tl.gif (159 bytes) tr.gif (156 bytes)
bl.gif (158 bytes) br.gif (158 bytes)
The Electronic Theatre
home guest book articles assets forum trix offline shop online shop links
You are here » In-depth reviews archive » Xbox360 » Virtua Fighter 5
 
Hardware Manufacturers

Nintendo

Sony

Microsoft

 

tl.gif (159 bytes)
Welcome to the Electronic Articles:  In-Depth Reviews Archive
tr.gif (156 bytes)

          Electronic Theatre Image

Virtua Fighter 5

            SEGA’s Virtua Fighter 5 has already arrived on home consoles in Europe. Being offered as a launch title for the PLAYSTATION3, Virtua Fighter 5 was an instant hit with the videogames press – Electronic Theatre Imageand indeed your very own Electronic Articles team – feeling as complete a package as could be found on the young system’s decidedly unimpressive launch line-up. However, seven months passed between the PLAYSTATION3 and Xbox360 releases, and seven months is a long time to play-around with an already released game.

            The version of the title that has been brought to the Xbox360 has been heavily-touted as being a port of the Arcade Ver.3 (the final version SEGA traditionally revise for Arcade machines), although, in real terms, this actually makes little difference to the final package. A slight tweak here-and-there is noticeable – an added frame-or-two on a grapple, a slight weakening of a high-kick – but in real terms, this will only be noticeable to the few who overuse these specific moves, weakening their resolve. What really does make a difference though is the dramatic increase of depth witnessed in the title’s gameplay modes.

            The Dojo – a Training Mode – thankfully returns, offering every character’s Command List as a walkthrough and aiding those used to dedicating some time to learning the speed, weight and balance of their chosen characters’ moves. Arcade Mode sees you battling through a series of six characters (randomly chosen from a possible three set strings, known as Routes) capped by Akira as the Final Battle, and a Bonus Round after. The big additions though, come in the form of Quest Mode, and online player-versus-player options.

            Quest Mode is an inspired addition to an already weighty package – although, it has to be said, that inspiration has clearly been Soul Calibur II. The player can choose between playing at one of seven Arcade venues, each offering a different skill level of A.I.. The player is Ranked in accordance with the experience gained through winning fights. Beginning as 10th Kyu, the player must work through to 1st Kyu, before moving onto 1st Dan and working through to 10th Dan. After this comes titles such as Guardian and Berserker. The A.I. are Ranked in the same way, and beating opponents Electronic Theatre Imageof a similar or higher Rank will allow the player to progress more quickly. Each venue has their own list of the A.I. fighters who play at that Arcade, and it is the players’ goal to vanquish every one of them.

            There also Tournaments – both “hosted” by a specific venue and “official”, which are keys to the all important Xbox360 Achievements – in which the player can participate for money or items. And here again lies an all-important addition to the PLAYSTATION3 release; the customisation ability.

            While the player could customise their chosen fighter on the PLAYSTATION3, the Xbox360 really does push the limits of the option far further. When the player creates Character Data, that data can then be used in all gameplay modes, earning experience, money and items where allowed. The money can then be used in the shop, and the items adorned upon the chosen Character Model. Each Character Model has a limit of ten points, and each item has a cost (although many remain at 0). Different hair colour, hair styles, gloves, tanktops, boots, jeans, belts; it soon becomes apparent that it is possible to change almost every outward aspect of your characters appearance; much like in real life, they may look like totally different people, but will always act and speak in the same way. While this option doesn’t intend to fall-in-line with Soul Calibur III’s both loved-and-loathed Character Creation option, it does add a great deal of personal flair to the game, especially when taking your customised Character Model online.

            The online gameplay was excused from the PLAYSTATION3 release as, at the time, SEGA felt the online infrastructure simply wasn’t capable of handling suchElectronic Theatre Image a technical One-On-One Beat-‘Em-up in the manner it required for compelling gameplay. However, not that much has changed in domestic European internet usage and devices in the last seven months, perhaps with the exception of an increased adoption rate, so when boiled down, this could almost be seen as SEGA announcing they didn’t feel that SONY’s online infrastructure was ready, whereas Microsoft’s most probably is. However, it may not be quite as straight-forward as this, as, although being a vast improvement over that of Dead Or Alive 4’s struggling online mode, the title still features a seemingly incurable, game-breaking amount of Lag. Couple this with the streamlined approach to the Menu System and gameplay options, and the mode offers a nice distraction, but simply can’t compete with having two players of equal ability side-by-side.

            Virtua Fighter 5 on the Xbox360 is technically a contradiction. On paper, the PLAYSTATION3 significantly out-powers the Xbox360 in almost all respects. However, in actuality, the Xbox360 appreciably improves on the PLAYSTATION3’s output. The backgrounds have been sharpened and have added flair while the Frame-Rate remains constant, lighting effects have been improved and the Character Models – perhaps having taken note of Electronic Articles own criticism of the PLAYSTATION3 release – while remaining inherently mannequin-esque in their complexion, do feature some increased imperfections. Wrinkles and Electronic Theatre Imageblemishes, as well as increased detail on extremities, muscle and veins all appear as if they’d simply been forgotten for the PLAYSTATION3 Character Models, and the title looks significantly better for it. The sound, however, is practically identical.

SEGA’s latest arrival in their Beat-‘Em-Up heritage took the floor with the PLAYSTATION3 release. The Xbox360 release, however, has upped-the-ante by some margin. Featuring additional modes and extensive customisation options, Virtua Fighter 5 simply couldn’t be a more complete One-On-One Beat-‘Em-Up package; lacking the pressures of arriving as a launch title has obviously been good for the development team. It may not reinvigorate the genre as many hope a title one day will, but it deserves to, and to those who follow the genre, that’s all that matters.Electronic Theatre Image

Kev J.                                                                                                                                           Reviews Score Table Interpretation.

01/11/07

Check out the current debate on Virtua Fighter 5 here.

Get the latest Cheats and Tips for Virtua Fighter 5 here.

Buy Virtua Fighter 5 here

Return to the Xbox360 In-depth Reviews Archive here.

 

 

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.

If you wish to enquire about pricing of any titles for these formats not listed on this site, drop me a line at kjoyce@electronictheatre.co.ukTop

 
Xbox
xbox.gif (6131 bytes)

 

PlayStation 2
playstation2.gif (5681 bytes)

 

GameCube
© Electronic Theatre 2003 - 2007 - email: kjoyce@electronictheatre.co.uk