Fighting Force 2

- Platform: Sega Dreamcast
- Release Date: December 22, 1999
- Similar Games: Tomb Raider (Sega Saturn), Fighting Force (PlayStation), Tomb Raider (PlayStation), Fighting Force (IBM PC Compatible), Tomb Raider (IBM PC Compatible), Metal Gear Solid (PlayStation), Syphon Filter (PlayStation), Tomb Raider Starring Lara Croft (Game Boy Color)
Game Description
"You're all alone. Live with the pressure."When the CIA, FBI, and Interpol joined forces, the State Intelligence Police (SI-COPS) was formed to combat international corporate crime. The newest threat is global giant Knackmiche Corporation, who recently purchased parts and expertise from small companies around the world so that they could create the world's first human clone. Making use of their Black Book, SI-COPS will fund a program that allows agent Hawk Manson to help prevent this artificial life form from realization.
As the first released Dreamcast title for Eidos, Fighting Force 2 is the sequel to the original PlayStation beat'-em-up game. But in this single-player action adventure - still with fighting elements - you take on the role of one of the main characters from Fighting Force. As Hawk Manson your job is to investigate the Knackmiche Corporation's research and development facilities to erase sensitive project data and eliminate key personnel (and their environment) in a highly classified covert operation. But if you screw up, it's on your head.
Whatever it takes, whether it's firepower, stealth, or sheer brute force, you're going to need to think, evaluate, and respond quickly. Throughout several missions you'll be taking on an arsenal of over 20 lethal weapons including: knives, shotguns, pistols, sledgehammers, pipes, axes, and grenades. Or if you prefer hand-to-hand combat, many of the same combination moves are back along with new ones that are learned as you progress through the game.
Topped with special effects and visuals, this sci-fi, third-person government espionage game utilizes an entirely new 3D engine. You'll have the ability to zoom in on your opponents to pick them off from afar. As well, there is an automatic targeting feature for better control. And your adversaries are not all the same in this game, so therefore you must remember each enemy's fight patterns in order to defeat them. In addition to enemies, you can take out everything from explosive cans and large ventilation pipes, to computer consoles and soda machines.
Some other items of interest are the Rage Bar, Destruction Bonuses (or continues), elevators, and the Data Handset. When you've increased your Rage level after prolonged combat, you can inflict more damage to enemies when you perform special moves. Though Hawk begins the game with three continues, you can purchase more if you've destroyed enough valuable Knackmiche property. And speaking of property, the buildings you encounter sometimes have elevators available for you to reach other areas. And finally, SI-COPS' Data Handset sends you practical information at various stages of your mission, of which you can refer back to at any point during the game.
There's also the option for vibration feedback features, and you'll be presented with the opportunity to save your game which requires six blocks of memory on the VMU. So if you're ready to take on the Knackmiche Corporation and stop the cloning process, destroy everything in your path with Fighting Force 2 for the Dreamcast.
"No compromise; no second-guessing." ~ Cal Nguyen, All Game Guide
Roots & Influences
Fighting Force set the marker as a 3D version of Streets of Rage or Final Fight, and with the introduction of games like Tomb Raider, the action-adventure genre became more popular. From there we get Syphon Filter and Metal Gear Solid, which are espionage games. What makes Fighting Force unique is that it's a combination of Tomb Raider, the original Fighting Force, and Metal Gear Solid (less emphasis on true stealth, however). ~ Cal Nguyen, All Game GuideReview: Enjoyment
The only enjoyment I got out of this was a few cans of soda and my anger expressed by the mess I made to all those useless computer consoles and ventilation pipes. ~ Cal Nguyen, All Game GuideProduction Credits
CORE DESIGN LTD.Programming: Mark Avory, Neil Topham, Alex Davis, Dan Scott
Graphic Artists: Roberto Cirillo, Jerry Oldreive, Gary Tonge, Adey Smith, Lee Pullen
Additional Artwork: Mark Hazelton, Dave Ward, Jason Churchman, Tiziano Cirillo, Nick Conolly, Hayos Fatunmbi, Paul Field, Steve Wakeman, Clint Nembhard, Neil Allden, Jon Redington, Benjamin Twose
Music and SFX: MArtin Iveson
Producer: Ken Lockley
Executive Producer: Jeremy Heath-Smith
Special Thanks: Digital Animations, Dana Dorian, Stuart Aitken, Mark Donald
EIDOS INTERACTIVE
Associate Producer: Mike Schmitt
Product Manager: Gary Keith
Associate Product Manager: Jennifer Fitzsimmons
VP of Marketing: Paul Baldwin
Senior VP of Sales and Marketing: Dave Cox
Creative Director: Sutton Trout
Public Relations: Greg Rizzer
Additional Marketing: Michelle Bravo, Karina Kogan, Antonia Phillips, Randy Stukes
Packaging and Manual: Price Design Team
QUALITY ASSURANCE
QA Manager: Mike McHale
Asst. QA Manager: Corey Fong
Test Lead: Lars Bakken
Asst. Lead: Carlo Delallana
Testers: Beau Teora, KJell Vistad, Rob Swain, Tamara Williamson, Timothy Moore ~ Joe Lamb, All Game Guide
Review: Overall
Streets of Rage and Final Fight were the epitome of the era of side-scrolling, two-player beat'-em-up genre of games with their roots in Double Dragon. Fighting Force capitalized on the 32-bit era of gaming with the same basic concepts but utilized the PlayStation's 3D engine. It basically answered the prayers of those longing for this type of game. Unfortunately, the community had missed the style that Streets of Rage and Final Fight gave to players. And while Fighting Force filled in that gap, it was still not enough in terms of style. Finally, the sequel to the Eidos' beat'-em-up, Fighting Force 2 was unleashed upon the public with uncertainty, and it shows.The folks at Core Design did a 180 degree turnabout when they developed Fighting Force 2. Here is a game that just doesn't live up to the hype and expectations of fighting game fans. Although there are fighting elements in the game, they are so pathetic that it makes the first Fighting Force look excellent. Basically, the game has been grouped with the action adventure category simply due to the nature of its gameplay, which is more like Tomb Raider and Tomorrow Never Dies than anything else.
Granted, the special effects, graphics and animation are top-notch. The motion-captured moves are fast, fluid and precise, while the effects are dazzling, especially with the glowing pool of green bubbling liquid or the sparks that fly every time you destroy a computer or power box. Soda cans that fall out of the soda machine are nicely done with some rather realistic physics. As well, any fire or laser effects in the game continue to push the limits (if there are any) of the Dreamcast. However, the overall picture is clear to see (or unclear, actually), the game is too dark! Plus, the camera can really throw you off when it twists and rotates you in the opposite direction, allowing enemies to hit you from behind. Fortunately, you can pull off a back fist maneuver to get out of the situation.
The textures and colors are solid in the game despite a few clipping glitches with the characters. You'll rarely get to see Hawk's face as the third-person behind-the-player camera view mode is almost always active, and you cannot change the camera angle per se. It does allow you to look around when you press both the left and right triggers on the controller. However, the zoom has a limitation to its viewing range and doesn't even compare with games like Metal Gear Solid whenever you're trying to pick off enemies. The introduction video was done superbly, however the in-game cut-scene that leads you into the beginning of the game isn't nearly as good. The fast moving train in the first area looks amazing. But what is the point of the enemy at the top of the roof across from it? You can shoot him but is there any other purpose when you can't get over there? Probably not!
Controlling Hawk is easy except for the fact that he can't run backwards (he walks instead). And while there is a side-rolling feature, they should have included a lateral strafing move. Like its predecessor, Fighting Force 2 allows you to destroy as much of the surrounding environments as you like, although most of it is just for the heck of it. Strangely enough, you can cause a chair to explode just by kicking it! In fact, you can jump over boxes and other objects and they will explode no matter what - even door activation consoles on the wall! For some reason, destroying them isn't required for you to open doors. One neat effect occurs whenever you're beating up a copy machine, the papers fly everywhere! But the oddest thing about the game is that anything you do demolish can spring forth a power-up such as first aid kits or weapons. Since when do chairs have first aid kits hidden in them?
Some of the fighting styles from the first game have been kept here, including the backhand combo. But the special attacks that you learn aren't exactly spectacular. Most of the basic moves are redundant and actually hinders your gameplay because you can't stop in the middle of your combo! This opens you up for an attack by the enemy. Of course, it doesn't really matter because the game isn't hard.
Fighting Force 2 is a relatively easy game to beat. The availability of power-ups is abundant while the lack of many enemies is obvious. The game's only difficulty is to avoid falling off or into things such as ladders and molten lava. And because the analog controls are somewhat sensitive, it's easy to get yourself killed if you're not careful. If you do die, the option to continue is good but it doesn't do too much for you when you have to start all over from the last place you accessed an important door. There is also a 180-degree turn button that is quite useless since it's set for all directions of the D-pad.
Another quirk deals with aiming your gun. Although it looks cool that Hawk points his gun sideways like a "gangsta", the automatic targeting of your enemies does not always compute. Sometimes it even points away from the enemy yet you can still kill them!
What's even more frustrating is the fact that the items that appear after destroying crates or other objects don't register. In other words, there's no indication, whether visual or audio, that shows that you've picked up the item! And the inventory selection button is quick and efficient, but it's all the more frustrating when you can't always decipher what it is that you're choosing because the graphic depiction of the items are not completely clear. The ultimate question the game leaves you with is: what is the point of going around destroying everything when it has nothing to do with your goals?
There are some redeeming qualities left in the game but they don't deal with gameplay. Such is the case with the sound effects, which are very realistic and ambient. As you knock a canister and it jiggles around, the metal pop is heard loudly. The intro music is decent and original but any such music doesn't seem to exist while you're actually playing the game. As well, the game suffers from a lack of voiceovers. There are a few moans and groans and maybe some quick speeches in the beginning and end of the game, but other than that you'll be so pent-up and bored that completing the game wouldn't be a big enough deal to endeavor listening to any final speeches.
Some of the weapons like the shotgun and rapid-fire pistol result in interesting effects, as well as practicality, of course. The other weapons, like the pipe or knife, aren't really effective. They do more damage than bare fist fighting, but not much more. Most of the enemies as well as the objects that you inflict damage upon take several shots, and it doesn't help when you have to face them the right way. The movement of your character overcompensates, leaving you to realign yourself over and over again.
Fortunately, the jumping feature is actually used for leaping over pools of acid and other dangerous areas. Too bad the so called Tomb Raider (or even Crusaders of Might and Magic) elements are weak. When you're clinging on a ledge and pull yourself up, you're asking for trouble since the controls (which cannot be modified) aren't naturally assigned to make this feature convenient enough to perform. And making matters worse, the thing that will drive players crazy is the fact that you can't save a game until the very end of each major level!
For those beat'-em-up game fans who were expecting more fists and feet action, this is one sequel that doesn't give the original justice. And for the action adventure enthusiasts, the boredom will set in after you've played it for a few hours. Fighting Force 2 is not a force to be reckoned with! ~ Cal Nguyen, All Game Guide




