, editing, and illustrating the review. The second reason: GamersGlobal readers deserve no less.
Thehee, good answer ;)
I am so not into fighting games, but this review was really very good and readable. And I also really like your tough rating, because although you really seem to like the game, your objectivism is still intact. That's not an easy thing to do. Thank you for that.
And could you please head over to the staff chat because I asked a (probably very stupid) question about how you did the screenshots there.
Thanks for the great review. I truly don't understand why people would invest hundreds of hours to perfect playing a game. I mean, by the time you mastered one character (check the moves for Akira: http://virtuafighter.com/commands/index.php?ver=5c&chara=akira ) you must have played this single game months. I doubt I could be that hard to myself. I bought Dead or Alive 4 on a whim, out of nostalgia for the 80's fighting games I played (Karateka et al) and wanted to try out with my new XBOX at that time.. One of the worst buys I ever made. The only fun I had was when my wife played against me and we simply mashed some buttons and beat ourselves until we laughed with tears. Never played the game again.
So, I wonder why the japanese players are so hard on themselves. What is in it to "master" one game. Please note this is not meant as an offence against players who like VF and so on, just a desperate try to understand these sorts of games.
I recommend you the movie The King of Kong.
It's about the world record in Donkey Kong.
VF5 is like opium among the fighting games addicts. It is highly addictive to become better - or even the best. Especially playing online on the Xbox 360 makes you want to train harder and harder if you happen to lose a match against someone cheap or stellar. It makes you think: rethink your strategies, and what has gone wrong. Why have I lost, and what do I have to do in order to overcome this low point of my playing.
Concerning your question about mastering an art: As far as I see this, the Japanese have always been a people striving for perfection in whatever they do. This hasn't changed with the beginning of the gaming age.
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