ntsc-uk montage
Home · AboutUs · Forum · Features · Import/Tech · Portables · Dreamcast · Microsoft · Nintendo · PC · Sony
lik-sang.com
NeoGeo Battle Coliseum - review
Sometimes, an otherwise perfectly decent game can be completely ruined by the quality of its port. Usually this is due to the limitations of the hardware – a good example being the often appalling conversions of 2D fighters that appeared on the PlayStation, hampered by loading times and an inability to work with too many sprites on the screen. Historically, developers have also been lazy on the programming front, leading to drastic variations in quality between platforms for the same release.

This opening gambit may be a strange way to begin a review of a title that, to date, has only appeared on two platforms (including this release). However, it is without question that there is something very wrong with this title, something inexcusably bad, which may seem petty to some gamers, but that will confound and frustrate 2D fighting fans…

Neo Geo Battle Coliseum was announced to typically feverish fan activity, as SNK Playmore decided to marry together characters from across the Neo Geo universe to create their companion piece to the distinctly Marmite-like SVC Chaos. What was released was an undeniably exciting Atomiswave cart; a fast paced tag-team fighter packed with fan service-tastic nods to the past, albeit in a high resolution stylee. Featuring two new characters, as well as a host of faces from titles as diverse as The King Of Fighters, Metal Slug, World Heroes, Kizuna Encounter: Super Tag Battle and Samurai Spirits 64, it was clear that a lot more effort had gone into creating something worthwhile and for the fans. This was no Capcom Fighting Evolution.

The PlayStation 2 port has arrived surprisingly quickly, presumably to capitalise on the wave of excitement. And what you get is a straight arcade conversion with the same limited options as other recent Playmore releases in terms of picture softening, arranged soundtrack and unlockable artwork galleries. Playability wise, there is little or nothing to separate the port from its arcade origins and there is much to enjoy in the gameplay and original aesthetic vision intended by the developer.

The game is fast and feels supple, instinctive. Battle Coliseum operates in a similar fashion to Capcom’s “VS” series, in that a two-character tag team can be switched in real-time, with the backup character regaining any lost health when they are tagged out. The controls are a five button affair, with a separate button to tag.

There is a tremendous plethora of characters, each with the customary mind-blowing list of moves, combos and “super” attacks. As if it isn’t already impressive enough to unleash the original Metal Slug Super Vehicle when playing with the lovingly animated incarnation of Marco, there are also “double assault” pairing attacks, which more often than not are as spectacular as they come, and inflict stacks of damage. Within the character list are enough inclusions to make many a Neo Geo internet fan boy urinate their slacks – including some who had previously only appeared in obscure or handheld-only titles, and others who had never been involved in a conventional 2D fighter in the past. The impressive, high resolution backdrops also include a number of cameos and nods to the past, such as a whole stage dedicated to Dreamcast rhythm action-er Cool Cool Toon, with the likes of Bob Wilson larking around in the wings. That is Fatal Fury Bob Wilson, before anyone asks.

Perhaps the most intriguing, charming aspect of this fan service comes across with new characters Yuki and Ai – a male/female “Everyman” duo who both seem to embody videogames, and specifically SNK videogames. Confused? The Everyman aspect comes in that the two newcomers do not appear to fit into the conventional SNK world, but both are able to utilise fantastical movesets that incorporate little pieces of Neo-dom. Examples include the Baseball Stars-outfitted Ai attacking with Tetris-style blocks and shoot ‘em up cannon add-ons, or the ha-do-ken-a-like thrown by Yuki that flashes the Neo Geo “100 Meg Shock” slogan across the screen. Strange and wonderful creations such as these are a refreshing addition to the roster, for novelty value at the very least.

The game is far more accomplished than its closest cousin, SNK vs Capcom: SVC Chaos. Gone are the suspect collision detection, uber-blocky sprite rips and broken gameplay, and in come some re-drawn characters, slick presentation and a fresh tag battle format. Of course, they forgot to iron out the SNK cheap boss syndrome, but the less said about that, the better.

So what, you ask, is so unforgivably abhorrent under the surface of this otherwise spiffing PlayStation 2 port? Could it be the music, the generic techno/synth likes of which would not sound out of place on a mid-90s 16-bit title? No. Could it be the pixelated nature of the sprites? No. This can be rectified in the options screen.

No – the big problem is the unbelievable amount of loading time. From the character select screen to the start of the bout can clock anywhere between 14 and 20 seconds. Between rounds often constitutes another ten seconds; hell, you are even asked to wait for inordinate periods when changing your configuration in practice mode. These kinds of delays would be acceptable if you were playing on a system that cannot handle what is on offer, tech-wise, however none of the other Atomiswave titles thus far ported to the PS2 feature anywhere near this kind of problem. Worse still, there are no loading screens to have a look at, or anything to break the monotony; simply a blank screen with a few swirly patterns on.

It is a terrible shame, as it really does sap the gamer’s incentive to give any repeat play to the title. Even multiplayer suffers, with the same mind-numbing waits between the fast-paced battles. When you and a friend are hunched in front of the console, desperate to mash ten bells out of each other, the sense of momentum, and indeed revenge, that each player feels in between scraps is completely wiped out when the blue swirly screen appears time after time. Lord knows how the Japan-only Matching Service online aspects, emblazoned on the box, have fared.

What should have been a fun, solid, brawler and a fascinating menagerie of company history is effectively ruined by something that may seem trivial on paper, but in practice is hard to swallow in this day and age; knock two points off the NTSC-uk score if excessive load times fill you with dread. If you can look beyond it, then there are rewards aplenty and a thoroughly entertaining game to be had. Just make sure you have something to occupy you between bouts, and keep praying that Playmore don’t use the same programming methods ever again.
Feedback via Forum or Email us ntsc-uk score 7/10
NeoGeoBattleColiseum Box Art
System: PlayStation 2
Genre: Fighter
Developer: SNK Playmore
Publisher: SNK Playmore
Players: 1-2
Version: Japan
Reviewed: Apr 2006
Writer: Sean Smith
Pros:
- Fresh and exciting tag system and fight mechanics
- Superb port of the arcade original
- Some innovative new characters and terrific fan service
Cons:
- Loading times
- Loading times
- Loading times
Video: 7.7 MegaBytes NeoGeoBattleColiseum Video
Windows Media 9 Series Player
NeoGeoBattleColiseum 1
NeoGeoBattleColiseum 2
NeoGeoBattleColiseum 3
NeoGeoBattleColiseum 4
NeoGeoBattleColiseum 5
All content is the property of www.ntsc-uk.com
You may not reproduce. or alter any text or pictorial content on the site for any purpose without the direct permission of the site owners and the respective writers. If you require such authorisation, then contact the site webmaster.
Copyright www.ntsc-uk.com 2002, 2003, 2004, 2005, 2006