Friday, January 19, 2024

Darkstalkers: The Night Warriors Review

 (Originally posted on September, 2017)

                                       

                                                                       (1994, Arcade)

(Though I own a copy of the game, it was played on a CPS2 emulator.)

After years of Capcom overdoing it just a bit with Street Fighter 2 revisions, Darkstalkers came all new and designed to take advantage of the company's enviable, sprite crunching CPS2 hardware. Reversing from SF2’s inclination for relatively believable lore and realistic human proportion towards an aggressive dive into the fantastical, Darkstalkers came just in time to contend with the weirdness so popular with Mortal Kombat and Killer Instinct a couple cabinets over. Upon its debut, the unpredictability of the literal monstrous move sets and general high difficulty often robbed me of all my quarters by the first match, but sticking around to watch the demonstration fights and panic inducing intro still kept me plenty entertained. So swept into this game that looked entirely beyond the scope of the 16-bit systems, I even took interest in the brief run of the horrible Saturday cartoon. Eagerly purchasing the competent PS1 port and later importing the stellar PS2 compilation, I’ve always found that digging into this game, even without building up a particular fearsome command of its many intricacies, is as good as any scary movie for some casual thrills…

Feeling very much like Street Fighter 2 at the core, but having blossomed into something more mature, chaotic and fast paced, Darkstalkers is often pointed to as the link between the rudimentary 2D fighters of the early 90s and increased flash and technicality of  almost everything seen since. The game introduced not only Capcom’s first fighting universe beyond Street Fighter 1 and 2, but many important features which have since been adopted into the genre at large. Back in 94, Darkstalkers originated EX moves, (intentional) chain combos, crouch movement and air blocking, all of which I had no idea what to make of until much later on. You’ll need to learn these concepts to compete against not just any minimally studied competition, but even the computer. All the way down to the easiest setting, beating the teleporting elemental alien of a last boss is no stroll through the graveyard.

Even if you don’t care to learn the deeper mechanics or delicate combo inputs, Darkstalkers and its sequels are worth playing just to experience Capcom’s take on ‘Universal Monsters’ in their unequivocally Japanese, most stylish of imaginings. The programmers and artists immediately put their new hardware to work, going well beyond the realm of the old CPS1 or even the formidable Neo Geo. Characters boast unprecedentedly smooth animation and expressive specialized frames that often humorously do justice to the mystique of the shape shifting and supernatural. Pretty enough to hang on a wall, the backdrops are perfect matches for the monsters and are just as inviting as anything from the more successful Street Fighter or Versus series.  The musical direction of the interface takes on a genuinely tense approach, but with an added layer of colder, more indifferent vibes always lurking somewhere.When in the actual stages, the soundtrack tends to cheer up while sounding no less strange. Upbeat, individualized victory music even accompanies the cheesy 90s win quotes. Selectable from a gloomy old world style map, the monsters are fortunately more interested in fighting amongst themselves rather than making things miserable for us humans…

Characters

Demitri – Functioning as the beginner friendly ‘Ryu/Ken’ type character, this vampire is a bad dude, but is sure to draw in first time players not necessarily for his familiar play style, but just on the merit of being the most relatably masculine, if not human character. With intricate keyboard solos and an energizing violin lead, Demitri has the most jamming stage music; played while hosting a moody castle party as his harem cheers on. Once the fight is over, his win theme goes on to repeat the same satisfying drum beat.

Talbain – A jazzy, sneaky and upbeat sound perfectly fits this werewolf’s lively midnight stage. The chaos of swirling clouds, bright lights and a huge full moon distract from wolves and other animals rummaging through the streets. Appearing perhaps more wiry and eager to fight than anyone else, Talbain is one of the most nimble and agile of characters.

Raptor – Possibly the most blatantly 90s character of the game, the guitar wielding zombie borrows liberally from other beloved Capcom games of the time, bringing the energizing heavy metal of Megaman X and a mischievous graveyard backdrop not unlike that of Ghouls and Ghosts. Seeing the realization of his ultimate form provides one of the more satisfying endings. On the way to the depths of the underworld he calls home, you’ll have plenty of fun seeing all his wild mid-fight shapeshifting.

Victor – Frankenstein’s monster is large, far reaching and charge attack based, not unlike Street Fighter’s Balrog. The fight takes place in a dark and decrepit laboratory where his creator’s remains (and ghost!) still lurk. Matching the mysterious machinery and nerve-racking threat of electricity erupting throughout the room, the music is equally pulsating and puzzling.

Rikuo – Very loosely based on the Creature of the Black Lagoon, Rikou is probably the least intimidating Night Warrior. His flashy confidence and dashing good looks would have him in excellent company with 2017’s beloved new Legend of Zelda character, Sidon. Played in an overly bright swampy ruin, the music is initially jarring but soon becomes brilliant in its odd instrumentation. With particularly good range coming at no particular expense to other attributes, Rikou is good for beginners struggling against the CPU.

Anakaris – The fight takes place in a well illuminated pyramid lair with the type of spooky/mysterious Egyptian style music heard in Sonic and Knuckles. Anakaris is one of the most enjoyably weird characters of the series, so much so they had to stick this oddball into the craziness that is Marvel vs. Capcom 2. Playing like a huge, floating Dhalsim, he’s one of the toughest characters to get a good feel for. Toiling to the end will show off the human form of the playable sarcophagus.

Huitzel – What’s an old Japanese Dougu statue doing hiding in Mexico? Even when fighting this sub-boss, it’s hard to remain nervous as that wonderful 90s Capcom jazzy sound makes things so fun. In a track otherwise full of chaos, a brief keyboard solo slows down the frenetic energy of the robot factory. His ancient Jomon armor conceals plenty of hi-tech weaponry.

Felicia – The beautiful neon of this casino stage can’t drown out the rather annoying meow-laced music. This ‘cat woman’ is not much of a monster either, but more of an oversexualized anime type character Capcom couldn’t help themselves but to stick in the game. The more carefree Felicia is one of the most memorable characters, even if not for the most highbrow of reasons.

Bishamon – Possessed by a cursed armor, the otherworldly samurai makes up for his lumbering movements with the fiercest of sword strikes. The fight is held in a low key wintry spot in Japan, where children and farm animals play in front of a quaint mountain village. The contrast of humorous western style snowman and modern shovels add additional charm to this otherwise most traditional of backdrops. Bishamon’s ending yields a wonderfully broody music track.

Morrigan – The gargoyles, fountains and lighting all dance wonderfully to an energetic beat decorated with playful synths. Morrigan is another more beginner friendly character with familiar projectile and uppercut moves. Unlike Felicia, you can’t entirely fault Capcom for making her so alluring, as they must do a succubus justice to the same degree as any other monster.

Sasquatch – With incredibly effective normal moves, this Big Foot is the easiest character to go up against the computer with. Some very playful music matches his family/clan partying in the background. Everything looks so fun and carefree, you can’t imagine freezing to death.

Pyron – A beautifully bizarre stage which takes some of Earth’s familiar architecture and twists it all into space-time bending chaos. During the hostile, pulsating music, Capcom has a way with their use of horns that tells you this is indeed the final boss. With his unpredictable animations and lingering projectiles, Pyron is a huge challenge, even when played on easy/one round.

Never feeling at a loss for overall quality, Darkstalkers more than likely suffered commercially due to late arriving console ports, the general unfriendliness towards novices and a most wonderfully odd cast that further pushed away, rather than refreshed the mainstream audience already beginning to tire of the 2D fighter. The entire series is sadly unknown to those who aren’t genre enthusiasts, of which this burgeoning first entry is the least visited. While further improved upon by its two sequels, the original Darkstalkers still feels highly playable and if not said enough already, remains as eternally pleasing to the senses as the millenniums-long rest of a mummy. The game may initially feel just as brutal on you as it was to me at 11 years old, but whether you find yourself overwhelmed by the jaws of defeat, or go on to master it's flashy mechanics, one of the most underrated of 2D fighters is well worth a look by anyone who’s learned to throw a hadouken. Whether you’re reading this in the New Year or October, don’t wait all the way until Halloween to go fight some monsters.


2020 Review:

Conspicuously absent from contemporary gaming platforms, the first and simplest entry of the Darkstalkers trilogy remains well worth obtaining. The sequels offered substantial improvements, but couldn't match the initial amazement of wandering into a 1994 arcade and encountering the bold innovations and previously unimaginable graphical richness witnessed in Capcom's first fighter to venture outside the Street Fighter universe. Built atop years of gradual refinement within the SFII series, important, soon common mechanics were introduced. Dashing, air blocking, chain combos, EX moves and more were born in this realm of likeable, but not to be taken lightly...monsters from all around the world. Passing on the 90's gore fad for timeless, undeniable style, this new brawler brought an aggressively animated presentation that had a snowball's chance of realization on the 16-bit systems. Even the upcoming 32-bit consoles could barely handle the task. Often underrated yet distinct and instantly recognizable, Takayuki Iwai and Hideki Okugawa crafted a soundtrack to match the monsters: Smooth, jazzy, energetic and just slightly menacing. Along with perfect cohesion between music and monsters, each misfit has a perfectly fitting level...

The suave vampire playboy Demitri confidently hosts a party in his own bedroom. Talbain claws through a recently abandoned, eerily buzzing English shopping center that's fixing to be rummaged by an invading wolfpack. The musclebound yet gentle Frankenstein's monster, Victor, makes his decrepit laboratory home; his long deceased creator still appearing through the ether. Lord Raptor rocks out to a Megaman X sounding tune in his foggy, ghost infested graveyard. Morrigan's beautifully constructed castle front is both dazzling and warns of danger if one gives in to the succubus. The mummy Anakaris's tomb is strangely lively for an eternal resting place, as statues of Anubis are blasted by neon lights. Tough to control, you can sooner wrap your whole body in bandages than figure him out.

The sexy yet innocent catwoman Felicia's casino stage is more distracting than a cat toy. The scary, sword-wielding, blue-skinned, demon armored Bishamon is juxtaposed with a remarkably tranquil and cozy snow village. Dandy merman Rikou hosts a stage busy with rainbows, Macaws and traces of the Olmec civilization. The playful Sasquatch's entire clan watches from the desolate yet enchanting arctic. Modeled after the mysterious real life Jomon-era Japan spaceman statue, Huitzil fights in a robot factory very similar to the Sentinel stage in Capcom's soon to be released X-Men fighter. Finally, the fire alien Pyron has a dwelling that's beautiful, but so chaotic that it would only make sense to entities out of this world.

Not just the perfect pick up and play Halloween game, for lovers of illustration and animation, it's easily one of the highpoints of the whole medium. The tragedy of the trilogy is that Capcom is content with all but forgetting the series. If you're not a swashbuckling software pirate, you'll have to take up digging graveyards or raiding pyramids. Within such ancient burial grounds, maybe you'll come back with an old PlayStation that's required to play this masterpiece.

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