Without a doubt the finest fighting game in the world – Virtua Fighter 5 loses out by lacking the comprehensive training mode, something that definitely should have gone into the 360 version. Characters and stages are beautifully rendered with water, snow and sand thrown about by the fighters’ movements, and lighting and camera effects emphasise the dramatic action. Even now, the PS2 version impresses.
Two-player mode is, as usual, reliant on finding an opponent at your level. If you’re lucky enough to know someone willing to pit their Pai against your Sarah, make the most of it as there’s enormous fun to be had. Even though VF5 on 360 features online play, it can never provide the accuracy needed to perfect your Dragon Smash Cannon or Tetsuzankou.
Even if you can’t find anyone, VF4:Evo compensates with the greatest single-player mode in a beat ‘em up: Quest mode. Virtua Fighter mixed with role-playing parts, you take on VF players at Tokyo’s top arcades, gaining experience and collecting items to customise your character. Your opponents are based on real players from Sega’s VF.net arcade network, so you face AI versions of Chibita, Napoleon, Ohsu, DemonKitty, Kyasao and more. There’s a real sense of achievement when you manage to defeat one, and with the tiered ranking system there are still promotions and items to be won long after the final tournament has passed.
The real beauty of Virtua Fighter has always been in finding a character you click with, learning their moves and building combos and strategies. Evo’s training mode contains all character moves as well as their best attack series, combinations and tactical advice. It teaches you how to predict and escape attacks and throws, which attacks are best countered with grapples, when and where to dodge and the meaning and application of Evading Throw Escapes, Half-Spinning Attacks, Sabikis and everything in between. The deeper you go, the more you discover and the more wonderful and engrossing it all becomes. Virtua Fighter 5 may be bigger and prettier, but without a Dojo mode it doesn’t give up its subtleties as easily; had I started with VF5 I would have been playing at scrub level for much longer.
I think certain players might have convinced themselves VF’s not for them, but with an open mind, a little instruction and the right character, it proves itself as a hugely rewarding game of limitless depth and opportunity.
A bona fide Sega classic and one of the all-time great RPGs, Skies of Arcadia and the revamped Skies of Arcadia Legends are brilliant examples of what it means to be a Sega game – optimism, adventure and endless blue skies.
Each land you explore has its own culture, architecture and customs, from the ancient Japanese Yafutoma to the secluded jungle city of Ixa’taka, and this is reflected in a varied score that never dips below the excellent. The opening theme is leaves you in no uncertainty about the adventure ahead of you, and the music that accompanies the end credits is almost unspeakably enjoyable, which is to say nothing of the huge amount of music in between: when battles begin to go badly the music changes accordingly, hugely increasing the intensity, but when you gain the upper hand the music changes to power you across the finish line. It’s a simple system but one that adds so much to the battles. The only real downfall to Skies of Arcadia Legends is its poorly compressed music, which is markedly inferior to the Dreamcast original, and despite the wealth of extras in Legends I’m still playing through on Dreamcast for the sheer joy of the soundtrack.
Just missing out on the hallows of my all-time Sega top 5 is ace fire-fighting adventure Burning Rangers, the Saturn’s last hoorah and a perfect slice of Sonic Team gaming.
Stylish though it is, there’s no shortage of substance in Burning Rangers. An extremely streamlined control system lets you rip through levels like there’s no tomorrow, and one of my favourite innovations is the ability to escape an incoming fire by tapping Down as the walls visibly heat up. It’s extremely simple and admittedly wouldn’t work in many similar games, but it succeeds in giving real-time reactions a QTE-style quality without interrupting the game flow. The other major innovation is the use of audio direction instead of music and a game map; Chris Parton issues directions automatically, but can also be called upon with the tap of a button to send you the right way. Aside from its functional performance as a guide system, it’s also extremely effective at developing the story within a level, as other Rangers radio in with their current locations, requesting teleportation for survivors and assistance with everything from lifts to locks. It’s a unique take on character development that keeps the story flowing, limiting the number of interruptive cutscenes to a handful within each level.
PSO’s problems, sadly, are fairly wide. Combat is repetitive – move, light-light-strong, move, etc. – and in your first twenty hours you’ll probably finish Forest about twenty times. Hackers reigned supreme on Dreamcast – ask any PSO player about Nol, FSOD or Spread Needles and you’ll hear it all – but later versions mostly escaped in comparison. Version 2 added dozens of new weapons and armour, increased the level limit from 100 to 200 and introduced Ultimate mode: very difficult, graphically altered versions of the four main levels. Episodes I & II added a whole new world with new classes, weapons, stages and enemies, and Blue Burst’s Episode IV did the same again. We don’t talk about Episode III.
My name is James Newton, and this is my website - a collection of my writings about
videogames, music and all my other thoughts.





