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![]() Fighter Maker is divided into two separate but equally disappointing parts. The first and simplest is the arcade mode. The graphics are uninspired and just arent in the same league as other games in the genre. Theyre just plain boring to look at, and the fact is that, graphically speaking, Fighter Maker is a giant leap backwards. You have a fairly impressive twenty characters to choose from, but unfortunately theyre all pretty drab. Just grab the one that you think looks the coolest. Theyre all superficial and lackluster so it wont make much difference which one you decide on; youll be bored with its simplicity in about five minutes anyway. Although there are twenty fighters available, you are only permitted six battles before the game ends. There are no boss characters to fight and no fanfare when you win. The game just ends after six fights. You win. Yahoo. The credits start rolling by without so much as a "Congratulations you win" flashing across the screen.
The edit mode is more than a good idea; its a great idea. Gamers can finally construct a character to their exact specifications. You can choose the body, choose the fighting style and choose how your character moves. This game is challenging, innovative, and has a great concept, but after playing it for a while I was left disappointed and confused as I tried to figure out what was missing. Why wasnt I enjoying this character creation game? Then it struck me: fun. This game isnt fun. It isnt even a little bit fun. The character generation mode feels more like going to work or being punished than sitting down to play a game. "Tommy, you didnt eat all of your vegetables! Go to your room and make a multi-part throw for Fighter Maker!" Granted, this isnt entirely the game's fault. The Playstation controller just isnt designed to be a programming tool and trying to use it like one is the first mistake. The menu set up is too complicated to use effectively, and youre forced to spend way too much time toggling between menus and screens in order to get the desired effect.
The throws have a lot of potential to look really good, but once again the ability to actually create a complete throw is going to be well beyond the frustration threshold of the average gamer. Not only do you have to design the throw, but you also have to model how your opponent will move while being thrown. Since you cannot have both models on the screen at the same time this is an extremely aggravating and time consuming process. If and when you actually finish the throw youll likely find that your vision of a new devastating move lost a few notches on the cool scale when it became reality.
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