Virtua Fighter 2 for Sega Genesis

Virtua Fighter 2 for Sega Genesis

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Virtua Fighter 2, minus the Virtua, and not as good at fighting

Written: Sep 06 '04
Pros:Well, it was a nice try, the engine is decent, nice sprites and music
Cons:backgrounds, sprites too small, moves missing, just bad idea.
The Bottom Line: VF2's conversion to the 16-Bit console isn't a total disaster, it just isn't all that good, and is completely lacking of a point.

The last game I got for my Megadrive (not counting the ones I have bought in the last few years dirt cheap), Virtua Fighter 2 was a Christmas present I was really looking forward to, and somewhat let down by. I remember my mum saying I could get one full price game for Christmas that year, and the debate was between this and Premier Manager 97. I was torn, because while I knew VF2 wouldn't be as good as the arcade game, I also already had the original Premier Manager for the console, and wasn't overly keen on it, and even at that young age knew that the Sega wasn't really built to run footy management titles, so I opted for VF2.

A 16-Bit conversion of Virtua Fighter 2 was really a desperation move on Sega's part. The Saturn wasn't the runaway success that the company had hoped for, and the Megadrive was still its main source of sales, but the company's hottest property, Virtua Fighter 2, was going to be impossible to port to the 16-Bit console, but AM2 gave an admirable try in bringing the greatest 3D fighter ever to a 2D console. They also probably took inspiration from Nintendo attempting to port Killer Instinct, which was made for the N64, to the Super Nintendo with decent results.

Virtua Fighter 2 is a game where you choose from 1 of 8 fighters who utilize real martial arts moves, and fight in a best of three rounds contest to see who can beat their opponent's energy bar down to empty first. You can also win rounds by knocking your enemy out of a specified ring area.

The story in Virtua Fighter 2 is identical to the Saturn version, and given my laziness and refusal to type it up again, seeing as you only actually ever find anything remotely plot orientated in the instruction manual, if I may redirect you to my review of Saturn Virtua Fighter 2 for a brief story synopsis.

Graphically was where Virtua Fighter 2 on the Megadrive/Genesis was always going to fall apart. The title itself is Virtua, as in Virtual reality, 3D, being the first 3D fighter was one of the series main gimmicks. The 16-Bit console wasn't equiped for 3D, despite an admirable try in games like Virtua Racing, so Sega opted to use 2D sprites, which I have to say are actually pretty good. The characters all look and move fluidly, and actually resemble humans more than the character models in the 3D 32X and Saturn conversions of the original Virtua Fighter. On the downside though, the sprites are very small, especially for a game released this late in the console's life, I thought we could at least expect characters the size of those in the Streetfighter games for the console.
What I can't be anywhere near as complimentary about is the stages. These don't look that bad when seen in still pictures, but they are almost static, which really doesn't look very good at all, especially for a late game. The fact that some stages are re-used just heaps on the insult.

What I will compliment, is the game's sound. The game, for the most part, sounds just like a slightly more muddled version of the real Virtua Fighter 2. The same slightly irritating announcer, the same noise for moves connecting, but best of all, the same music! albeit in a slightly diluted variety, but the quality of some of the tunes, once again I must highlight Pai and Sarah's (which now is also used as Jacky's) tracks are awesome, and possibly the best written music in fighting games outside of the Streetfighter 2 and Mortal Kombat games.

The controls in the game are nigh on identical to those on the Saturn. A = Block, B = Punch and C = Kick. No response complaints, and seeing as I enjoyed the Saturn layout, there aren't complaints about that. The game doesn't even require a 6-Button Megadrive pad, although just because I prefer it to the regular pad, I use mine anyway.

But where any Virtua Fighter game is made or broken is in gameplay, and would removing the third dimension cripple the game's enjoyment factor?
Not completely. Given that the Virtua Fighter games essentially played in 2D with 3D graphics anyway, barring the camera moving and being hit slightly to the side, a 2D game with VF gameplay wasn't impossible, and the basic engine behind this is actually competant. Sadly, while accomplishing a 2D Virtua Fighter game wouldn't be impossible, doing so on a Megadrive cart would be. Not only is the game missing two characters (Lion and Shun Di) but all of the characters have had their move lists heavily cut, removing the game's other major gimmick, the realistic, and vast selection of moves for each character. While I doubt that there are many people who know every move, and will notice the difference greatly, it still kind of defeats the purpose of Virtua Fighter entirely.

It really has to be said, that this is a truly pointless game. Without the two main reasons for the series being popular, 3D and the huge movelists, the game was really doomed from the start. Or so you would think. Sega had dabbled with the series in two dimensions before, on VF Animation for the Game Gear, a game that focused more on hilariously underdeveloped story of the series. Had this entry possibly done that, it might have stood a fighting chance of at least having a point to exist.
While the arcade and Saturn VF2's had no story apparent in game, they were really made for competition fighting, the Saturn version for practicing and fighting friends who were also good. Given that this game is stunted, it couldn't be used to practice for the arcade, and if players were good in the arcade, there was no saying that the moves they use would be in this.
This made it unclear who the game was aimed at. It certainly wasn't at the hardcore VF player, but at the same time, anyone playing who wasn't in it to improve their skills would probably want some variety of story, endings or at least something that would qualify as replay value.

The game does have one thing that no other Virtua Fighter has: winquotes. You know, like those bits in Streetfighter 2 where you won, and you got a picture of your character's portrait saying something like "go home and be a family man". Hardly an extra that would shift many copies, but there none the less.

I really wouldn't recommend Virtua Fighter 2 for the Megadrive/Genesis to anyone, other than VF die-hards who are just curious. The game is fairly rare, and if you have a Saturn, the dreamy conversion of the game for it is probably easier, and cheaper to get your hands on.

But at the same time, I would like to point out that this isn't a terrible game, despite my lack of a recommendation of it. The engine behind the game is actually decent, the game just needed something else to escalate it above average. If you look at the actual mechanics of the game, it is actually leagues ahead of a lot of fighters released for the console. So I think 3 stars and a No is about right. The game isn't terrible, but I still wouldn't advise anyone to track down and play it. You would be much better advised to put your resources towards a Saturn and a copy of its version of this game.

Other Sega AM2 games
Daytona USA for Sega Saturn
Fighting Vipers for Sega Saturn
Virtua Cop for Sega Saturn
Virtua Cop 2 for Sega Saturn
Virtua Fighter 2 for Sega Saturn


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