It didn’t even feel like a solid SNK game… too many random ass directional shits… Not to mention the hitboxes, hurt boxes, and overall hit detection was ass, and made combos feel so flaky.
From a gameplay POV maybe. But I believe that alot of folks were looking for something similar to what Capcom did with CvS
If you don’t mind me asking; are there snapshots of the endings in Japanese?
Okay, that’s what felt so weird about it. The hitboxes never seemed to match up.
The only thing I remember about SvC was that thing that generated an image of character dialogue. That was pretty good stuff. It had some neat character choices too but it’s SvC…so
Agreed, But back in the day I was all about snk and only snk, and I just couldn’t get into it that much so I just kept playing CvS2 and all my KoF’s for ever
I mained Geese back the game first came out. Didn’t know he was broken till later on. W/e I owned,
I still play it every once in a while. It’s fun for what it is.
No esskay, all day, erry day
That game was awesome. Just recently played it again at a local arcade,…they actually have the cabinet. Violent Ken is in it correct?
Hated this game because of what they did to Hugo. No range Gigas and command parries, fuck that shit…
The Xbox port was trash because SNK gave the job to entry level programmers, and ordered them to finish it under a 5 or 6 month time period.
From what I can remember, the inputs were not lenient at all. In fact, you had to slowly execute the movements for specials if you wanted them to come out. This was only a problem w/ console ports though; arcade version felt fine.
Oh, and not to mention that during its lifespan on xbox live, I was able to play 12 or 13 matches in 2005, and none after that. I even remember that Capcom Fighting Evolution had more players online than SvC.
^-- Arcade version was garbage too on different cabs. I never figured out what the difference was. On a brand new SvC cab in the first week or the game coming out, moves would not come out unless slowly poked in. Simple stuff like hurricane kicks. :\ The GameWorks Seattle SvC cab was still super finicky but not nearly as horrible.
I love the idea of this game. If they could fix up their input problems, it’d be horrible but at least vaguely playable.
Well, I forgot to mention that I did encounter a cab that was incredibly slow with the moves too and what not. It was on one of those generic deluxe cabs (the ones that house MvC2), and it had happ parts. It was extremely awkward to get rolling motions out on the stick, force kind of had to be used. And charge moves felt like they would take an eternity to come out.
I honestly don’t know if the type of parts have anything to do with the inputs. QCF, QCB, and dp’s come out good when i’m using jap parts. Must be a coincidence.
I never had a problem with the inputs. Maybe compared to MvC3 and SF4 but anything is hard compared to them.
Could’ve been a pirated cart. Someone 'round here used “mexican programming” to describe the game.
I remember that SNK Playmore (just Playmore at the time) confess that they make the game just because of his “two Capcom and SNK games per company” contract, but it was the most obscure time for the company, so they just develop the game as “an obligation”.
That’s too much to say. I just find it “mediocre”, but it had some decent moments.
Shame this game turned out so half-assed. The music was nothing to write home about either, lots of dull tunes.