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Preview
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| Power Stone |
| Dreamcast |
Release: March '99 |
From: Capcom |

Now that really, really has to hurt. Weapon-based combat is always cruel
Sega's latest fighting frenzy can be played on their posh new console or down your local arcade. FG puts Power Stone through a rigorous testing procedure, from the comfort of our office sofa...
James Price
A fighting game by Capcom, eh? How well does the Dreamcast handle sprites?
Sprites? Oh, how foolish your churlish assumption is. Power Stone is a glorious, polygon-based, fully 3D beat ‘em up. It looks bloody gorgeous.
Really? Describe its 3D loveliness...
Like Ehrgeiz, Power Stone discards the traditional ‘fight on a fixed horizontal axis’ standard in favour of explorable arenas. You can hide behind screen furniture, leg it if you’re taking a beating… the choice, as they say, is yours.
A touch of the old Streets of Rage or Double Dragon, per chance?
Or Fighting Force, or Ninja. The difference, though – and this is a major point – is that here you have a full repertoire of fighting moves. You’re not confined to simple punch/kick combos and the odd special. In a very real sense, Power Stone’s move lists are just as complex as those of Tekken or Virtua Fighter.
Will I be able to pick objects up and use them as weapons?
Absolutely. Capcom have included interactive scenery in each stage. Look out for the level with the lamppost…
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