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      Rumble Roses XX

            Rumble Roses is a game series that has been, and will forever be, mocked by the UK Press and gaming public. While many of you shall realise that titles like this are ten-a-penny in the Electronic Theatre Image east, here in the west we only get drip-fed such titles as the Dead Or Alive series and not a lot else to match the relative quirkiness and titivation of the Japanese gaming culture. Offbeat releases such as Harvest Fishing, Okami, Sprung, Phoenix Wright: Ace Attorney and LocoRoco make much of an effort to bridge the culture gaps in videogaming, but rarely does a title offering a similar sensation to the likes of KimiKiss arrive. This “quirkiness” is often translated in the west as perversion – lots of lovely ladies bouncing around wearing next-to-nothing or, worse still, school uniforms and maid’s costumes – and with a whole host of features for you to get the best view possible etched into your brain, it’s little wonder why. But it’s not our job to comment on the significant lack of taste, decency or subtlety, it’s our job to inform you, the gaming public, as to whether or not it’s fun.

            Upon first play, it strikes immediately home that Rumble Roses XX plays as quite a contrast to it’s PlayStation2 predecessor, Rumble Roses. NoElectronic Theatre Image longer is the title orientated more like a Beat-‘Em-Up as opposed to a Wrestling title, and no longer are you ushered through the game by the hand. Opening up the title seems to be an attempt at innovation, gone drastically wrong. There’s no longer a Story Mode, and the Exhibition and XboxLIVE! Matches are now accessed through the same Menu Screen as the default Single-Player Matches. A variety of locals is available; Sky Scrapper, Arena and Red Valley are your three basic Single-Player venues, with Island Resort offering Queens Matches and selecting Street executes the Street Fight Mode. The Multi-Player options are presented here as Exhibition (which enters a Match Set-Up Screen for Multi-Player on the single system) and XboxLIVE! which, obviously, allows for play online. The Locker Room allows you to view details of your play, such as gameplay time and total wins, and the Shop offers you hundreds of costumes available for purchase.

            Gameplay takes on a more traditional approach to Wrestling than the first release in the series. Having been developed by Yukes! Entertainment, the team responsible for the WWE SmackDown! series and last year’s fantastic DragonBall Z: Budokai Tenkaichi, the roots of the title are now stuck firmly in the Wrestling arena, even if they maybe heavily influenced by a more Arcade-style of play. Attacks and moves are performed in a similar fashion to the first title; punches and kicks with a press of the X Button, grapples on the Y Button and reversals by pressing the corresponding Electronic Theatre Image attack button to your opponents attack in conjunction with the R Button. The flow is much more fluid than the likes of the WWE SmackDown! series, with the gameplay reacting at a much quicker pace than most Wrestling titles. There’s still more of a time-delay than with hardcore brawling titles such as Urban Reign, but an interchange from grapples to holds to drop-kicks can easily be established through just a few Matches. Each of your characters has four Special Moves also, the most basic of which, the Killer Move, can be executed simply by filling a Killer Charge Meter at the top of the screen and press the L Button. All three other Special Moves also require you to fill this Killer Charge Meter, but also have additional gameplay requirements; Lethal Moves require you and your opponent to be in requisite positions (i.e. at your opponent’s feet while they lie on the floor, or behind a dazed opponent) and are performed with the L Button also, Humiliation Moves are performed by executing moves that fill your opponents Humiliation Meter – situated under the Killer Charge Meter – and Double X Moves require you to have a partner available and in-range with both of you having full Killer Charge Meters.

            The lack of obvious progression is uncomforting, however is passable. Fighting through a pre-set arrangement opens up Single Title Challenge Matches and Tag-Team Title Challenge Matches. Most Championship Matches you win will allow you a chance to unlock your chosen character’s alter-ego. Following the first Rumble Roses, each character features two envisioning, labelled Face or Heel, or, in other words, good or Electronic Theatre Image evil, fan-favourite or rule-breaker. Adding depth through the use of almost identical Character Models with expanding the Moves List no-end remains as clever as it did on the PlayStation2, however, those having not played the first title may feel cheated by an apparent lack of variety.

            The Queens Matches and Photo Mode will have most reeling in horror with the offbeat nature of drooling over polygonal models, but are actually an interesting insight into Japanese antiquities, and are actually quite comical. The Street Fight is an interesting addition, if severely under-developed. A basic, One-On-One Beat-‘Em-Up addition that takes the title closer to the genuine brawlers than the first release, yet, is poorly calibrated on almost every level. Online play is acceptable, with very little Lag evident, but with little incentive to play past the Japanese hulks that dictate the play in the way that most casual gamers complain the Americans do with the likes of Halo2 or Perfect Dark Zero. The removal of the Mad Mud Mode, however, is incredibly disappointing, especially when considering the power at the hands of Yukes! Entertainment through the Xbox360, and pushes through all the hallmarks of a development schedule less than wisely spent.

            The title’s graphics are quite hard to examine. To begin with, the Skin Textures, Character Models and Light Reflections are fantastic, while the Blur Effects are far too often over-used, the hair animation pales in comparison to Dead Or Alive 4 and Resident Evil 4 and the Real-Time Lighting is almost non-existent. The animation flickers from perfect to stuttering, and Polygon Cross-Pollination is infrequent, but distances player from avatar far too much for a Next-Generation, Fifth-Generation title. The Arenas are heavily limited and sparsely decorated, the two most interesting of which being limited only to Street Fights and as ill-focused as is seemingly possible; the players invariably appear to be floating, as Electronic Theatre Image if they were fighting in front of a Blue Screen with the background super-imposed later. The sound quality is off a high standard, but a lack in speech variation and average videogame fodder for the Score will often see you adding your own Soundtracks in any event.

            Rumble Roses XX is quite a conundrum. On the one hand, as most gamers probably will do, it should be shunned. Even though it’s a far-cry from titles such as Fighting Beauty Wulong, Tokimeki Memorial Girl's Side 2nd Kiss or Wrestle Angel Survivor, it’s extremely rare that a title such as this reaches European shores, and so, is more liable to criticism than the openly more evocative titles such as Playboy: The Mansion, BMX XXX, and even Fahrenheit at times. However, much like the first release, the title does contain some rewarding gameplay also. It may not break any boundaries and it may not be to everyone’s tastes, but it is a genuine stop-gap for WWE fans until WWE SmackDown! Vs. Raw 2007 arrives. Rumble Roses XX will disappoint fans of the first release, but also gratify in equal measure. A hard test of the hardest of gamer tastes it may be, but if Rumble Roses XX is a brief glimpse of things to come from Konami on the Xbox360, it’d probably be wise to get a second opinion first. Electronic Theatre Image

 

Kev J.                                                                                                                                         Reviews Score Table Interpretation.

18/06/06

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Each of these articles has been written either independently of Electronic Theatre or by an external viewer. The opinions discussed in these articles in no way reflects the opinions of Electronic Theatre.

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