The most accomplished, perfectly
balanced and dazzlingly polished
fighting game ever made – but watch
out, it punishes infidels unwilling to
invest the time to learn the ‘art’.
SCORE
06/DEC/07
CLICK ON A THUMBNAIL TO PREVIEW
VIRTUA FIGHTER 5 VIDEO
To view this trailer, you will need to Adobe Flash Player already pre-installed.
If you don't already have the Adobe Flash Player installed on your machine then please use the link below to install it, if you are not automatically prompted to do so.
With the Imagine Publishing video player, you have the ability to scroll to any point in the clip, adjust the volume settings, stop or start the movie and lastly, to navigate to the start or the end of the video. Use the buttons under the video to achieve this.
The videos featured have annotations provided by the X360 team, giving you more background information on the game.
During a recent episode of
viewer-haemorrhaging TV show,
Hell’s Kitchen, coming second to
Brian Dowling after a typically un-PC gaybashing
verbal exchange, Jim Davidson
remarked, “Well what happens to me
then? What happens to people who say
what they want?” It was tear-jerking stuff
and, indeed, the first time we’ve laughed
at Jim Davidson in years, but it got us
thinking about people from a bygone
age that have no place in modern society
– people like button-mashers.
Mashers are folk who feign skill in
games like beat-’em-ups and aimlessly
press buttons in the hope of stumbling
across an annoyingly random chain of
moves to better their on-screen opponent.
In the past, games such as Tekken have
contained a window of opportunity
just wide enough for such chancers
to triumph. Virtua Fighter 5 slams that
window, pulls down the shutters and
cackles like a 50-a-day smoker from
the other side. There’s no place for the
mashers here, so please go away.
So why is VF so serious? Let us examine
the opposition. The PlayStation’s flagship
fighter, Tekken, has established itself as a
ripped, snarling, savage of a beat-’em-up,
full of diverse characters and aesthetically
rich locales. But the rubbish, stapled-on
storylines and ‘mashing’ opportunities
have damaged its credibility and the fact
that it contained at least one standout
character who was significantly better
than the others distorted the balance.
Old Xbox fave, Dead Or Alive also had
all the right moves and was a belting
showcase for whatever gaming platform
staged its scraps. But often the interactive
scenery and ‘jiggyness’ diverted attention
away from what was otherwise an
accomplished arena-pleaser.
So what about Virtua Fighter then?
The series has long-time been heralded
as the most perfectly balanced fighting
game around, and has never relied on
gimmicks to aid in its assault. Instead
it’s just two combatants, a square arena
and hundreds of intricate little fighting
moves that need to be mastered slowly,
Shaolin monk-style, over time. Execute,
repeat, execute, repeat… Only when a
move has been nailed and can be pulled
off as instinctively as breathing can you
move onto the next, because a handful
of moves, how ever seamlessly executed,
won’t cut it here. You need to learn more
and more still, clearing your mind of
trivialities such as birthdays, anniversaries
and phone numbers to make space for
the info you’ll need to ingest in order to
mix it up with your mates. Have we scared
you yet?
The crux of Virtua Fighter 5 is that for
every move, there are two to counter it.
And four more moves to counter those
two and then another eight to counter
the four, and so on. A sprawling chain of
possibilities is open to you and that’s just
scratching the surface. How do you know
what move to lead with? How many
frames of animation before it connects?
You need to know this because timing
is everything. One wrong move and
you could be punched, swung around,
flung, stomped on and… well, whatever
atrocities the credit left on your life bar
will permit. The upshot is that you will
probably only ever have enough hours in
one lifetime to fully master one character,
two if you abstain from drinking. And
this is where it differs greatly from other
fighting games featuring a gaggle of
girning Goliaths that you can happily pop
lips with in the time it takes for you to
master a ‘fuzzy guard’.
It still sounds as though we’re trying to
put you off, right? Not so; there is plenty
to enjoy here for novices and ultimately
you get back what you invest. It’s just
that to appreciate – really appreciate – the
work, fine-tuning and evolution that has
gone into this product, you have to get
good at it. Thankfully, though, this means
the game is packed with modes to help
mould you into an accomplished player.
The ‘Dojo’ is where you go to learn moves
and practise them against a programmed
opponent. And you can move or attack
in whatever manner you wish in order to
improve your move sets. This is all well
and good, but a quick sniff around reveals
a faint pong of ‘elitism’. It seems that if
you haven’t learnt your basic buffering,
combos and cancelling from Yoda-like
grandmasters with nicotine-stained teeth
down at your local arcade, then you
ain’t gonna learn them here. You’re just
given a list of moves to work your way
through with no explanation of timing
and rhythm – two key factors you have
to learn if you are to graduate from noob
to necromancer. Thankfully, Quest mode
is more enlightening. A school of hard
knocks, if you will, this mode allows you
to trawl arcades and fight opponents of
similar rank and ability to you.
You start off by selecting a fighter
and assigning your own username to
them. You are then presented with a
world map outlining local arcades that
you can visit to take on opponents. The
rank of these opponents determines
their skill level and how likely you are to
beat them and you can skip one-sided
bouts against lesser-skilled foes in favour
of more tantalising tests. The AI of your
opponents is surprisingly sharp and they
certainly don’t suffer fools gladly, getting
wise to repetitive attacks and countering
with lightning-fast efficiency if they feel
you’re beginning to mock them with
‘cheap’ tactics.
The more fights you win, the more
experience you’ll gain, and the quicker you
can level up the ladder of worthiness and
start sniffing out the 10th Dan real deals
that frequent the more hardcore arcades.
Quest serves as both an engaging oneplayer
game and a steady learning curve
(you’re not punished for your mistakes
and shortcomings as brutally as in the
standard Arcade mode), but the main
attraction with this version – and what will
ultimately set it apart from its PS3 cousin
– is the online multiplayer that allows you
to test your might against the world’s
best for the very first time. So significant
is this mode that we’ll be featuring our
own standalone review when it goes ‘live’
proper. But sampling the fluidity of the
game and being only too aware of the
intricate, frame-reliant moves that bind it
all together, we’re gnawing our nails in
anticipation of how well it will work.
On present evidence, though, there
is little not to like here, although we
could turn on the graphics if we wanted
to score a few cheap points. Born in
the arcades, the look of VF5 is polished
enough to please the eyes of spectators,
crowded around the coin-op hoping to
pick up a few tips from the experienced
combatants hogging the sticks. But look
harder and several things are amiss.
Fighters seem to hover – mere millimetres,
admittedly – above the ground, giving
their lower limbs all the apparent stability
of a Thunderbirds puppet. Certain
garments that make up the character’s
ensemble are also flat-looking and,
in the case of the dangly ones, move
unconvincingly. But to kick a game like
VF5 for not being realistic enough is like
marking BioShock down for not having
a snow level – aesthetics count for little
when the gameplay is so tight.
That said, even though the arenas
don’t play as big a part in the proceedings
as they do in the DOA games, you’d have
to be made of stone not to appreciate
Wolf’s snowy-mountain stage. Covered
with a freshly laid blanket of brilliant white
cloud powder when the fight begins, it
all gets scuffed up as you shuffle around
and you can even make snow angels
by slamming your foe onto their back.
In truth, there is neat attention to detail
in many of the locales, but none so
apparent that you can notice it while your
bloodshot eyes are trained in anticipation
of your opponent’s next move.
We could also argue that VF5 can
afford to shed some of its coin-op
presentation when ported to the home
(do we really need to see sweeping
shots of the arenas every time the match
begins, especially if you’re on your sixth
‘continue’?), but ultimately this is as
perfect a conversion as you’ll ever see.
Having said that, though, it’s still a game
that only the most machine-gun-minded
martial artists with time to invest will reap
the biggest rewards of. Execute, repeat,
execute, repeat…
Imagine Publishing Ltd, Richmond House, 33 Richmond Hill, Bournemouth, Dorset, BH2 6EZ
Registered company 5374037 (England) : VAT No 864 6042 18
Directors: Damian Butt, Steven Boyd, Mark Kendrick, Alistair Ramsay, Harry Dhand, Andrew Hartley, Sam Watkinson