There is no denying the fact that the market is flooded with fighters. Taking different approaches or improving upon tried formulas is starting to look like the only way to make a mark with any new titles to the genre. Agetec has since developed a title that is almost entirely based upon the popular mode found in a few newer fighters, the option to create.
Agetec has expanded upon the basic principles of character creation within a fighter. The game allows far more than simply a quick color change or the change of a characters name and background. A player can now create completely original moves. Using wireframe models as reference, you can move limbs into all sorts of positions, leaving the possibility of creating your own fighting style.
The idea is a very sound one. By allowing players to create their own fighters, one would think the personality would be endless in variety, and the replay value immense as a player pits their fighter against others that their friends have created. The only problem is that the gaming public doesn't always swing that way. Gamers tend to want universally identifiable characters. Characters that they can identify with and even talk strategy with people who also identify with that character. Shake and bake characters created by players will not carry a game to successful series, it may push replay value, but only for so long.
I want to stress that making a character fit your grand designs really isn't all that easy. It takes a lot of practice and good familiarity with the interface. Don't expect to just plop this in the Playstation and make a unique character with visually pleasing moves. This takes a lot of work and time. Read the instruction book, then keep it nearby as reference, then start with the small stuff.
I really have a problem with this type of game. Most of it stems from my belief that games should be more fun and satisfying than busy work. Although creating a character was for the most part fun, and a learning experience. I found testing them on unimaginative CPU controlled characters, and suffering with the unfinished look of the title, it lacked the fun and satisfaction I so dutifully require from the games I play. I suppose it might have been fun if I had another player with another original creation to fight against, but I was hard pressed to find a person who wanted to spend the time learning how to create.
I will however leave room for the chance that this game will appeal to people who like to be in complete control. This title excels at being a flexible fighting title based on a completely open-ended customization mode, but in paying so much attention to detail, it ultimately loses the fun factor that games depend on. I think this is just a sign that customization is a good option in any fighter, but we should allow developers do what they get paid for.
-- Ryan Thompson