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King of Colosseum 2

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    King of Colosseum 2

    Been meaning to make a topic about this game for a while...

    I havent played the original KoC but what from what I've seen/read this game is more of an update as opposed to a fully fledged sequel.

    Onto the game then...
    Unlike the WWE games KoC doesnt really have any storyline mode to speak of as it concentrates on the wrestling aspect. The main mode here is the Title Road, a quite simple mode where you basically just systematically go through opponents in order to win the single/tag title you are competing for. As you win matches you accumulate points which can be used to unlock secrets from the shop, mainly CAW related (ie. Movesets) but also arenas etc.

    Each match you wrestle gets a rating, the higher rating the better you will do. The rating system is very fair and accurately reflects over your match, which brings us to the gameplay. The game is intended to play as a Japanese wrestling match unfolds, you start off with strikes and weak grapples, moving onto submissions stronger grapples and culminating in big impact moves, finishers and close kickouts. Follow this formula (and provided your match is 20+minutes) you are likely to get at least a 90% ranking.

    The gameplay is very varied, each character has a grapple assigned to each button for each stance. Grapples are instigated by pressing L1 and a button when a weight shift occurs the player can input their command and providing the timing and choice of move is correct they will execute the desired move (otherwise the move will be reversed or grapple broken). I had a lot of trouble with the timing at first and would reccommend beginners to turn down the computer level (where the game becomes much more lenient) or practice in the 'Dojo Mode' of the game to get the right timing down.

    Grapple reversals are done well and integrate seamlessly into the move animation, they are performed by pressing a face button when the timing is correct. There are a whole host of different reversals for different grapple positions and each will provide a set of different opportunities.
    Striking reversals are not executed as well, the player presses R2 to puff out their chest to block strikes, if timed at exactly the moment where the move connects they will catch the opponent and have the opportunity to capitalise.

    Special moves are performed by pressing either triangle and circle or square and x from a designated grapple position (depending on your chosen wrestler). KoC utitlises a unique powerball system whereby wrestlers are given a set number of powerballs for one match (2-4 again depending on the wrestler), this affects strategy and when to use your special manoevure. If used earlier in the match they are more susceptible to being reversed meaning you have wasted a powerball (you cannot gain powerballs as the match progresses).

    Each wrestler has all of their signature moves, which is quite a feat when you consider how many wrestlers there are in the game. Unlike the original KoC2 offers all the wrestlers from each promotion in one game. There are dozens of wrestlers here including all the big names - Kobashi, Lyger, Misawa, Akimaya, Takayama, Kenta etc etc. There are also a few US Indy workers in the roster including ex WWE superstar D-Lo Brown, Steve Corino, Samoa Joe and Low Ki. Each wrestlers likeness is very accurate and their moveset and animation mirrors the moves they perform in real life. The music and entrances are also well represented in the game.

    Of course if you dont want to use one of the current wrestlers you could always create one in the games extensive CAW mode - however it is very hard to navigate because the game is very heavy in kanji.
    This is essentially the games stumbling point (for us importers anyway), the game has so much Japanese text that a lot of the modes and settings are inaccessible.

    There are a lot of other modes in the game which suffer from too much text; Match Maker (where you run a promotion and have to put on exciting matches to draw fans), Dojo Mode (A training facility but you have to first complete the tutorial in Japanese), Create a Belt etc etc. and the match settings are also hard to navigate. This is a shame because there is so much undiscovered potential, in addition to these extra modes there are so many different settings to tinker with, including the ability to turn the match into an MMA bout which offers a whole different spin to the gameplay. These matches are composed of 3 5 minute rounds where the object is to knock out or submit your opponent.

    The game has also introduced weapons into the fray, however these are pretty lacklustre (much like Fire Pro) and are not worth bothering with. They are however invaluable in busting your opponent open, which brings us to the sound.
    Everytime you draw blood from a fighter a woman from the crowd produces an insane scream (the first time I heard it I thought someone was getting assaulted outside the house), the crowd also have an annoying habit of saying the wrestlers name in a high pitch constantly throughout the introductions, yes they do this in real life but the generic samples get old fast. Other then that the crowd are okay. they ooh and ah at the right times and chant when your wrestler comes out.

    The graphics are solid, the wrestlers are very detailed and discernable from a quick look, the arenas are a little sparse and dont have very much atmosphere but they also look realistic. Move animations are on the most part very good (and as said before the counters look superb) however a few are lacking in any real feeling of connection - such as the lariat. There is a little clipping between wrestlers, as can be expected in any wrestling game.
    However, when you enter a 4 player match (either singles or handicap) there is quite a noticeable slowdown which detracts from the experience. This usually occurs when all 4 men are engaging in moves simulataneously and makes you wonder why Spike decided to keep the referee in 4 way matches. The problem subsides when a wrestler is eliminated but surely it cant be that hard to have a 4 way match without any slowdown?

    Overall, the game is great and unlike the WWE series it can stand on the merit of its exhibition matches alone due to the superb gameplay and epic matches you can produce. Multiplayer is excellent as long as both players know what they're doing and are at a similar level. While the game does suffer from an overuse of text (from our perspective anyway) it is definately worth a buy from fans disillusioned with the arcade style gameplay of the WWE series'.

    8/10

    #2
    I have the 1st KoC, from what i read it sounds like the game KoC should have been with out the mahor problems of the 1st being the rope breaks, even crapper sound/lariets and no visible selling of damaged arms/neck/legs, but this is the 1st time i've read about the slowdown being a problem. Anyway its still leagues ahead of any over wrestling game in terms of gameplay and feeling like your watching/playing a wrestling match and is now my opinion better than fireproD/Z and NoMercy/VPW2.

    Comment


      #3
      hmm, I dont know, I think No Mercy/VPW just edges it because of the additional modes (ladder matches mainly). I agree about the selling but you can get criticals if you work on one part of your opponent for long enough, and then they limp around clutching that body part.

      KoC3 will be the best wrestling game ever if they add a couple of extra modes...

      Comment


        #4
        hmmm ladder matches and garbage fighting, to be honest i couldn't give a hoot about them, they never play well and only serve as side dish to the main game, having extra modes like cage/ladder/weapons is something smackdown would do to beef up it already poor wrestling gameplay.

        NoMercy/VPw series lack firepros and KoC stat driven way, so i know that if i'm luchadore like Great.Sasuke im not going to roll over a heavyweight like Mutoh with punch and kicks, i know i won't be able to finish him with weak moves and that to pin him i'm going to have to chain wrestle him weak to strong moves, hit a powerball move(WhiskyBomb) and then hope he sells it long enough to release Moonsault on him, stuff like that can not be found outside Spikes(human) wrestlings game and very abscent in Aki's effort(which at least play well), even criticals a big part of high risk moves in Firepro/KoC are missing in Aki's game in which its special's act more like 'GOD' mode in which there's no punishment or risk factor in missing them, and being caught by one almost always gives you the win(specially if you get 3 of them in)

        in short Gameplay+depth > Gameplay+gimic matches

        Comment


          #5
          I suppose so, but I feel gimmick matches always add a little flavour and variety to the proceedings.

          Side note, kinda related: You gonna be getting Smackdown vs Raw? Doesnt look that good, but its got Bret Hart Im gonna have to see some impressions before deciding whether to buy it or not.

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            #6
            Smackdown Vs raw? sorry i haven't been follow the american wreslting games since promises with RAW 1, is it Yukes latest? ala Smackdown 6 or RAW 3 or a mix of both

            I never been a big fan of Smackdown, its always been far to button smacky happy with moves/strikes/reversals and it matches never feel liek the ones you watch on TV, fun for a while but lacks depth, i just wish Yukes would inject some NJPW:TR into smackdown to balance it graphics and presentation with gameplay.

            Comment


              #7
              Been reading about the new Smackdown vs Raw and the general consessus seems to be that it's a step back for the series. Won't bother with it myself. However, completely off-topic, the new Ratchet & Clank looks very promising indeed.

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