Virtua Fighter Remix (1995, Sega AM2 for Sega Saturn)
Like many Western gamers, I discovered Virtua Fighter in the arcades but struggled to understand its mechanics, which were far closer to true martial arts than the antics of Street Fighter 2 and Mortal Kombat. When I bought a Sega Saturn in the summer of 1995, I sat down and tried to teach myself the game, which was always intriguing but slightly puzzling, out of reach. It took a fair amount of time to fully comprehend its depths, but once it finally clicked for me, I was hooked for life.
Virtua Fighter plays out like a very fast and precise contest of rock-paper-scissors. Two combatants face off in an arena and battle with an arsenal of punches, kicks, throws and blocks. Blocking beats attacking. Attacking beats throwing. Throwing beats blocking. Fireballs and over-the-top cartoon maneuvers were out. Fatalities were out. What remained was the pure essence of the sport, like a finely cut steak. Here, offense and defense are fairly balanced. Timing and patience are essential assets. Simply mashing buttons — the way most kids played fighting videogames — would get you killed. Precision and strategy would yield victories.
Gamers who grew up on the arcade games of the 1980s would recognize this gameplay, for it was the direct descendant of Karate Champ, which was created by Technos and published by Data East. I was personally more familiar with Archer Maclean’s World Karate Championship on Atari 800, published by Epyx and featured a single-joystick control scheme that was surprisingly deep and intuitive. These titles were pure martial arts, focusing on bone-crunching punches and kicks, requiring strategy and good timing to win. Again, just wriggling the joystick or bashing buttons as fast as possible would never work. You’d just become a sitting duck.
Because of this, I suspect, Sega’s Virtua Fighter series has remained more of a cult hit than its peers, and certainly compared to Japan where it became a blockbuster hit and almost single-handedly made Saturn a success in 1994 and 1995. Its sequels would become ever more complex, adding more layers to its strategic core, things like throw escapes, staggers, stumbles, sideways dodging and elevated floors. Most players, and this certainly includes the videogame magazines, could never get passed the “mashing” phase, and dismissed the series as little more than “punch-punch-punch-kick.” In the hands of rookie players, yes, that is true. But for those who study the characters’ moves and understood the timing of attacks and block recoveries, it’s not “PPPK.” It’s “punch, then high- or mid-level kick, then dodge their counter-kick if they block and respond with a foot sweep.”Continue reading “Virtua Fighter Remix (Sega Saturn)”