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N64: Deadly Arts Review

Started by retro junkie, September 03, 2018, 08:28:21 PM

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retro junkie

This review is taken from a series of reviews I did a couple of years ago concerning the fighters available for the N64.




So......hmmm......production values, let's talk about that for a moment. You got to have production values to produce a good game; Or at least to end up with something half way decent. You would think that they would have goals to shoot for. And one would at least come close to meeting those targets, right? As I sit here playing this game all week, I continuously look at the cart reading, and rereading, the name Konami. The name Konami does not go with this game. At least not the Konami I use to know. In my mind Konami had a reputation of putting out top notch games until now. My bubble popped.



I really want to like this game. I really do. The intro is comparable to the intros of other fighting games of that day, CD quality IMO. But is that as good as it gets? I find the graphics appealing. And the character design? I almost have this feeling that I have seen some of these fighters before. Maybe popular games have influenced the artists involved? The fighters have a simple anime style artwork look about them. I really like that. The snow stage I find as a favorite. You have an interaction with the stages, the backgrounds, by throwing your opponent crashing through a wall or some object in that stage, or they, throwing you. I like that. I somehow find myself thinking that maybe this will get better the more I play.



There are some good concepts going on here like the "create a fighter" mode. You name and decide how your fighter looks. Then your fighter learns moves from the opponent. Gradually, through many fights, which have to be wins, you become a skilled fighter. Not sure, if at some point, you will be able to use that fighter in the main game. I have seen in a review that you can. There were thoughts, at first, wondering if I would be able to endure just to find out.



My main complaints about this game is the gameplay, total frustration. The controls seem so non responsive, sluggish, haphazard; it is really hard to put into words. Gameplay can kill a game rather quickly. And that is the biggest problem with Deadly Arts. If only this game would have been finished, because that is what it seems like, unfinished. No polish. It had come to mind that maybe this game was untested and shoved out the door. The moves are not anything to get all worked up over as none of them are over the top, just hits and kicks, simple martial arts moves. No finishing moves, or long string combos. Emphasis is on how you fight, the technique, which is very different from other fighters in the genre. And I like bringing new ideas to the table. Confusing if you are used to arcade style gameplay. You have a limited number of moves for each character and some of those moves are difficult to pull off. Using configuration D for the control pad gives you access to those difficult moves as they are assigned to certain buttons. Setting the bout time to 30 seconds is also a plus. If the time runs out each side is given a score based on fighting technique, amount left in your life bar, etc. This can work to your advantage if you strategize. I have had almost nothing in my life bar but was graded high on my fighting and won the bout. Making these adjustments has given me a more satisfying experience with this game. But how many gamers will work their way to this point just to play a game? Casual gamers will jump off at the first bump in the road. Unlockables include, stages, fighters, and extra body parts for the "create a fighter" mode.



I purchased this game especially for this series of reviews not knowing what to expect. I ended this game time with an appreciation for this game which is not how it started. I actually started to have fun. I wonder, did Konami ever redeem themselves after releasing this game? As a gamer I have standards. When you pick up the controller for a fighting game, you should feel "at one" with your character. The game should be designed in such a way that if I fail, I know and feel it was my fault. I should feel some since of accomplishment as I continue to play and advance in the game. It should be easy to pick up and play. If you have tight, fun, responsive gameplay, you have a winner. I don't care what the complaints are with graphics and sound, gamers will still be playing. I will still be playing. Deadly Arts does have its moments, and I get it, what they were trying to accomplish, but it is not enough. This game had such potential. And I rate this game as, "I'm glad I only paid $5 instead of $60." It is totally unfinished. And I am conscious of the fact that some people actually like this game a lot, and are fans. And I will admit, it does grow on you the more you play.

there is no spoon