Destrega (Retro Review)


“A lost gem from the original Playstation’s era that more fighting game fans should be aware of.”

Back in 1998, I remember buying an official of the Official Playstation Magazine, the PS1 magazine that came with free demo discs. I remember skimming through the games on the demo disc, not finding a whole lot which I was interested in, but then I stumbled across a game on the rotating wheel of demos that had a peculiar name that stuck out like a sore thumb. Destrega. What an unusual name I thought at the time, but what’s truly unusual is how little known this gem is today.

Destrega is a fighting game by KOEI, a company that has never done anything truly remarkable for video games outside of Japan. I’ve always believed that KOEI usually had no idea what they’re usually doing, and Destrega is proof of that. The game is, as a whole, fairly competent and moderately enjoyable to play. However, the game received barely any marketing at all and, as a result, Destrega was released with pretty much nobody knowing it even existed and that’s a shame.

By 1998 standards, Destrega was a bit behind the competition in terms of roster size and rewards/unlockables. The game has a mere twelve characters and the only unlockables in the entire game are a few unlockable outfits. The available game modes are typical fare, such as arcade, versus, story, and practice. There is little to do in the game besides just fight or play the painful story mode. Still, I love this game an awful lot. How can a game that is apparently lacking in so many areas be loved by me? Well, it’s time for me to explain that now that I’ve mentioned what this game lacks.

Destrega has perhaps only one feature that is well above average, and that is the fighting system itself. The presentation is awful, the music is laughable at best, and the graphics are mostly just decent, but the core fighting system is enough to look past all of this game’s shortcomings. So how could a game with so many faults still be considered awesome solely for it’s fighting system? The answer is simple. Destrega’s fights are not just innovative, but they are also incredibly strategic. While a lot of fighting vets and tournament junkies will be obsessing over Street Fighter’s frame data and such, they are overlooking a game in which conventional fighting game logic and strategies are thrown out the window. This fighting game is, honestly, the video game version of chess.

Destrega is played on a 3D field that players can freely roam. This is usually hell in fighting games, but because of the strategy involved in Destrega, it works out well. You see, this game isn’t your typical hand-to-hand fighter and most of the actual “fighting” between characters will take place dozens of feet from one another. Destrega abandons movesets and special attacks and instead adopts a creative magic projectile attack system that operates using three buttons. To throw a quick projectile, the player simply presses square, while triangle is used for power attacks and circle executes ranged attacks. The X button? Why, that’s used for jumping! The shoulder buttons are also used. You’ve got a button for dashing and a button that functions as both a block for both physical attacks and magic projectiles. By pressing X to jump and then pressing the block button, a magic shield is erected around the player that repels any and all incoming projectiles.

The object of Destrega is to utilize the speed, power, and range projectile attacks, as well as the magic shield, in a way that will enable you to outsmart your opponent. Deciding what attack to perform is always the most important decision. Speed attacks will zip across the screen and hit the opponent almost instantly, power attacks travel relatively slowly but pack quite a bunch, and range attacks are a bit of a balance between power and speed but, as the name implies, only have a limited range. Below the player’s health bar is a stamina bar which ulimately decides what the player can do and when. You see, performing any attack will take a chunk of your stamina bar off. It regenerates automatically and rather quickly, but performing too many attacks and draining it completely will leave the player fairly helpless for a few seconds.

Adding even more strategy to the combat is a type of attack I haven’t mentioned yet, and that is the combo attack. Players can chain attacks together before they are thrown at the enemy, resulting in completely new attacks. Pressing the speed and then the power button will result in an attack that covers ground quickly and also hurts quite a bit, which automatically makes it more effective than the default range attack even though it is more costly to use. Players can also “power up” the default attacks by pressing the attack buttons three times in a row. Pressing square (speed attack) three times results in several fast moving projectiles while pressing triangle (power attack) three times will more often than not launch a huge wave of devastating projectiles at the opponent.

Each character also has what I like to call an “ultimate attack.” To perform one of these attacks, the player must simply wait until their stamina bar is full and then press square, triangle, and circle in any order. This will completely deplete the stamina bar, but it unleashes an attack that literally maximizes power, range, and speed. These devastating attacks will tear through any defense, forcing opposing players to run for cover.

There is so much potential and so many different attack combinations with each character that checking out each character becomes a lot of fun. Each character has their own element or attack type, which guarantees that no two characters feel the same. For example, the character named Gradd, who looks like Jin Kazama with a haircut, attacks with fireballs. Another character named Tieme, who appears to be a knight, shoots laser-like air attacks with his swords. Other characters attack with ice, rock, and shadows. A few others even use more obscure and unusual attacks. There is a ninja character who attacks exclusively with shurikens and large pinwheel-like “things” while a little girl character quite literally attacks with colourful neon shapes such as an X, a triangle, a circle, and a square. Hey, wait second… Those shapes seem awfully familiar!

Overall, the gameplay is incredibly solid and is very strategic. Out of all the fighting games I have ever played, reading your opponent was most important in Destrega. In fact, if you don’t read their movements and predict their attacks, you will most certainly lose.

So, while the presentation of the game isn’t the best and there are extremely few unlockables in the game, Destrega can still hold it’s own due to it’s fantastic fighting system that I fear was ahead of it’s time and went to waste. Had Capcom or Namco adopted a fighting system such as the one seen in Destrega, we would’ve seen the birth of a new famous franchise. I bet on it.

Destrega is available online from various retailers such as eBay, though I can’t always guarantee that you will find a copy. I was quite lucky to end up with a copy of this ultra rare game myself! So if you’re curious and want to check out this lost gem from the Playstation era, then I wish you happy hunting!

Final Score

8.5/10

Tatsunoko Vs Capcom (Review)

“The best choice available for Wii owners who want a good fighter.”

Tatsunoko. A heck of a lot of people outside of Asia have no clue what that is. After playing Tatsunoko Vs Capcom, I’m still not sure! Do I recognize any of the Tatsunoko characters? Nope. Fortunately, this does not prevent the game from being quite awesome.

Tatsunoko Vs Capcom plays a lot like it’s sister series Marvel Vs Capcom, only a little slower and with a simpler control scheme. In Tatsunoko Vs Capcom (which I will refer to as TvC from now on), the controls are as follows. Y for weak attack, X for medium attack, A for strong attack, and B for assist. If you hold B, you can swap characters since this is a tag-team fighter.

There are no apparent issues with the controlling of any characters. It’s all pretty standard QCF plus a random button to execute moves. If you can pull off Ryu’s hadoken, then you’ll be able to do almost anything in the with game with ease. However, if you can’t even pull off a simple hadoken then, well, where have you been all these years!?

The gameplay is pretty solid. Since it isn’t as fast paced as Marvel Vs Capcom, I felt that TvC isn’t as aggressive and not as much of a rushdown fighter as it’s sister series. With slower gameplay comes more strategy and more room for executing things more carefully. It’s a pretty good fighting system that Capcom has in place here, and it only took me about twenty minutes to feel really comfortable with the game.

In terms of characters, there are quite a few. Doronjo, Tekkaman, Ken the Eagle, and Ippatsuman are some of the Tatsunoko characters available, though I suspect almost anyone reading this won’t know who the hell any of them are. Capcom’s roster is a little more familiar however, as it offers Batsu (remember him from Rival Schools?), Frank West, Mega Man Volnutt, Morrigan, Ryu, Viewtiful Joe, and Zero (from Mega Man X). The game’s final boss is a bizarre orb creature called Yami, and I have no idea if it originates from Capcom, Tatsunoko, or if it’s an original creation made specifically for TvC. Overall, there are close to thirty characters in the game, so there’s a little something for everybody.

The graphics are pretty nice for a Wii game. Of course they cannot compare to 360 or PS3 graphics, but TvC is definitely a very attractive Wii fighter. All characters are very detailed (especially Karas and Soki), animations are smooth and pleasant looking, and the stages are very vibrant and fun to play in.

Sound effects are, frankly, great! The music in TvC is very cool, especially the main menu theme. Easily my favourite menu theme ever for a fighting game, so kudos to Capcom on accomplishing that. Character voices are all pretty good (whether they be English or Japanese) and the fight sounds are standard stuff, but they work.

Completing fights will net you zenny, an ingame currency to purchase artwork, character costumes, and more. To clear out the ingame shop will require quite a lot of play time, so this game definitely has a fair bit of replayability.

Overall, TvC is a very solid fighter. While a crossover with Tatsunoko doesn’t really excite many western gamers, the great line-up of Alex, Batsu, Chun-Li, Viewtiful Joe, and more make this worth checking out for Capcom fans. The fighting engine is incredibly solid as well, making this the premiere fighting game for Wii owners.

Final Score

8.8/10

Tekken Resolute (Review)


“The game to buy if you want to smash Nina Williams’ face in on the go.”

Imagine my surprise when I found out that there was a Tekken game available on the BlackBerry App World. I could not imagine my little BlackBerry Bold 9700 being able to run a 3D Tekken game, so I was suspicious at first. After checking out the screenshots of the game however, I learned that this was a 2D fighter. Quite a change for Tekken! As a huge fan of the Tekken franchise, I purchased the game for a few dollars and gave it a try.

The most upsetting thing that I learned right away is that the game will not play music and sound effects at the same time, forcing you to pick which you would rather hear. This was a little disappointing, as both the music and sound effects make the Tekken experience into what it is.

From the main menu, you can choose between a few options. Arcade, Story, Practice, and Tekken Force are all present. There is also a “Custom” option on the main menu, which I presume is for making your own outfits.

Tekken Force and Custom are locked initially, and I have not experienced either feature since, well, the game just isn’t interesting enough for me to want to unlock them. I have a pretty good idea as to how Tekken Force would play anyway, and I severely doubt that the custom costumes would be any good at all in this mobile Tekken game. So, let’s head straight to the reason why anyone would even buy this game – to play some Tekken!

There are eight characters. Jin, Kazuya, King, Law, Nina, Paul, Xiaoyu, and Yoshimitsu. Initially, only Jin and Xiaoyu are available. The rest of the cast must be unlocked by completing game modes.

I immediately took notice of the graphics when my first fight began. They are really quite nice for a mobile fighter. The backgrounds look fairly vibrant and the character sprites animate very well, except for King who seems to be suffering from the worst case of Parkinson’s that I have ever seen. King, in his idle stance, is moving and shuffling at a frighteningly uncontrollable speed, and it just looks very awkward. The rest of the characters look just fine though, and I was actually genuinely impressed. They really do look pretty decent, and I could tell that effort was put into the sprites.

The controls aren’t as bad as what I’ve had to endure in some other games on my BlackBerry (I’m looking at you, Mega Man 3), but they leave a lot to be desired for. If you are exceptionally lazy, you can play the entire game with just the BlackBerry’s trackpad. Pressing it will make your character perform a punch while moving your finger across it will, of course, make your character move as well. If you want a little more depth (which you should), you can perform other kicks and punches by pressing a few buttons on your phone’s keypad. All attack and movement buttons are cluttered together, so if you are on a BlackBerry Bold such like I am, the controls become difficult to manage and many mistakes will be had. The game is certainly playable however, it’s just very difficult to adjust to.

The music and sound effects are hardly even sufficient in this game, and you can tell that they are of a very low quality. I find that I enjoy the game most with the sounds turned off.

Despite the fact that this game has a story mode, there isn’t much of a story at all beyond the characters trash talking each other during matches. The interaction between Jin and Paul alone was cringe-worthy.

The fighting itself is awfully simple, which could be expected from a mobile fighter. AI opponents have a habit of just walking into attacks, and they are really slow at being any bit defensive. Wins will come often and easily, and there is literally no point in trying to pull of any signature moves with your chosen characters because they won’t be needed.

The gameplay really isn’t too bad. It’s flawed and lacks a lot of depth, but it can briefly hold my attention. It’s not really awful or anything, it just doesn’t have anything to hook me and make me want to keep playing. I suppose that I could just say that the gameplay is bland.

Overall, this game could serve as a decent two or three minute diversion, but it is unlikely that you will want to sink much time into this game to unlock all of the goodies it presents when you can just as easily do that on Tekken 6 for the 360, PSP, or 360, or on Tekken Tag Tournament 2 next summer. Still, it’s enjoyable in small doses. If you want to beat up some popular Tekken characters on the go, then this may be a decent game to check out for only a few dollars.

Final Score

6.2/10

Tekken Tag Tournament 2 Announced

Tekken Tag Tournament 2 was announced at the Tokyo Game Show today. Longtime Tekken producer Katsuhiro Harada of Namco was on hand to show off the first official trailer, as well as answer questions from Joystiq.

“Joystiq: How long have you been working on Tekken Tag Tournament 2?

Katsuhiro Harada: Actually there was some talk at first of doing this before Tekken 6 came out, but when we discussed it amongst ourselves and the team we felt like we first wanted to make a proper sequel to 6 to see how far we could push the limits of our graphics engine on that hardware before going to Tag.

As you’ve seen for yourself in the trailer, we have three or four characters on the screen at once so that’s simply twice as much power needed than previously for example in Tekken 6. So obviously trying to do that right off the bat earlier on would be much more difficult.”

“If it’s running on the same technology as 6, which came not only to arcades but to consoles, what are your console plans for Tag 2?

As we announced, it will see an arcade release first. That’s where most of our efforts are focused on at the moment. But that being said, we do want to provide a chance for all of our fans abroad to be able to enjoy the game. That’s about all I can say at this point.

The first Tekken Tag Tournament came out in 1999. Why did it take 12 years to go back to a tag-based fighter?

As I said on stage, it was pretty much the result of many years of the fans giving us feedback that they wanted tag. At first, for the development team when we started out we had [Tekken] 3 and we thought the natural progression would be to go to 4 and 5 and such as a proper roadmap. Tag came about, first of, as an idea that I had after about five minutes of thinking. We were all really quite surprised when that took off and gained the popularity that it did. So we had to rethink the roadmap again once more. After working on the proper sequels and still considering all the fan feedback and how much that has just gradually increased over the years and gotten to the point where we just really had to seriously consider it.

Tekken x Street Fighter was announced recently, and today you announced this. Both are high-profile games. How are you resourcing both of these projects? Are there multiple teams?

Actually, before Street Fighter x Tekken and that whole announcement came about, Tag 2 was already in the works, so that’s something that we’ve already originally planned for. Really the question is now “so what do we want to do with Tekken x Street Fighter?” It’s getting a lot more people, and assigning them and such, as well as making game ideas on where to take that.

What do you think about the recent resurgence of fighting games, with titles like BlazBlue, Street Fighter and such?

Well, this is something that I’ve said before continuously. The Tekken series, if you look at it alone, each installment in the console versions sell about five million copies lifetime, and has continued for about fifteen years now. Plus the income from the arcades haven’t really dropped off at all for the Tekken series in general. From our standpoint, it’s not like anything has really changed much. The one thing that is noticeable perhaps is that other series, like Street Fighter IV coming back after a blank of about ten years or so, Mortal Kombat is starting to come back. I think that’s where some of the changes are occurring, rather than us. We’ve been rather constant.

Thanks for your time!”

Tekken Tag Tournament 2 does not currently have a release date, but will arrive in arcades and on consoles prior to the Street Fighter and Tekken crossover fighters in 2012.

Return to September 2010 Articles

My MvC3 Roster Predictions

BEFORE READING: To keep up to date with the latest Marvel Vs Capcom 3 news, click here. I try my hardest to publish MvC3 info even before the major gaming sites!


With Gamescom starting up in four days, and Capcom confirming that new MvC3 characters will be shown off at the event, I think it’s time to throw out my roster predictions.

At the moment, I believe that we have forty percent of the final roster revealed. VS games typically have large rosters, so it should be expected that MvC3 will be no different. It has been stated that the game will have “at least” thirty characters. I’ve listed thirty six.

Capcom has indicated that, at Gamescom, they will reveal some characters that permeate a “classic MvC aura.” This implies that few new characters will be shown off at Gamescom, if any. It looks likely that we’ll be seeing characters from MvC1 and MvC2 being revealed.

So, I’ve taken this possibility into account and have formed my own roster that I’d love to see. I’ve separated the confirmed characters from unconfirmed below. Please not that the characters in the “my guesses” portion of the article are not confirmed. A few of them are extremely likely (Viewtiful Joe, for example) while two or three are probably not too likely to appear. Anyhow, here are the characters who have been revealed.

Confirmed

CAPCOM
Amaterasu
Chris Redfield
Chun-Li
Dante
Felicia
Morrigan
Ryu
Trish

MARVEL
Captain America
Deadpool
Doctor Doom
Hulk
Iron Man
Super-Skrull
Thor
Wolverine

So that’s the sixteen characters revealed so far. With my ideal roster size being thirty six, it leaves twenty open slots. Below are my guesses. Some characters below are being rumoured to be in by almost everybody (Frank West, Spiderman) while others aren’t really being mentioned by anyone and are just my personal preferences (Alex, Mister Sinister).


My Guesses

CAPCOM
Alex – SF3 needs at least one rep!
Arthur – Classic character, not given the attention he deserves.
Captain Commando – One of the MvC mainstays.
Frank West – Appearance in TvC increases his chances of being in MvC3.
Ken – Appears alongside Ryu in most games. Was in MvC2.
Mega Man X – There is always a Mega Man in VS games. Fans are begging for X.
Strider Hiryu – One of the MvC mainstays.
Viewtiful Joe – Basically confirmed. His silhouette is visible.
Zangief – MvC needs a grappler. Was in MvC2.
Zero – Appearance in TvC increases his chances of being in MvC3.

MARVEL
Cyclops – Popular Marvel character. Was in MvC2.
Iceman – Well known X-Men character. Was in MvC2.
Magneto – The face of X-Men villains. Was in MvC2.
Mister Sinister – Fairly well known X-Men villain. Why not?
Morbius – Peculiar Spiderman villain. A vampiric character would be interesting.
Nightcrawler – Fairly popular. His abilities would make him pretty unique.
Psylocke – Mandatory female character. Was in MvC1 as assist, and playable in MvC2.
Spiderman – Basically confirmed. Also a MvC mainstay.
Storm – Mandatory female character. Was in MvC1 as assist, and playable in MvC2.
War Machine – Beloved character from the previous two MvC titles.


I would have loved to add a Breath of Fire representative to the list since I love the series to death, but let’s be realistic. Capcom has never even had anything vaguely related to Breath of Fire in any MvC game yet. No assists, characters in stage backgrounds, or anything. Face it, two foot tall robots that nobody likes stand more of a chance.

I managed to correctly guess the entire SSF4 roster (I predicted the additions of Dee Jay, T. Hawk, Adon, Cody, Guy, Dudley, Ibuki, Makoto, and two new characters) so let’s see if my brain is still synchronized with Capcom’s creative minds.

Thirty six characters and twenty unconfirmed characters I’ve guessed.

Let’s see how many I get right!

Return to August 2010 Articles

Namco VS Capcom?

NOTE: The information in this article is outdated. Click here for my post on Street Fighter X Tekken.


So, a lot of buzz seems to be going around that Namco and Capcom will be making a VS game, possibly even Street Fighter VS Tekken. This is definitely one of the most unusual VS games I’ve ever heard of! Capcom’s fighters play so differently from Namco’s own fighters that combining the two just sounds like a really difficult task for either company to successfully pull off. It is being said that the game would be developed more by Namco than Capcom, so perhaps the Street Fighter characters will be stripped of their projectiles?

Arcade UFO, which is supposedly one of the most respected arcades for competitive gaming, tweeted the following recently.

“A little birdie tells us Namco vs Capcom will be announced next Saturday. It’s Namco, so it will certainly be in arcades.”

Meanwhile many in the tournament scene, specifically those attending EVO, have reported that two senior members from each company (Capcom and Namco) took to the stage together at EVO. The two senior members were none other than Katsuhiro Harada, the mastermind behind Tekken, and Yoshinori Ono, the badass Capcom guy who revived the Street Fighter franchise.

Things are definitely looking good, and apparently this game was rumoured as far back as E3! With this story picking up a lot of steam now, an official announcement can’t be far off. Will it truly be July 24 like Arcade UFO predicts?

Jin versus Ryu, Guile versus Paul, Chun-Li versus Asuka, or M. Bison versus Heihachi? Or even Jack versus Zangief!? Oh, please let this happen! As a huge fan of both series (though I’m slightly more partial to Tekken), I truly would love to see this happen. Here’s hoping!

Sources:
http://shoryuken.com
http://twitter.com/arcadeufo

Return to July 2010 Articles