From classic Ryu to Amazonian Blanka, a colorful beast that can encapsulate himself in electricity, the fighters have immeasurable amounts of character and they're almost all as likable as ever. The title's 2D art style is one thing - the characters are as inspired and well designed as ever and there's so much variation its commendable. SNK 2 EO is anciently out of date from a technical standpoint. The variation makes the fights too easy and somewhat pointless. Unfortunately, it's not a problem corrected with a Capcom-created alternate control scheme (GC style) that uses both analog sticks for all moves. But is the GameCube controller the worst possible one on the market for this game? Yes. We've been able to deal with and, after some practice, master the setup, despite its drawbacks, and the end experience is still a fun one. We won't go so far as to suggest the relationship ruins the game - that's an exaggeration that's simply not true. Even after gamers come to grips with it (pun), though, there are other hurdles, specifically that the L and R buttons are also both being utilized as digital solutions, and they do so clumsily. The truth is that this is the type of fighter that requires digital precision - the analog stick simply doesn't get the job done, and Nintendo's D-Pad is both small and placed uncomfortably, which makes the process frustrating. It's not a flaw or oversight that can be blamed on Capcom, but rather Nintendo's inability to provide a workable D-Pad solution on its controller. SNK 2 EO and the GameCube controller fall into the latter half, and this is quite honestly our biggest gripe with the fighting experience. Some partnerships are meant to be and others have to work at it. With its no-holds-barred, arcade play style, one that's much more easily learned than some of the other fighters on the market, there's still quite a lot of satisfaction to be had from EO regardless of whether or not any of it's new or refreshing, which it most certainly is not. Gamers who played through Street Fighter II will be happy to know that Ryu and Ken are back (along with 42 other fighters), virtually unchanged, and still charged with powerful uppercuts, gravity-defying roundhouses, and more. The play mechanics are ripped right out of the old school book of fighters: lots of high-flying punch and kick combinations, more over-the-top special moves, and a wide wealth of projectile opportunities in between. For traditionalists, it's one of the most complete fighting packages around. It combines classic Capcom and SNK characters, different grooves and game styles, hordes of fighters on each side, and then douses everything with an endless supply of brawler moves and combos.
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Gameplay Capcom's Street Fighter franchise has starred in the arcades for so many years that it's hard to keep track, with something approaching a billion different half-updates and alterations to the same formula. Classic fight stages with polygonal-ized backgrounds.A wide selection of 44 different Capcom and SNK fighters to choose from.