631: Power Stone

This is where you'll find threads specific to the games we'll be covering in our current volume of podcasts
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JaySevenZero
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631: Power Stone

Post by JaySevenZero »

Here's where you can contribute your thoughts and opinions for Power Stone for potential inclusion in the forthcoming podcast.

A friendly reminder that where the feedback for the podcast is concerned, we love it - but keeping it brief is appreciated. We do want to include a breadth of opinions where appropriate, but no-one wants a discussion podcast that’s mostly reading out essays. Better to save yourself time and cut to the chase if you can.
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DaMonth
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Re: 631: Power Stone

Post by DaMonth »

I would actually have a heart attack if a third game was ever announced, but Capcom would never so I'm glad to be guaranteed such a long fulfilling life. A fun little party fighter from the times where you didn't think too hard about how half the cast was packed with borderline-uncomfortable stereotypes, including legally-distinct Goku. The sound clip "OH NO" has never left my head.

Shoutout to the Power Stone anime, if anyone actually bothered to watch through that.
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Wesali1996
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Re: 631: Power Stone

Post by Wesali1996 »

I was surprised to see Power Stone on the podcast list, as it seems to be one of those games no-one I know has ever heard of. My brothers and I were playing this constantly on the Dreamcast (usually the console was placed upside down as it had a bad habit of not reading the discs). To this day I remember every character as well as both of their special attacks. It goes to show how unique the characters were, Wang Tang was the favourite followed closely by Ryoma. My strongest memory of the game is booting it up one day and seeing the Valgas monster form on the character selection screen.. I could not believe my eyes. An amazing game and I think a reboot could be very successful.
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Rhaegyr
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Re: 631: Power Stone

Post by Rhaegyr »

Scandalous comments from Leon regarding Power Stone 2.
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RexBizzy
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Re: 631: Power Stone

Post by RexBizzy »

I was hoping to see a lot more love in the forum for Power Stone. It was a great game that brought new and exciting elements into the fighter genre. But I guess I'm not surprised at the cool response. Growing up i had a difficult time convincing any of my gaming friends to spend more than a few minutes playing it.

I think the look of the game might have turned off more serious gamers since it looked more goofy and animated than the likes of Soul Calibur and Dead or Alive. While i loved the playable characters, they didn't stand a chance against the recognizable faces in Super Smash Bros... and being released weeks apart from each other meant that convincing anyone to trade in their Marios and Pikachus for Wang-Tang and Jack was a loosing argument at every gaming get-together.
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RexBizzy
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Re: 631: Power Stone - Characters

Post by RexBizzy »

I mostly love the characters available in the original Power Stone. While some of them appear to be repackaged from other pop culture sources, i still loved the design of Wang-Tang and Ryoma and felt powerful whenever they transformed and went on the offensive. Falcon the 1903 fighter pilot was unique and had a Slick ironman-esque transformation, despite being lifted from the Disney movie "the rocketeer". Of course the overtly sexualized Rouge falls into the same trap as many Female characters. But the Pink Bunny Suit of Ayame seemed fun and powerful, her quick ninja moves a great counter to the mostly heavy and slow cast... but still a pink bunny on one of the only 2 women in the game seems like they didn't try hard enough to think of an alternative.

Galuda is an interesting choice to include in the roster. My first instinct is to say that this is a horrible stereotyping effort to include a Native American character. But on the other hand, there are not many Native American characters in video games. And Galuda is hella fun to play with, with super strength, a great fighting style, a stoic wood armor transformation that is more detailed than many of the others, and that epic body slam power move. I'm not sure where the verdict falls on his depiction in the game, but it reminds me how much i want to see more indigenous stories and characters included in the industry.

And we have to talk about Jack, who is possibly the most unique videogame character ever created (Voldo from Soul Calibur doesn't even compare). Jack is an upbeat and childlike caricature of Jack the Ripper (yes the 19th century serial killer) who likes 3 things: stabbing things with his knife, collecting shiny things, and assaulting women (presumably to kill them and take their jewelry). Pretty intense for a children's Anime (however the game was rated T for Teen).
So what does Jack look like? A 4,000 year old Mummy wearing a trench coat, exactly like you would expect! I suppose this is a nod to the stolen Egyptian artifacts housed in British museums. So to avoid that little culturally sensitive conundrum, they just refer to him as a mad clown in the character notes, because, why not?
But wait! What's this ? After collecting all 3 Power Stones and transforming, Jack gains super mummy rubber-band buzzsaw arms and the ability to shoot flying lighting swords. Classic Jack-the-Ripper-Mummy crossover stuff. I still laugh thinking of how the development team came up with that character and consider it a great candidate for a live-action film-Noir netflix series.
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RexBizzy
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Re: 631: Power Stone

Post by RexBizzy »

I know a lot of people will disagree with me on this, but i think Power Stone has some of the most diverse and interesting combat of a fighter in its time. Of course it is missing deep move lists and combos. There is no secret button pattern to unlock a super final move (that i know about). But there is a little bit of EVERYTHING here. No other game before it has mixed button mashing combat, item usage, destructive and interactive environments, and super powered ultimate moves in the same game.

I love the variety of combat here. You can start out in a bar room brawl, just smashing your opponent with simple and satisfying blows that can send them flying across the stage. Then you can get more creative, pulling out moves like a Jackie Chan movie, rolling across tables, kicking chairs, doing backflips off walls to keep everyone guessing at your next offensive maneuver. When items start dropping, the game takes a turn into a guns blazing Rambo tribute, shooting bazookas and machine guns until your opponent is running in fear. Then, when you get all 3 power stones, you are unstoppable! unleashing super moves of lightning bolts and lighting quick punches. Even the Arena seems to tremble as you rip up lamp posts and wield structural beams to knock the stuffing out of your cowering foes. The transformations are reminiscent of the fatalities of mortal combat, all but guaranteeing a KO. But here, instead of a repetitive fatality animation, you have control unleash your power as you see fit. The dramatic camera angles and slowed down time help to make these finishing moves feel immense and supremely cool.

This style of fighter, which has so many avenues to develop and change the combat, would have been a great foundation to build off of for a whole string of sequels. We could have seen the development of deep move lists, more combos and even more interaction with the environment. This same foundation could have been channeled into a side scrolling brawler allowing you to unleash your super abilities against waves of enemies. or alternatively a mini RPG with 8 different storylines to literally play through and explore the environments before you tear them apart looking for those ever enviable little glowing gems. Power stone 2 fell short of my hopes in this respect, but i do appreciate the effort made to create new and dynamic environments and a crazy big item system.
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