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E3 2001 Hands-on: Capcom vs. SNK 2

An early arcade version of Capcom's latest crossover fighter was playable at E3. We waited in line and threw a few fireballs.

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There were a few Capcom vs. SNK 2 cabinets at Capcom's E3 booth this year, and each one had a very lengthy line. We eventually spent some time with the game, however, and are pleased to report that it is coming along nicely.

As Capcom announced earlier this week, Capcom vs. SNK 2 will eventually make it to the PlayStation 2. While the version we got to play was the Naomi arcade version, we're pretty sure that the home version will be essentially identical.

The game's most notable enhancement, sadly, wasn't in place in the build we played--namely, the alternate grooves for both the Capcom and SNK fighting styles. The only selectable styles were Capcom groove A and SNK groove A--basically, facsimiles of the first game's two styles.

Some of the new characters were in effect, however--we got to see Samurai Spirits' Haomaru and KOF 95's Athena in action. Haomaru's super is classic: He performs a series of charging upswipes with his sword and ends the package with a flaming whirlwind, replete with the kind of pleasing particle effects players have come to associate with Capcom vs. SNK.

Apparently, some of the character ratios have been altered in the sequel. While the settings may not be final, some of the four-slot characters have been made less expensive to play as. Akuma, for instance, now costs two points.

The fighting engine seemed virtually unchanged. When the extra fighting styles are implemented, however, the elements they'll bring to the fighters will surely mix things up. All in all, though, it seems like your typical Capcom update: more characters, a tweaked system, and more options. We'll have more for you soon.

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