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E3 2002: Capcom vs. SNK 2: EO impressions

Capcom's easy-operating GameCube fighter is near completion, and we gave it a test spin on the E3 show floor.

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Capcom is setting out to prove that the GameCube can do 2D fighting games in its adaptation of its arcade fighter, Capcom vs. SNK 2. This new game has an additional subtitle on it: EO. In the US version, EO stands for Extreme Offense, but the Japanese version sums it up more accurately: Easy Operation. Since the GameCube controller ranks down around the Atari 2600 joystick on the "controllers we'd like to use to play a six-button Capcom fighting game" list, the company has introduced an all-new control scheme to the game. Called GC-ism, this control scheme wraps itself around the GameCube's analog-friendly controller better than the standard six-button setup does. With GC-ism activated, the analog triggers become punch and kick. The analog nature of the buttons lets you select punch and kick strength by varying your push strength. The C stick is used for all your special attacks. For example, pushing the stick toward your foe will throw a fireball. Pushing up will execute a rising attack, such as a flash kick or dragon punch. Like with the punch and kick strengths, pushing the stick farther and harder executes stronger specials. Super combos are mapped to the diagonal directions. A more traditional button configuration is available, but the GameCube controller simply isn't up to the task of delivering a traditional Street Fighter experience. Capcom representatives claim that feedback on the new controller mode has been mostly positive and that the easier control scheme also opens up the game for less-experienced street fighters.

The graphical presentation of the game is on par with the other console versions of the game. The backgrounds look nice, and the characters are just as pixilated as they were in every other version of the game.

The EO version of Capcom vs. SNK 2 is scheduled to hit North American shores later this year.

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