| Original message (1952 Views )
| "Let's talk about Red Earth/Warzard" , posted Sat 24 Jul 03:39|
I thought perhaps I would break the discussion out of the Random Thread so that we don't get it completely derailed with talk of a 14 year old arcade only game.
Hauzer will always be one of my favorite fighting game characters. I had some epic Hauzer vs Jedah shodowns with one of my best buds back when Capcom Fighting Jam came out. That game's a mess, but it did bring home some of the Warzard characters, and their level up and counter mechanics were alot of fun. I hope Warzard gets some sort of virtual console release someday.
Well, I am kindof wondering a few things: first, can anyone talk details of the original game? I don't know much aside from what wiki tells us, but what I have seen of it has been quite beautiful. It makes me wonder why Capcom never released it for Dreamcast, even though by the era of the Dreamcast it was already a little old.
Second, it appears that a Gamest Mook was produced for it, as well as an "All About". Does anyone have these? Are they worth seeking out?
Third, well, I am assuming that anyone at all wants to talk about this. Anyway, as my contribution, here are some videos of the game:
Leo Playthrough part 1
Mai-Ling Playthrough part 1
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| "Re(6):Let's talk about Red Earth/Warzard" , posted Sat 9 Oct 07:31|
I've never gotten to play Red Earth but from watching some videos it seems like the biggest problem isn't that it only has 4 playable characters. Rather, the main problem is that for all the upgradability, the game is way too short. Adding to that, it replays the same. Essentially, it actually needed filler, a comment I didn't think would need to be said about any product.
I've always been an advocate of Warzard, for the sole reason that it's such a wonderful game, with powerful characters, an unique setting and full of potential. Too bad that both customers and Capcom were so unforgiving, and judged Warzard unworthy of a revision/ upgrade ŕ la "Second Impact", with an improved versus mode (by including playable monsters), a bigger boss roster and improved combo mechanics...
Given the "rehash and upgrade" trajectory Capcom followed (as always) with the rest of the titles developed for CPS-3, it was obvious that Warzard was meant for a second, even third installment, hadn't the first one been such an utter failure. There are many hints that support this theory : empty,named continents on the world map, sprite variations of the main characters (seen on the 1CC endings and staff roll)placed with no apparent purpose...
Anyways, we should consider ourselves fortunate, for the Warzard we know has enough virtues to stand out on its own as one of the most daring and innovative games of its time (and much prettier than Metamoquester, also!).