Moderators: Iceweb38, charco, Kyojinmaru, Stev0, Don Vecta



Don Vecta wrote:Okay, time for review.
I was anxiously waiting for this mod and I wasn't sure when it was about to be released but when I saw the sudden news I was jumping like a schoolgirl. And as you could see I was the first one who rushed to download it.
I have to say this: This is the v5 of the Final Fight series. At least in structure it is: contains the 3 games, involved into a new story, intertwined in some alternate paths and the best? A special final stage with the cameos of the Metro City heroes no more no less and with a very challenging Final Fight with the new boss.
With FF1 mod I was quite please the way it was structured and the detailed style of the graphics, the enemy placement, the music choices and overall the complete recreation of the classic arcade game. FF2 and FF3 were indeed also beautifully recreated but I have a couple of gripes I'd point out, mind you, these are personal views about style that doesn't really affect too much the game experience.
1) the 224 height format. Man, i HATE those black scanlines at top and bottom. I know resizing or expanding it's a bitch but I prefer to take my time in expanding to make it look full screen... but then again, that's just me. It is probly done on purpose to keep the native aspect so it's not a real issue if this is the case. Besides, like this it's lot easier to rip and paste, lol.
2) Lack of diagonal stages. Okay, I understand that making upward diagonal stages it's kinda impossible to make on SORmaker unless you go down first then go up so the first part of the Japan stage and the Hot Dog alleyway are overruled, however, HK stage and the second part of Japan *could* have had a diagonal stage. I guess the issue here that pretty much locked the attempt was (once again) the Issue No.1 listed above (the ugly black scanlines) cuz simply you can't break those lines. *sigh*
3) Boss enemies as mooks. This is especially prominent in FF3: Southers as Dirks? Yes, I know, those dudes fit well cuz the claws and the super priority of their attacks (and their anti-airs), but putting many of those also combined with mid-tier sub-boss enemies like the Slashes as Rick make it look more difficult. Same when you put several Judos as Jo's (lol, I never expected to see such beautiful cosplayers of those ugly ass midgets Joes) it's a lot of ARGH!! I guess my only advice is to lower their lifebars the best you could. But overall, it's still playable and not really a big issue.
4) Copy/paste of Final Rage. This is, again, me just being *extremely* nitpicky. Final Rage was magnificent as it was. But this mod is trying to go into the SNES experience of Final Fight. I know FF1 for SNES got washed down a lot, but the enemy placement was different and the stages also looked different. Perhaps if it was one me, to put complete consistency in the trilogy, I'd have ripped and recreated FF1 for SNES with the same graphics, same enemy placement (probly cranked up for higher difficulties trying to make something different), perhaps the only arcade stage staying would be the Industrial Area, but I think this way it would be something different from the first Final Rage and give a new replay value of the FF1 path.
But I understand if you feel lazy, in the end, the whole work it's pretty awesome as it is.
This is me nitpicking only and, as I said, if there's a reason to do this I respect that cuz in general doesn't affect the game itself.
I did love the alternate routes to switch into the other storylines, certainly the guest appearance of the airport terminal from DD was a nice addition and lol to the Street Fighter 2 reference while switching from France to Metro City.
As I said, the new storyline in how the three final villains spill the existence of a new shady boss was well done. Especially Belger's kind advice to the heroes made me lol harder. The remixes of some of the stages are quite good but others could have been done a bit more unique, for example, as going backwards to the stopped subway that it's not in a tunnel but in outside rails, etc. But once again, me just nitpicking.
VERY well use of the wall breaking feature. I know in SORmaker it's a fucking issue cuz you must line up the characters to walk into it but you managed to make it work perfectly in most stages.
I'm glad also all the cast of FF made it... including the faggy male characters Sid and Billy (as Sydney and Billie respectively) and Leon and Robert.
I have an idea to make the Metro West side cage match don't look chopped in the end when you need to go out from it. Put a foreground wall into it (kinda like you did in the control rooms of FF3), so the enemies walk behind them and the choppiness cannot be seen.
Oh, couple of technical issues:
Stage 7-9 needs collision at the beginning. I mean, main characters float over the staircase pit. Same for stage 1-8.
Check your script after you defeat Belger: Mr. X it's mentioend there and certainly Belger is NOT Mr. X. Keep the characters in their roles.
Overall, this is a great mod and me as a Final Fight lover I'm quite pleased to see it done. Still lacks a proper ending but I guess the extra scenario made it up well. Congratulations, this is indeed an awesome mod!
charco wrote:I played this mod right after trying your original FInal Rage mod for the first time last night. So far I have only taken the Final Fight 2 path so I will give my initial impressions on that.
I have to disagree with Don Vecta on the height format. I absolutely love it! It's just like the original SNES game and it actually frames the action, the health bars etc. perfectly. It gives the mod a distinctive look and differentiates it from other mods. Again, I have to disagree with Don Vecta about the lack of diagonal stages. I think what you did is a good workaround and turned out really well.
The graphics in the original games were of a high quality, so they do look great in this mod I have to say. The proportions are all correct for the SoR chars which is great as some mods suffer from this issue. This is one of the benefits of making a remake, you get consistent style of graphics throughout the entire mod. Some nice scrolling and animated background layers. Enemy placement in FF2 was better than FF arcade that's for sure. It being a console game and not designed to eat your money is of course the reason for this. The use of bosses as mooks does not really bother me as they mostly had reasonable health bars and were not too hard to take care of. I don't play on mania, so the lower difficulties are very enjoyable here. I really liked how you created a new, simple story to tie all the games together and the bonus ending was really cool with the cameos. One feature in Sormaker, and beat em ups in general, that I always loved was the heroes breaking a door/fence to move on to the next stage and this is very well implemented here. I only had one opportunity to use this feature in my mod and only wished I could have used it in more scenes. It really is awesome in this one. I haven't tried the FF mod in this trilogy version yet, so I don't know if you implemented this instead of the "Walking To" exits you used in the standalone version that I played.
Well, that was my first impression of this mod having tried both the FF route in the original mod and the FF2 route in this one. I will definitely be trying out the FF3 route next, the alt routes in each game and of course revisiting the FF1 route to see if there are any improvements there that I saw examples of in the FF2 route. I am very impressed with this mod so far, I really can't wait to try it again tonight.


Don Vecta wrote:1) the 224 height format. Man, i HATE those black scanlines at top and bottom. I know resizing or expanding it's a bitch but I prefer to take my time in expanding to make it look full screen... but then again, that's just me. It is probly done on purpose to keep the native aspect so it's not a real issue if this is the case. Besides, like this it's lot easier to rip and paste, lol.

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