Tag Archives: Visual Concepts

WeaponLord Review

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Back in the ’90’s fighting games were in full swing. Easily the most popular genre in arcades, there were countless titles ported to the Super NES, Sega Genesis, as well as other platforms. On top of this, many publishers pumped out fighters hoping to be the next Street Fighter grade success story. As such, a number of games came out for home platforms in lieu of arcade machines. One such game was WeaponLord.

PROS: Beautiful graphics. Deep fighting system. Fun.

CONS: Figuring out the game on your own isn’t intuitive.

NAMCO: Is rumored to have loosely based its Soul Edge & Soul Calibur games off of this.

WeaponLord is both one of the most difficult, and yet rewarding fighting games I’ve ever stumbled upon. I found my copy at this year’s ConnectiCon, and knew basically nothing about it going in. As we did in the 1970’s, 80’s, and 90’s I went into this based on the label/box art. I suppose I could have used my primitive phone’s web browser, but that wouldn’t have been much fun.

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Anyway, WeaponLord focuses on fighting with swords, axes, hammers, and other melee combat weapons rather than martial arts moves. The brainchild of James Goddard, and Dave Winstead, this game is a lot like Barbarian. Except with a better roster, and interesting, complex mechanics. This makes sense when you learn that the Conan mythos, and other fantasy properties were an influence in its creation. Goddard, and Winstead had come from Capcom during the heights of the Street Fighter II phenomenon. Goddard also created the character Dee Jay who first appeared in Super Street Fighter II: The New Challengers.

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Around this time the short-lived Xband modem was being hyped up for the Super NES, and the Sega Genesis. These two developers wanted to make a fighter that could take advantage of it, and try to get the lowest lag possible. This was a time when mainly computer games could be played one-on-one over a phone line. The concept, while not new, was very rare on consoles. The one high-profile example of the Xband was the 1v1 Deathmatch mode in the Super NES port of DOOM. Strangely the feature wasn’t even advertised in that game’s manual.

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Anyway, to make their game, Goddard, and Winstead would leave Capcom, and join Visual Concepts to make WeaponLord ar reality. Were they a success? Yes, although not nearly the success of the games their former employer made were. WeaponLord is an ambitious game, and it shows. The graphics, and animation are top-notch. Remember when I said Conan was an influence? The characters, and backgrounds on display will remind you of a Boris Vallejo painting. The pixel art, and sprite work details are nothing short of spectacular. Characters are fairly large, and everything looks breathtaking.

This comes at a high price however. This stuff takes up a lot of storage capacity, and memory. So the game has a small roster. This also means that matches are considerably longer than in other games, because things move along much slower. If you’re used to playing flashy modern fighters at 60 frames per second, you’re not going to get that here. You’re not going to get the standard pace of a 16-bit era Street Fighter or Mortal Kombat port either. However, if you come into WeaponLord with an open mind, and a willingness to learn, you’ll find a deep, and entertaining experience.

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As the game focuses on swords, clubs, and blades it doesn’t share a weak, medium, fierce attack setup, like many other games of the era did. Instead you have backward, and forward swings. There are three of each, and go from fast, but weak to slow, but strong. The basic moves also integrate your movement. So a crouching forward swing works completely different from a standing one, or while in the air. This may seem obvious to veterans of the genre, but it’s going to be a lot more noticeable to newcomers in this game, than some of the more popular fighting games out there.

Special moves don’t generally follow the circular, and charge motions of a lot of popular games. A number of them do, but you’ll find a lot of them if not most of them are similar to Primal Rage. You have to hold an attack button, do a motion while holding the attack button, and then release it. It takes a bit of getting used to, but once you wrap your head around it, you’ll start learning how to link normal, and special moves together a bit better.

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But the game also has a very good parry feature. Holding a weak swing button, and moving forward, up, and down can perform a deflection if you time it properly. This puts the opponent into a short stun, and allows you to capitalize on it with a combo. But this feature is also risk vs. reward. Because if you do it too early you’re going to get stomped, and if you do it too late you’re already getting stomped. Unfortunately because of the era this game came out in, there isn’t any real tutorial to speak of in the game. You only have whatever information the manual lists, and nothing else. But that shouldn’t stop you from picking up, and enjoying vintage fighting games like this one. Especially when you stumble upon one that is this good.

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The depth continues when you discover that some moves will break weapons if you manage to land them, at just the right time, during the right frame of animation! If you manage to do this, your opponent’s attacks will actually do noticeably less damage! One thing that isn’t as deep, but is a cool Easter Egg is finding that similar conditions can actually damage your opponent’s outfit. Pieces of armor crack, hair gets cut off, textiles get torn. Seeing this stuff is pretty cool even today.

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It also wouldn’t be a 90’s fighter without a finishing move, and WeaponLord has its own take on the idea. Again, this is a part of the game that reminded me a lot of Barbarian, an old Commodore 64 fighting game, that while simple, featured gory dismemberment. WeaponLord doesn’t have the over-the-top fantastical fatalities associated with Mortal Kombat or Killer Instinct. Instead, it has long combo strings, that if you can pull off, results in decapitation, missing limbs, and disembowelment. These executions also play a part in the game’s story mode.

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The game has three main modes. First, there’s a story mode, where you take your character through an arcade ladder, and get some lore throughout the process. It plays as you might expect, going along, getting victories, and then fighting a boss character. Beating the boss character gets you an ending, and there you go. Except that WeaponLord’s story campaign changes based on the difficulty level you’re playing on, and whether or not you kill off your opponents. If you don’t kill these characters in your initial two out of three match ups, you have to fight them again later. These conditions also change the ending you’ll get, so it gives you incentive to play it a few times. Apparently the Sega Genesis port doesn’t eschew the rematch upon killing opponents. But the storyline is still a similar experience. If you pay attention to the storyline, you’ll find that the game has two stories. The story in the story mode takes place after the tournament, while the arcade mode tells the story beforehand. Beating the story with each character gives you part of a password you can use to play the story from the boss character’s perspective.

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The second mode is the bog standard arcade mode. Here it’s just a matter of clearing the arcade ladder, but without the additions of the story mode. But, if you want to get into the lore, you’ll want to play it for the prequel content. Finally, you have the Versus mode, which is the meat, and potatoes of any fighting game. If you can get some people over, you’ll have quite the fighting game night for many of the reasons outlined above. In all honesty this is one of the best fighting games on the Super NES in spite of the sluggish movement. On its face it may seem like yet another clunky, mediocre game. There were a lot of them back in the day. But stick with it, and you’ll find WeaponLord is a winner.

 

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WeaponLord was published by Namco, and so the innovations in this game appearing in its later series like Soul Edge, and Soul Calibur won’t go unnoticed. It’s rumored that the developers of those games were inspired by Visual Concepts’ barbarian fighter, and it’s easy to see why. Many of the things these games brought to the forefront of the genre were introduced in this obscure title. Had this game not come out the same year Killer Instinct was ported to the Super NES it might have gotten more attention. As it stands, this is one of those games you should really check out if given the opportunity. It has a steep learning curve, but once you pick up some of the basics you’ll find a very entertaining fighter filled with personality. It isn’t perfect by any means. The game could stand to perform a bit faster, and it should have spelled some of the combat out better. But this should not have its identity mistaken for mediocre stuff like Street Combat.

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It may be rough around the edges, but WeaponLord is awesome.

Final Score: 8 out of 10

Clay Fighter Tournament Edition Review

Ah, 1991. Capcom had given us the glorious Street Fighter II. A sequel to a ho-hum, tournament fighting game. It created a host of clones, while reinvigorating both fighting games, and arcades. Nearly every fighting game that has followed owes at least something to Street Fighter II. But with every popular idea, there is usually a parody waiting.

PROS: Nice graphics. Decent animation. Good play control. Funny!

CONS: Some of the humor dates itself. Not as fun as Street Fighter II Turbo.

THEME SONG: As iconic as Street Fighter II’s introduction music.

Clay Fighter Tournament Edition isn’t the first Clay Fighter. It’s technically an upgrade of the first game. It works in the vein of a Street Fighter II Turbo. Expanding the content, along with some tweaks. But just like the original vanilla version, it’s a parody of Street Fighter II. It also has a few jabs at Mortal Kombat, although there aren’t any fatalities to speak of. Actually, as you’ll see it mocks the entire fighting game genre.

Clay Fighter TE has its own storyline. It’s silly, and preposterous but gives you a reason as to why these characters exist. As well as why they’re beating up each other. One day a meteor falls from the sky, and completely levels a carnival. When this happens, all of the various performers are mutated into stop motion behemoths. Each of them are stand ins for the archetypes you see in other fighting games.

Bad Mr. Frosty is Clay Fighter’s Ryu. He is a snow man who spreads pain rather than joy. He is the flagship character of the series, appearing in every iteration. There are a host of other favorites like Helga, the opera singer. Taffy, who is made of, well, taffy. Bonker is a psychotic clown character. Because you can’t have a carnival or circus theme without one. But he’s honestly a pretty fun character here. There’s Ickybod Clay, a reference to Sleepy Hollow. There’s Elvis Presley impersonator Blue Suede Goo.  There’s Tiny, who of course is not tiny at all. He’s the game’s Zangief. Rounding it out you have The Blob. Who is quite literally a blob of clay.

The art, and general look of Clay Fighter is awesome. Each character has gone through a painstaking creation process. They were modeled in clay, then animated in stop motion, and then the animated frames were scanned into the game. The finished product looks somewhere between Street Fighter’s airbrushed look, and Mortal Kombat’s digitized actors. It would have been easy for Visual Concepts (Yes. That Visual Concepts) to have slapped some clones together or digitize their own actors. But the extra effort goes a long way here.

Stage backgrounds are also really cool. As with the characters themselves, the stages are mostly clay models that were photographed, and placed in the game. You can tell which parts were drawn in to go along with the photos, which can be a little jarring. But for all intents, and purposes these are some well crafted backgrounds. Moreover, the fighting system in Clay Fighter TE is pretty good. It’s clear the designers knew eventually the jokes would stop being funny. So they had to keep you playing. Rather than do it with more gimmicks, they built a solid game underneath it all. There is definitely enough here to make you fire it up every now, and again.

The fighting system does borrow a lot from Street Fighter II. Most of the characters moves are performed with similar quarter circle movements, or back, and forward charges. As for the regular moves it also borrows Capcom’s 6 button layout. There are weak, medium, and strong attacks for both kicks, and punches. Tournament Edition also takes a page from SFII Turbo by implementing a speed feature. So if you’re used to zany speeds in your fighters there’s something here for you. With that said, the game’s mechanics aren’t quite up to the level of Street Fighter II. The hit boxes around characters are a little bit more forgiving, and some characters have special moves with very similar inputs. Sometimes you might want to have Bad Mr. Frosty throw a snowball fist, only to perform his ice breath instead.

While that is certainly bad news, it isn’t so bad that it takes away from the fun. The moves do work, but you’ll have to learn the specific  differences in their commands. This way you’re consistently doing the special moves you want, instead of accidentally doing the ones you don’t. The game also does let you get in a number of combos, and two in one attacks. While you wouldn’t think a parody game could be competitive, Clay Fighter Tournament Edition actually can be. Even if it isn’t likely to be in a high-profile tournament these days. Those who simply love the fighting game genre should still find some fun in it.

Clay Fighter Tournament Edition has your basic modes. There is the standard arcade mode where you have to beat the roster, then a boss. Strangely, the game will have you re match three characters once you beat the roster. Once you’ve done that, then you can go up against the final boss. The game’s boss is a little bit underwhelming though. It is just a bunch of clay balls animated to make out a face. It can use all of the characters’ various projectile moves. On higher difficulties the boss, and the game in general is a challenge. Often times things veer into cheap territory. But if you want the game’s best endings you’ll want to play the game through on its harder settings.

Beyond the arcade ladder is the standard 1 on 1 Vs. mode. Each player picks a character, the number of rounds needed to win, and their handicap. Aside from that there is also the Tournament ladder. Here you can have up to 8 people play through a bracket to get to the top spot. Handy for the odd time you have a number of people over.

Overall, Clay Fighter TE holds up pretty well. It has a goofy charm to its silliness. The fighting system is pretty good, and it is still fun to play. It might not be able to captivate you very long in today’s crowded crop of excellent fighters. But it is a fun diversion. Plus its still miles ahead of the mediocre fighters we’ve seen over the last 20 years. If you find a copy in your area pick it up. If you have a Wii, the original is also on the Shop Channel.

Final Score: 7 out of 10