27: Power
Stone
Developer: Capcom
Publisher: Eidos
Year: 1999
Format: Dreamcast, Arcade
The most
exciting thing about a console launch – which I view as a short list, I bloody
hate the fact that you have to buy a whole new machine every five years or so,
but at least it’s still less of a headache than PC gaming – is looking for
games that weren’t possible before.
Titles that simply could not have been done on the previous generation
of hardware, because their ideas were simply too complex. Enter Power
Stone.
A 3D beat-‘em-up, except it was proper 3D. Rather than two fighters facing each other in
an empty 3D arena that automatically locked them onto a 2D axis facing each
other, Power Stone had two fighters
in large, detailed arenas that they could run all over and smash up in their
quest to knock each other out. There was
a traditional Japanese house exterior – you could climb up onto the roof, or
dangle off the overhang. There was a
courtyard outside a pub – you could swing round the lamppost before launching
yourself feet-first at your foe, or pick up a billboard and chuck it at
them. There was a Wild West saloon – you
could kick someone into the wall so hard, the large barrels above them would be
jarred out of their alcove and smack them satisfyingly on the head. Basically, it was what would happen if Jackie
Chan programmed a beat-‘em-up. And it
was glorious. Astonishingly advanced for the time, and
still slick and enjoyable today.
But that was only the half of it. Like Super
Smash Bros., which debuted the same year, various weapons were periodically
dumped into the fight, from the basic (lead pipes, daggers) to the advanced
(flamethrowers, bazookas) to the silly (giant fizzing cartoon bombs). Plus there were the titular Stones
themselves. Nab three for super mode,
where your character morphed into a fearsome character that nodded to something
else – so Wangtang turned into a Dragon
Ball Z extra, Gunrock basically became The Thing from Fantastic Four etcetera – and could pull off all sorts of fancy
tricks for a few seconds (and became super-strong, so you could now pull up
that lamppost outside the pub and smack folks with it).
Fast, frantic, fun and certainly not
possible on a 32-bit machine, it was Power
Stone that declared the Dreamcast and 128-bit gaming had really
arrived. Like that guy arriving at
Athens from Marathon and turning into a giant red robot with a jet for a
head. Or something.
MAGIC MOMENT: the gloriously weird
Jack, a sort of spider-mummy-thing with stretchy arms that the game tells us
is, in fact, Jack the Ripper.
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