This is not the greatest game in the world…..but it will get a tribute!
If you know me personally, you know that I’m a fan of
fighting games. I’ve been a fan since
1988 when I saw Street Fighter in arcades.
However, it was when I saw Street Fighter II: The World Warrior on my
SNES that I became a hardcore fan. Sure,
it wasn’t my copy (it was my older brother’s), but I enjoyed every bit of
it. I loved the combos, the characters,
the artwork, the story (yes there is a story to it, so stop saying there isn’t,
you spiteful fighting game miscreants who aren’t as pronounced as fans as I),
the music, the design, and the like. It
was around the same time or so that I saw it in arcades and was more than taken
aback by its sheer magnitude. In fact,
when I did, I saw the Championship Edition of the game as well. My mind was blown. I mean, before this, there were platform
games and “beat ‘em ups” (I literally graduated from Mario Bros. and Ninja
Gaiden to Final Fight and Double Dragon in about 3 years), but now I could add
fighting games into the mix.
Now, when it comes to fighting games, I have a wide palette
of game series I enjoy. Street Fighter II
and Street Fighter were the gateways to other great franchises. There was the brutally realistic Mortal
Kombat, the ambitiously interesting Fatal Fury, the artistically violent
Samurai Shodown, the laughable yet innovative World Heroes, the unique and
impressive King of Fighters, and more.
But, this isn’t about any of those.
This is about a series, that I feel hasn’t truly gotten the love it
deserves amidst its peers. Sure, it’s
well-known and memorable to an effect.
But, when it comes to franchises, it does get a bit lost in the
shuffle. In fact, it was the first to
fully utilize the innovative capabilities of a graphics engine put in place by
Street Fighter II and its many sequels/rehashes. And to top it off, it had an eclectic cast of
characters that made Monster Squad look like a Sunday School outing. By now, I think you know what I’m talking
about. If not, venture with me, if you
dare.
The game franchise I’m talking about is Darkstalkers (or
Vampire in Japan). This ambitious little
series, to me, is one of the most underrated series in Capcom’s entire library
of fighting games. It is right on the
cusp of franchises that ruled the fighting game roost for Capcom and franchises
that were gone, but forgotten or notten…I mean, not. The first game of the series, “Darkstalkers:
The Night Warriors”, debuted in early 1994 in arcades. I witnessed one pretty impressive game that
looked worlds different than that of Street Fighter II and its incarnations at
the time. It played differently as well,
with special moves that could be powered up to a super level, obscure super
moves that combined complicated controls with stunning visuals, air blocking, guard
canceling, and even the dreaded “chain combos” which lived on in every sequel
and iteration of the game. Speaking of
visuals, this would be the first game that would start the more animated look
that the CPS II game engine was known for in the mid 1990’s. Ironically, it was not the first fighting
game to use this engine, as Super Street Fighter II had that distinction, along
with Q Sound, a digital sound setup that gave the game the ability to use real
instruments for music instead of synthesized music. The differences, albeit very great, did not
diminish one game from the other and made for an amazing gaming
experience. After this game, more games
utilized this animated feel, giving it a more “anime” style or look. The game
also used 10 characters, instead of the standard 8. Instead of four bosses, we had 2. So, you had 12 characters, but more to choose
from. And speaking of characters, these
creatures were a cornucopia of classical monsters, spooks, and such. You had the vampire (Demitri Maximoff), the
werewolf (John “Gallon” Talbain), the “Frankenstein” monster (Victor Von
Gerdenheim), the ghoul/zombie (Lord Raptor, or Zabel Zarock to others), the
succubus (Morrigan Aensland), the mummy (Anakaris), the catwoman (Felicia), the
samurai demon (Bishamon), the merman (Rikuo, or Aulbath), the bigfoot/yeti
(Sasquatch), a robot (Huitzil, code name “Phobos”), and an alien (Pyron). How diverse a cast could this be, right? And, they came from different countries, just
like in Street Fighter. The game could
not have been any more innovative, if not unique. And yes, the music was just
as catchy as the next Capcom game, completely creating an atmosphere each
character symbolized wonderfully. I was in love and wondered if there was
more. The game had managed a decent to
growing fanbase, as SF fans flocked to the new series, knowing that Capcom
could do no wrong at the time. This game
was evidence of that. And then, we got
the sequel…
In about a year’s time, a sequel was made called Night
Warriors: Darkstalker’s Revenge. This
game added more to the first, giving us 14 characters. You had the original 10, the two bosses, and
now a ghost (Hsien-Ko, or Lei Lei to her family) and a Dark Hunter (Donovan
Baine). It was obvious or had become
crystal clear that Donovan was the focus of this game, for he was the only
human, or such, to be added to the game.
And, like most humans, he looked to hunt these creatures down. Why the term, “Dark Hunter”? Let’s just say, he was as dark as these
creatures was, with a dark secret surrounding his past. Nonetheless, the game added a few nuances
here and there, including more colors per outfit, more artwork, and different
songs for each stage, and a more pronounced story. In fact, this game was practically a reboot
of the first, but it wasn’t. See, even
though the endings were veritably the same, there was a continuation to their
stories upon finding the endings, setting up what would happen in the next
game. The game added a few more tweaks
to the gameplay, if not for balance purposes, then for the purpose of
freshening up the characters and differentiating it from the previous game. This game brought in more fans to a great
effect, as it has been seen in tournament battle on a competitive level even to
this day. In fact, it is still being
played in Japan to this day. Can this
get any better?
The third and final original game in the series was Vampire
Savior (or Darkstalkers 3): The Lord of Vampire, in about 2-3 years after the
first game’s release. This game would be
the most pronounced in the series’ innovation and differences. For starters, it had a grand total of 15
characters, which were the original 10, Hsien-Ko, and 4 new characters which
included a Dark Bounty Hunter (B.B. Hood), a mutant Bee (Q-Bee), another
succubus (Lilith Aensland), and a vampire overlord (Jedah Dohma). For the first time in my life, I came across
a fighting game series that didn’t have the entire cast from the previous game
or games returning to a sequel. Ok, so
that’s not entirely true (Mortal Kombat II and MK3 were the first or so), but
this was the first Capcom game that fell into this category. It wouldn’t be the last, but that’s another
story. Another sweeping change was the
match system. Instead of rounds of
combat, you had a survival motif where each player had bats symbolizing a full
life bar. Once the life bar was drained,
a bat would fly away. Once you were out
of bats, the match was over. As for the winner,
he or she recharged their health steadily during the match, albeit slowly, but
not fully. But, once they sent a bat
flying, the opponent got a full recharge in health while they had the remaining
health from that first encounter. The
super meters could stock up to 99 stocks of super power, which could be stored
over time in combat. Guard cancels could
be super charged or regularly charged due to the character. Also, there was an extra mode called “Dark
Force” mode, where, once activated, the character had an extra nuance added to
their repertoire, be it super armor, extra power, flight, or whatever. The background would change, and there was a
timer on how long this would last. Air
blocking remained, along with the ability to “Tech hit” while blocking. Since this didn’t penalize you with removing
super meter or such, techs were done frequently, frenetically, and
strategically. It kept the match flowing
quickly and frantically, and if you couldn’t keep up, you’d lose. And, let’s not forget chain combos. In this game, it was open season with this
game as it was probably the only game to utilize chain combos actively as a
means of combat, without having to re-balance the game in any way. In short, chain combos were allowed here with
no problems. Throw in some secret
characters, extras, new music, and such, and you had one solid finale. To date, there are tournaments and league
battles in Vampire Savior in Japan. But, Darkstalkers wouldn’t meet its
untimely end on consoles until 2005.
Between 1996 and 1999, Darkstalkers made its way to
consoles, with the first game released on the Sony PlayStation exclusively in Japan
and America and the second game released on the Sega Saturn exclusively, in
Japan and America. The third installment
was released only on the PS and Saturn in Japan and America. Afterwards, Japan would be the only place you’d
find Darkstalkers games as a bevy of revamps and collection games were released
in Japan. There was Vampire Hunter 2
(Night Warriors 2) and Vampire Savior 2, which were both upgraded versions of
Vampire Savior with tweaks and changes to the systems, along with differences
in the roster. Hunter 2 had everyone
from Night Warriors, while Savior 2 had everyone from Vampire Savior, except
Rikuo, Sasquatch, and John Talbain. In their
place were Huitzil, Pyron, and Donovan. This
was most likely done to appease the fans who wanted those three in the third
game. Both games were PS2 exclusives.
There was also Vampire Chronicle for Matching Service for the Sega Dreamcast. This game had the entire cast of the
Darkstalkers series all in one game using the Vampire Savior engine, and the
game also allowed for tournament battle, hence the matching service. This game was released in Japan and America
on the Sony PSP and was called Darkstalkers (or Vampire Chronicle): The Chaos Tower. The addition was a straight-up survival mode
of sorts where you fought every character in the game, rising through the Chaos
Tower until the very end. The final
console game was a collection game, released exclusively for the PS2 in 2005
only in Japan. Every game of the series,
except for Chaos Tower, was released in this game, a la Street Fighter Alpha
Anthology. This also marked the debut of
the latest and newest character, Dee, who looked very, VERY, familiar to
Darkstalker fans. In fact, his ending
gives away his identity. Other than
that, the first Darkstalkers game has been or will be released for the PSN in
2012. The reason: a bit of a teaser to
fans from Yoshinori Onoo of Capcom to remind fans that Darkstalkers will make
its return to consoles and arcades, in the coming months. However, with Capcom’s history of spurning
fans, one has to wonder
It looked like Darkstalkers had quite a game library, and an
astute fanbase. So, you’re probably
wondering why I say this game hasn’t truly received the love it deserves. Well, for starters, if you look at the game
library, only 4 games were released on consoles in America. The timeframe of these releases were also
spread out unevenly. The first 3 games
were released between 1996 and 1999, while Chaos Tower was released in 2004 at
the start of the PSP’s lifespan. The
remaining games would be released on the PS2 and/or DC only in Japan. I would mention Darkstalkers for the PSN, but
that is a downloadable, and not quite a full console release. Not to mention, it isn’t a new title or a collection/anthology
game. So, why is there a lack of love
for this game? I have come up with two
possibilities.
Firstly, the game was obscure. In fact, it was too obscure. Obscure and complex, really. Now, I know it’s good to be original and diverse,
but when you have a game from the world of Capcom, the first thing you are
thinking is how well it plays, compared to Street Fighter games. If it’s comparable, then you have a great and
solid title. However, if the path is too
divergent, you may lose the fans. Yes,
there are your standard fighting game motions and such, but when you have
button combinations like the “Raging Demon” combination, only very different,
it may raise an eyebrow or two. Also,
here’s an example of a Ryu or Ken character not quite being Ryu or Ken. Demitri has the standard fireball/dragon
punch/hurricane kick motions, to say the least.
However, they don’t behave as such or share the same priorities, leaving
fans wondering how useful the moves can be.
His “Dragon punch” isn’t a rising fist, but him rising and spinning into
the air to knock you down. Now, you can
dash into this move for a more forward-moving attack, but it’s not as capable
as an actual dragon punch to knock someone out of the air, let alone combo into
it. If it is, you rarely see it in
America. His “hurricane kick” is where
he disappears, and re-appears above you, drilling into you with his feet. Not quite something you expect from a hurricane
kick. It leaves you wide open for
counterattacks, to say the least. Morrigan
seems more like a Ryu/Ken character than Demitri, even with the priorities in
place, hence why she is probably selected more often. However, she’s not quite Ryu or Ken either,
just easier to use. Also, in the first
two games, when a projectile was thrown, it could be countered by another
projectile. However, instead of an
instant nullification, you got two projectiles struggling against each other to
see which lasts longer, forcing you to be ready to block anything. The winning projectile was determined by a
variety of things, from timing to strength.
It wasn’t until Vampire Savior where this was remedied to an
effect. One such remedy was the
re-tooling of a slew of projectiles, leaving some people hampered, if not
empowered. Lastly, there are chain
combos. These are or can be the banes of
the existence of many fighting game fans.
Since they aren’t really regulated in this game, matches usually come
down to who can out-chain the other.
This gives a decided advantage to those who can handle this. And, to add to this, the moves themselves are
very unique to each character adding to the depth of each character. However, you’ll be happy to know that this
helps to keep the game balanced in its entire imbalance. When I see matches, I do see more of one or
two than others, but I do get to see more than 50% of the characters being
used. Regardless, it’s hard to enjoy a
game when it feels very awkward to you.
Secondly, and I think this is the most significant of
possibilities, is the timing of its release.
When Darkstalkers was released, it was amidst the war between Capcom and
Midway. Capcom still had a strong
following with Street Fighter II as it released Super Street Fighter II for
home consoles and arcade consoles and the turbo version of said game would follow. Midway had just released Mortal Kombat in
arcades with a home version coming in late 1994, with Mortal Kombat II in
arcades later. Then, you had SNK
releasing such inspired arcade games including Samurai Shodown and the first of
its most popular series, The King of Fighters 1994. Lastly, Capcom, in an attempt to broaden its
gaming horizons, released X-men: Children of the Atom for arcades months after
Darkstalkers. Not only did this game
have a more frenetic and playable style (ex. Super combos were one motion with
all 3 punches or kicks, as opposed to just powered up special moves like in
Darkstalkers), but it played up the popularity of X-men: The Animated Series,
which was on television and receiving great reviews and fans. It also helped that these games had a less
obscure approach to their game style.
This type of competition would hamper Darkstalkers greatly, as I
remember this game not lasting long in my local arcade with the debut of X-men:
COTA. In fact, I recall not even seeing
Night Warriors: Darkstalkers’ revenge in my local arcade when it came out. That had to deal with MK2, MK3, SSF2T, Marvel
Super Heroes (the spiritual sequel to the X-men game), KOF 1995, Samurai
Shodown 2, the debut of Street Fighter Alpha (which some would say is how
Darkstalkers should have been made), and the rise of 3-D and 2.5D gaming, with
Tekken, Virtua Fighter, Soul Calibur, Street Fighter EX and even Killer
Instinct making waves. By the time
Vampire Savior made its way to my arcade, it had to deal with the stiffest of
competition in the forms of Samurai Shodown 3, and Capcom’s biggest guns Street
Fighter Alpha 2, Street Fighter Alpha 3, and its two newest franchises in Street
Fighter 3 and the Marvel/Capcom versus games (specifically X-men Vs. Street Fighter
and Marvel Super Heroes vs. Street Fighter).
It remained as long as it did, but once SFA3 came through, that would be
the end of Vampire Savior. It’s one
thing to worry about other companies, but when you have to worry about your own
company cranking out great titles; it’s almost curtains for you.
Darkstalkers, in my view, is vastly underrated to me, but it
did have its share of increased longevity in America. It was in the various versus games and
collection games where Darkstalkers found renewed, if not continued life. Demitri, Morrigan, Hsien-Ko, Felicia,
Anakaris, and B.B. Hood, along with Pyron and I believe Donovan and Jedah may have
been the only Darkstalkers to find life outside of Darkstalkers to some
effect. Although their styles and
abilities lend themselves well to the games they were in, it wasn’t the same as
playing a Darkstalkers game, to say the least.
Lately, fans have clamored for a return of Darkstalkers, as many games
have been released with some or most of the above mentioned characters in
action. While we have seen various
teasers, we have reason to believe that Darkstalkers will return as a franchise. We can only hope the justice is done well to
it, knowing Capcom’s need to anger or spurn fans with their actions (the whole
MVC3 DLC situation and the “return of Mega Man” to fighting games are more than
enough reason for me to not have faith).
Until then, if you’ve own any of the titles I named, take a step back,
plug in your controller, and embrace the awesomeness of a series that was great
enough to merit sequels, guest appearances from characters in other games, and
a very unique and obscure fighting game from the company that has blessed us with
the greats. Shed some light on the
Darkstalkers games in your library.
Monsters need love, too.
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