If you really want to be competitive though, it may be a good idea to invest in an Xbox arcade stick. The face buttons on the standard Xbox controller mimic the six button layout of the arcade machine better, even if the black and while buttons are a little too small. While the controller S has the better D-pad, more suited for a game like this, the placement of the black and white buttons, which are used for fierce punch and fierce kick, make it rather difficult to pull off some of the moves. This is one instance where the standard Xbox controller (or the large controller) has the controller S beat. While the D-pad on the standard Xbox controller is not really built to be used in a game like this, it gets the job done. The controls are responsive and the Xbox controller does an adequate job of handling it. There have been a few new moves added for a few characters, but all in all, it’s the same game play we all fell in love with ten years ago. There are a lot of Down, Down-Forward, Forward + Punch or Kick moves.
The controls for the characters haven’t changed since you first put your quarter into the machine at the arcade. The SNK characters have been tweaked to make use of these two extra buttons, and I think Capcom did a remarkable job. While you may think this may lean more towards the Capcom side, it really doesn’t.
In the sequel, we now have the standard six buttons. While this leaned more towards the SNK side of things, it was very adequate. SNK, Capcom went with the four-button configuration. This doesn’t sound like a major difference, but it truly is. While in the SNK games, they only make use of four buttons. Three buttons for punch and three for kick. In every Capcom game, they have used the same, standard six-button configuration. While it would have been nice to have the voices redone, I personally wouldn’t have it any other way. There is just something reassuring about knowing what your character is going to say or do. While most would see this as laziness on the part of the developers, I see it as a blessing. The “Hadoken”, and “Tiger uppercut” are the same as they were ten years ago. The characters speech and taunts are nothing you haven’t heard since Street Fighter II or King of Fighters 95. There are a few highlights in there, but nothing that’s going to make you go out and search for the soundtrack. The majority of the new music is just as bad, and in one instance, worse than the original. Most of the music has been recycled from the first Capcom vs. Forgettable, and sometimes irritating dance music is used for the background music. The sound is what you would expect from a fighting game such as this.
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There are also cameos by both Capcom and SNK characters in the backgrounds, making it even more enjoyable for those who have followed these series for a while.
You might find yourself in a desert, fighting for your life, as 4×4 vehicles hit a dirt ramp, and fly over your head. The backgrounds, a mix of 2D and 3D graphics, are superbly drawn. Some characters look amazing, while others make you wonder what they were thinking. The one main gripe with the game is the inconsistent art style used throughout. While others, such as Morrigan look like their sprites were taken straight from some of the first games in their respective series. Some of the new characters such as Haohmaru look superbly drawn and expertly animated. The graphics haven’t changed much in the last 10 years, and it shows. But this Xbox version has something that the other three, even the excellent arcade version didn’t have, online play. First came the Dreamcast, then the PlayStation 2, followed by the Gamecube and now it makes its home on the Xbox. This is the fourth home version of this game that has been released in just under two years. SNK 2: EO for the Xbox represents the biggest advancement in a series of fighting games since Street Fighter II made its appearance on the Super NES.