Recommended by Dusty Vita on this list.

While Marvel vs. Capcom was an enchanting concoction of two disparate corners of pop culture that created a fighting game experience you couldn’t find anywhere else, Capcom vs. SNK 2 leans in the opposite direction and sets out to create the perfect mechanical marriage of the two without sacrificing any element that made them special to begin with. In fact, I’d argue that it does a more interesting job in combining the gameplay of the source material than any other crossover fighter I’ve played.

Like any good crossover, the roster is sure to satisfy basically every fan of the genre, but CVS2’s true claim to fame is it’s brilliant Groove System. By selecting one of six presets styled after Capcom and SNK respectively, the player is able to tweak the game’s feel to their liking by essentially adding and subtracting mechanics depending on the Groove. Do you like Third Strike and the exhilaration that parrying gave? Pick P-Groove! Do you yearn for MAX mode and the dizzying movement options that made King of Fighters so interesting? Try N-Groove! Are you someone like me who really enjoys the custom combo system of Street Fighter Alpha? A-Groove is the one for you. Each style also completely changes how your meter works, so in essence, you basically have 6 versions of every character in the roster that aren’t insignificantly different. With an insane number of options and even some amount of mechanical overlap between certain Grooves (for example, 3 of the 6 Grooves feature rolling as an option) There’s basically no chance the player can’t find something they’ll like.

Here’s the catch: for each team, you only get ONE Groove choice. This isn’t like MVC where each character gets their own assist that changes the composition of your team, you just get one. They could have easily opened the floodgates and let the player customize every single character to their liking, but this little restriction makes the act of building a team way more interesting to me. It’s a small yet significant way to nudge the player towards experimentation and makes the construction of each team feel meaningful. Without it, it’d be too easy to pick what feels comfortable and just assign each character a Groove that fits in with their original design.

Another small wrinkle in the team building process is the Ratio system, though this is something that works in the background compared to the immediate changes Grooves make. Before the start of the game you have the choice to customize the size of the team, with sizes ranging from 1 to 3 team members. In an effort to balance this, you’re also tasked with assigning the strength of each team member using 4 points, with each point making the character way stronger and tankier than before. As someone pretty new to the game, I can’t speak on the competitive viability of picking a small team size over a larger one, but like the Groove system, I suspect it just depends on the characters in question and the taste of the player.

The aesthetic of the game is probably the one element to the game that deserves the most “objective” scrutiny. It’s no secret that Capcom liked to reuse sprites from older arcade games for their insane crossover titles (not surprising given the size of these rosters) and while at it’s best some of the sprite styles blend together and help make the aesthetic cohesive, a lot of times it makes certain sides of the roster feel really out of place.

Outside of a few characters that clearly needed a graphical facelift, the whole vibe of the game is so cohesive that a few blemishes tend to fall by the wayside for me. Being a post-Y2K game, it’s no surprise that the whole package feels like an exercise of friendly competition more than a battle for glory. The televised tournament setting present throughout every aspect of the package ties the mood of the game together for me and calls back to the setup of The King of Fighters Tournaments present in that series very nicely.

While Capcom vs. SNK 2 is a game that admittedly doesn’t scratch all of the competitive itches I may be looking for in a fighting game, it feels so complete and confident in it’s execution that I can’t help but love everything that its going for. I think I’d go as far as to say that it's one of the best casual fighting games for this very reason. If it feels like this writeup feels more like a surface-level examination of the game’s features more than anything, it's because it nails everything a first timer would probably cling to upon trying the game, and that's why I find it so endearing.

It may not have the craziest combos of any crossover or the most consistent sprite work of the era, but it makes up for all of this by being one of the most accessible, inviting, and overall jovial packages in fighting games. It has something for everyone, and that might just be the trick to get more people into the genre I love so much. You don’t need to dumb down the mechanical breadth to appeal to a casual demographic, you just need to make a game that can make someone go “Wow, that game looks cool as hell, I should play that”.

Reviewed on Feb 25, 2022


Comments