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SNK Vs. Capcom Card Fighters is the first new game in the series since 2000. Players build decks of characters pulled from the annals of SNK and Capcom gaming history for the ultimate strategic battle.
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I didn't want to lower the game's overall score, but it appears that the entire first run of this game has a fatal error which does not allow you to complete the game. Essentially, talking to the character John a second time on floor 9 causes the game to crash. Unfortunately, you must do so to finish the story mode.
According to the SNK boards, the company is aware of the problem as of today and is looking into it.
My advice: Don't pour time into a game you can't finish.
I'll provide an update when available.
UPDATE:
After a careful analysis by the game's programmers and after reviewing the reported bug encountered when meeting John on level 9 we, SNKP USA, have decided that the best action is to offer a replacement cartridge. We will order new repaired DS cartridges from Nintendo that will take approximately six weeks to receive. As soon as we receive the replacement cartridges we will give instructions as to where to mail your DS cartridge to receive a replacement. We apologize for this programming error and will correct it as soon as possible. Please do not return your game to the store of purchase. We will do an exchange program as soon as the new game paks arrive from Nintendo. Please continue to visit our website for updated information. We will update this announcement as soon as we are able to plan a date for the exchange to begin.
When I heard this game was getting a remake on the NDS, like many I was filled with anticipation, and even filled out a pre-order so I could get it as soon as possible.
I also returned it to amazon a day after I received it, after spending about 5 hours on a friends copy.
Level 9 has a game-destroying glitch that will freeze the game when you talk to one of the characters a second time. Doesn't seem bad until you realize that in order to unlock all the cards in the game, you need to play through a second time. And talk to that character a second time, which causes the freeze, and thus makes it impossible to proceed.
The translation also leaves much to be desired. Some of the special effects on cards are so obscure you have to use them to see how they work, and in a few cases the effect written on the card doesn't do anything close to what it says. Case in point: Dante. "KO's all Character Cards with 500 or less BP." Left 3 cards with 300, 400, and 300 bp, and KO'ed one with 200, and one with 600. Doesn't do anything like what it said.
The game itself is fun, but knowing that it can't be completed pretty much destroys any possibility of me rating it higher than a 3 in fun. Whats worse is the game was delayed numerous times before release. There is no reason this bug should have made it past play testing; people were finding the bug practically overnight.
I give this game a 1/10 for effort, and a 1 star out of 5 for being un-completable.
Capcom and SNK have been taking each other on for years in the arcades, culminating in a few fighting games featuring characters from both companies in all their fighting glory. SNK vs. Capcom Card Fighters Clash updates the card fighting series from SNK's old Neo Geo Pocket series, and what could have been a solid card fighting game gets lost in translation thanks to some unforgiveable glitches and overall sloppy programming. There are 21 levels to make your way through as you discover the hundreds of battle cards featuring plenty of familiar Capcom and SNK characters like Ryu, Terry Bogard, and even Dante from Devil May Cry. What really could have made the game something special is the fact that the combat system is simple and easy to learn, which is a big plus for those unfamiliar with card games, real or digital. However, this is where the game's good points come to an end. The battles, while simple to learn and get into, feature opponents that are way too easy to beat. You really will get through the single player mode in hardly any time at all. This may be a bit forgiveable if it wasn't for some unforgiveable game glitches. The game has a habit of freezing up in play and in between combat as well, and you may find that the game does this quite a bit. This alone is what really kills what could have otherwise been a solid game. There are some pretty shallow multiplayer features and barely any use of the DS' touch screen, which only round out a disappointing package. All in all, hardcore card gaming enthusiasts may want to give SNK vs Capcom Card Fighters Clash a look, but don't expect anything special or even remotely good from it.
Yes, i had the original Cardfighters Clash (both versions) back in the day. Yes, I was a fanatic about the NeoGeo Pocket (& NeoGeo Pocket Color.) Yes, I shed a tear when SNK pulled the plug. It has remained one of my favorite games ever since, and when i heard about this DS revival version, I was understandably geeked. Of course, this game was SUPPOSED to have been released last Fall. It has taken its sweet old time (with many assuming it had simply been canned) but now it's here. It ain't perfect, but it's still cardfighting fun.
The 3 biggest changes are the increase in battlefield cards from 3 to 8, the adoption of a Magic-type mana system (you'll need certain colors to play certain cards), and the Pokemon/Yugioh style newschool RPG storyline, i.e. you're now some little dude wandering around "The Card Tower" encountering other folks and challenging them to card-battles. These changes work mostly in the new game's favor, but there are already oldschoolers complaining that this isn't "their" Cardfighters. Thankfully when it comes down to gameplay, the fun is still intact.
Character distribution-wise, you'll see 150 Capcom characters and 150 SNK characters (along with 100 "action" type cards, think Instants/Enchantments in Magic, that also feature characters from both universes.) The blocky chibi-art of the past has been kinda replaced with a softer art that to my eyes is pleasantly improved. the music is passable (and typical for fighting genres) and the game thankfully doesn't get bogged down in a lot of fluffy graphical theatrics. The playing-field is where you'll spend most of your time, and is well laid-out for that purpose.
Now on to the bad. Incredibly, even after the 6 month+ delay, STILL has the feel of a rushed game. The manual doesn't explain things well, the tutorial is strangely choppy, and what has turned out to be one of the loudest complaints: the translations are sloppy, and sometimes downright incorrect. You'll need to play through a few times to find out those cards where the wording is just plain wrong & what should happen just doesn't. It's disappointing that SNK would be involved in such a sloppy final product.
Another few fair complaints: the AI on the early/mid levels is ridiculously easy to the point of seemingly trying to fail. They line up 4 cards uncontested, and instead of attacking for direct damage, they just pass. I guess they want to make sure everyone starts off well (and maybe they realized how horrible the manual was.) And the biggie: the player going first has a fairly large advantage. It's like this: i go first, i set out my cards, they are frozen, can't attack/defend. You set out your cards, they are frozen, can't attack/defend. I go next, my cards unfreeze, i look across and see... you're still frozen, so i unleash with a big barrage, and you are already down maybe as much as 50%. This goes back & forth until someone wins, usually me because i was able to attack first. It isn't impossible to overcome, but it is a significant handicap.
Okay, here's some bonus points: you aren't going to see just King Of Fighters dudes or Street Fighter dudes. I've seen the hostage from Metal Slug, the attorneys from Phoenix Wright, even Tron Bonne from Mega Man. It definitely makes the game fun. Also, each fighter has a 2-page bio that gives you some nice background if you aren't immediately familiar. The old decisions still have to be made, like "Do i bring out the big gun, or a few smaller guns." You have to weigh special abilities, as some of these poor guys seem like cannon fodder until you see that they serve a different purpose other than toe-to-toe battles. The pace of the battles is nice, not a lot of bogging down in layers of menus, everything you need to see is easily in reach (L & R buttons) and clearly marked. You get to buy virtual packs with your winnings, and that's nearly as fun as opening them in real life.
Long story short: if you're a newschool card-game player, you should have fun. If you're an oldschool Cardfighters Clash fan, you should have a lot of fun, despite the disappointing lack of polish. Personally i could have done without the lame RPG story overlay, but if it's what sells these days then why not. I mean, really, who would have thought the original would have been the success that it was, let alone entertaining any thoughts of a modern-day sequel? Personally, i'm happy with any bone that SNK throws me these days.Read more ›