Posts Tagged fighting
I unfortunately missed out on the chance to play Rage of the Gladiator when it was originally released on the Wii, despite my legitimate interest. Luckily I’ve gotten a second chance because Gamelion is porting it over to iOS devices as a fully re-mastered and arguably definitive version.
The basic story is that Gracius, the main character and gladiator extraordinaire, is fighting for his freedom and for revenge against those who’ve slain his father. How? By cutting a swathe through a horde of inhuman bosses. Anyone who’s played Infinity Blade will be familiar with the adapted control scheme (tap arrows to dodge left/right, tap buttons to block, swipe to attack), but combat in Rage of the Gladiator feels decidedly more arcade-like than Epic’s, well, epic. Attack and response time is a bit faster, fights are broken up into three “rounds” much like a boxing match, and there are a number of weapons and skills to unlock and purchase as you progress.
Again, while Rage of the Gladiator is indeed similar to that other popular swipe fighter it’s not exactly a carbon copy. There’s a noticeable emphasis on giving each combatant their own personality, and with the addition of a jump button and some rather complex combo attacks it can be quite the ordeal to make it through a fight in decent shape. It‘s definitely a challenge but every pattern can be learned eventually and it can be exceedingly satisfying to knock a particularly bothersome foe in the jaw with a warhammer in slow motion.
Anyone interested in a first-person arcade-esque gladiatorial beat down should keep an eye on the App Store. There’s no official word on a price but Rage of the Gladiator is set to release sometime in November.
It’s tough to really pin down the goings-on in fighting games. Story isn’t a particularly big focus most of the time and can lead to all kinds of weird stuff. An evil dictator bent on world domination creating a female clone of himself is just one example. Suffice it to say, so long as there’s a reason for wacky folks to fight the hows and whys don’t matter so much. As is the case with Street Fighter. Ignoring the nitty gritty the important thing to understand here is that Ryu, Ken, Chun Li, and the rest have gathered once again to beat the snot out of each other for their own personal reasons. And our amusement, of course.
Street Fighter IV Volt (and by extension the original iOS release) had one major hurdle to overcome: controls. Virtual sticks and buttons just don’t compare to physical ones no matter how much someone might love their touch screen. Thankfully Capcom pulled them off quite well. While the overall action is a tad slower than most console offerings the fights are still frantic and movement is pretty tight. Whether it’s learning the ropes in Training, tackling the campaign, or taking on other players from across the globe in online matches there’s something for every kind of fighting aficionado. Having a roster of 22 playable characters is nice, too.
How does it Compare?
With practically an equivalent amount of content to its console counterpart and controls that aren’t a hindrance, Street Fighter IV Volt is as good as it gets on iOS. Aside from the concessions for controls and visuals (characters are no longer 3D, which affects the presentation and story segments) it’s pretty much the same game. It’s even got online multiplayer, which is something not even earlier Street Fighter console releases have sported until recently.
It’s not exactly 1:1, but Street Fighter IV Volt does a downright admirable job of giving iOS users a comparable experience to their console bretheren. It’s got the roster, the moves, the modes, and the multiplayer. What more could a fighting game lover on-the-go wish for?
*NOTE: “Console-quality” refers to the quality of the experience, not just the graphics. This is about the depth of gameplay, content, and in some cases how accurately it portrays the ideals of its console counterpart.*
Released: 2011-06-30 :: Category: Games