Capcom Classics Collection Reloaded Review

A present from the past.

Version tested: PSP

Like many stalwart publishers, Capcom has been busy spilling its retro guts over as many platforms as it can manage lately. And why not? When you've amassed a back catalogue as vast and impressive as this legendary company has over the decades, it seems almost rude to keep them locked away in the vaults, or, at best, the preserve of the emulation community. Besides, emulation has come so far that we're now, finally, in the position of being able to play perfectly replicated versions of our childhood faves on handheld systems like the PSP.

Stretching it

Perhaps mindful of the emulation crowd, Capcom has put a fair bit of effort into its PSP compilations. So much so, in fact, you really won't mind having to spend money on games that you've had sitting on your PC hard drive for years. Top of the list of Really Good Ideas is the presence of wireless multiplayer for six of the titles included. And it's not just any old wireless multiplayer: this is the holy grail, i.e. one that only requires one disc; something the previous 'Remix' selection neglected to offer.

The ability to play games like Mercs, 1943, Ghosts 'N Goblins, Pirate Ship Higemaru, Son Son, and King of Dragons in wireless multiplayer without having to buy a second copy of the game is a crucial feature that big retro fans will love [bear in mind it's time limited for about five minutes, though -Ed]. It's one of those things we wish was a standard feature of all handheld games, though it's a real shame it doesn't extend to titles like Street Fighter II, for instance - but with timing such an integral facet of the gameplay, perhaps Capcom felt that lag would destroy the entire experience.

'Capcom Classics Collection Reloaded' Screenshot 1

Pirate Ship Higemaru: a lost gem.

Other cool features worth mentioning are things like the exhaustive stat tracking facility that breaks down your game performance to a truly obsessive degree. Meanwhile, the now-standard ability to stretch the screen every which way is still something we greatly appreciate for allowing us to play vertically oriented games the way nature intended. There are a bunch of slightly pointless unlockables that you can access, such as art, cheats and remix soundtracks, but that's something only absolute Capcom nuts will place any stock in.

But having built the premise of its PSP compilations on such solid foundations, Capcom deserves a bit of a ticking off for making the line-up of last year's 'Remixed' edition and this new 'Reloaded' selection so confusing for those of us also keeping up with the versions released on PS2 and Xbox. As you might recall from Dan's 6/10 review last summer, there was a certain amount of exasperation over the titles ditched. Well, it turns out that, in fact, what Capcom did was largely release the bulk (15 of the 20, to be precise) of its forthcoming Capcom Classics Volume 2 selection on the 'Remixed' PSP version, while most (16 of the 22) of Volume 1 has ended up on this 'Reloaded' compilation. And just to make it all the more unnecessary, five of the six Volume 1 games that don't make it to Reloaded appeared on Remixed, while the same applies to the Volume 2 games. For bonus confusion points, neither Tiger Road nor Trojan made it to either PSP compilation. Sheesh. If your heads hurts reading that sentence, imagine the torturous process unravelling what exactly ended up where. Why Capcom couldn't have just released Volumes 1 and 2 in the same fashion on PSP we'll never know.

Anyway. Moving on...

What's more important is establishing whether the games included on Reloaded are worth bothering with 15, 20 years on from their genesis. Sadly, what looks like a pretty generous compilation suffers by being padded out with multiple versions of the same game, or rehashes of popular titles with almost identical gameplay underneath the visuals. If there's one thing you can say about Capcom's game design ethos in the late '80s/early '90s is that it really knew how to milk a genre for all it was worth - and if you already own the Remixed compilation, you'll really be in a position to see just how many times Capcom repeated a particular formula.

Four seasons

'Capcom Classics Collection Reloaded' Screenshot 2

Street Fighter 2: Not best friends with the PSP.

Essentially, Capcom did roughly four types of games back in them dark olden days. Scrolling shoot-'em-ups, run and gun, platformers and beat-'em-ups. So on Reloaded you get a whole pile of regulation vertical shooters in the shape of 1942, 1943 and the essentially completest inclusion of the hardcore 1943 Kai. Meanwhile, Exed Exes (a.k.a Savage Bees) is an unapologetic reskin of 1942, so, already, you've got four solid but incredibly similar games right there. In the harsh light of 2007, all still stand up pretty well considering their age, but once you've played one, you've pretty much played all of them - and it hardly helps that the far more visually impressive 1941 appeared on the Remixed compilation. Elsewhere, the Xevious-esque Vulgus represents a solid but unimaginative earlier attempt at the vertical shooter, but its one-hit-death play mechanics makes long-term fun an unlikely prospect. Meanwhile, Eco Fighters is an excellent but pretty formulaic horizontal shooter that ticks all the right boxes - the fact that it was the result of a 'design a game' competition for the era is perhaps the most interesting thing about it.

And if Capcom wasn't busying itself making regulation ship shooters, it was more than happy to churn out plenty of run and gun shooters in the vein of Commando. Back in 1985, Commando was pretty much the most exciting arcade game of the period, and proved an enormous success on home systems. The slightly slower-paced dynamic and the worldwide obsession with Rambo at the same time paved the way for endless isometric games in the same vein for years afterwards. Like so many shooters, it relied on intimate knowledge of where all the enemies we're going to appear from, not to mention your reserves of luck and skill avoiding the many hazards. Playing it now, though, reminds us of how ludicrously unforgiving games were back then, with not only bullets killing you in one hit, but any contact whatsoever with enemies being considered 'death'. As a result, games were short, and success only ever came about through bloody-minded persistence and endless repetition.

In short, games like Commando and Gunsmoke have a huge nostalgia appeal for what they represented at the time, but are hideously tough to come to terms with these days. Mercs, meanwhile, was a logical progression from Commando and has a far saner design (an energy bar, for starters, and more destructive weaponry), and feels like one of the strongest games on the compilation as a result. Oddball scrolling platform shooter Son Son was a bit of a one-off for Capcom, kind of marrying the hop-between-the-platform premise of Imagine's Jumping Jack with the continually scrolling playfield of Scramble. It's fun for a few minutes, but another one of those you won't feel inclined to keep coming back to.

Killing for loose change

'Capcom Classics Collection Reloaded' Screenshot 3

1943: A good year for shmups.

In terms of Capcom's 'proper' platformers, Reloaded represents a bit of an embarrassment of riches, with Ghosts 'N Goblins being joined by Ghouls 'N Ghosts and the SNES-only Super Ghouls 'N Ghosts (later ported to other console platforms). All three games were hugely acclaimed at the time, and among the most popular platform games of the era. Sadly, their appeal hasn't endured in the same way that, say, the Super Mario titles have by virtue of the fact that they're bordering on insanely difficult by today's standards. Again, saddled with one-hit-death mechanics and unrelenting enemies that swarm towards you with alarming regularity, modern gamers would burst into tears just getting off the first level. Rather like Commando, their place in the gaming hall of fame is forever assured, but they suffer from their coin-op legacy rather than benefit from it. Killing players to extract coins was a great business model back then, but now it just feels hideously annoying to be repeatedly killed because one pixel brushed past you. And that's coming from someone who adored these games back then. We've all gone soft, see.

As I said back in my original review for Volume 1 on PS2, Pirate Ship Higemaru is a true forgotten gem. Although basically a pirate-themed Pengu where you chuck barrels to see off your enemies instead of ice blocks, it's one of those absolute classic 2D games that belongs in the Mr Do, Dig Dug, Pac-Man, Timebomb, Tapper and Donkey Kong hall of fame. It really is that good.

Before we get too weepy, let's move on to the beat-'em-ups. Now, as with the Volume 1 selection, having three versions of Street Fighter II is a tad unnecessary, but if you've a particular penchant for one in particular, then you'll be well served with World Warrior, Champion Edition and Hyper Fighting all present (but no Turbo version, which appears on Volume 2 on PS2/Xbox). Sadly, regardless of how many characters you have to choose from, the PSP isn't really ever going to be a serious SF player's platform of choice thanks to a d-pad that's utterly unsuited to the control gymnastics expected. And, perhaps even worse is the endless loading pauses that have to be endured between each and every bout, and can't really be justified for a game that could have easily have been loaded into the PSP's memory, as is the case with every other game featured in the compilation.

The popularity of Final Fight (included on Remixed, remember) had a massive impact on arcade gaming for years, so it's hardly a great shock to see a few more clones thrown into the mix in the shape of Knights of the Round and King of Dragons. Although thematically akin to SEGA's Golden Axe, the controls, AI and level design are so similar to the Final Fight template that it's hard not to feel a bit jaded when faced with games that offered little more than what had gone before. Still, if you were a real fan of either of those games and maybe grew up with them at your local arcade, they're still excellent fun with a friend and converted perfectly.

All told, as much as these retro compilations feel very late in the day on static home consoles (we got over our obsessive MAME phase about, ooh, seven years ago), the pick up and play nature of every game here means that being able to own them as part of your handheld collection makes a whole lot more sense. Objectively, though, even though there are some big names on this collection, playing many of them these days is genuinely hard work - while even those that have stood the test of time like Street Fighter II simply don't translate well to the control limitations inherent on the PSP. There's certainly plenty of nostalgia to be had here - and for the money you can't really complain about a compilation that been created with a great deal of care - but sadly Capcom Classics Reloaded offers only a snapshot of what retro gaming offers.

7 / 10

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Comments (24) Latest comment 5 years ago

Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!

  • LazyDan #1 5 years ago

    As lazy as this title sounds, I'd still like to see some classic compilations on the DS :( Where's the love?
  • Steroyd #2 5 years ago

    I'm confused how could the controls be limited for Street Fighter 2 when it has the exact same layout as the snes pad?

    Unless they have those special power attacks when you fill the bar.
  • BrokenSymmetry #3 5 years ago

    In my opinion, fighting games, with their short duration of fights, are really suitable for the PSP, especially when they support game sharing. Then why don't these games (like the otherwise great Tekken: Dark Resurrection) adjust their control scheme to the PSP's d-pad? Would it be that hard to map the diagonal and circular moves to other button combinations that are actually possible on the PSP's d-pad?
  • TechnoHippy #4 5 years ago

    I've always found the PSP D-Pad doesn't handle diagonals or sweeping movements very well.
  • Rev.StuartCampbell #5 5 years ago

    Next up in World's Greatest Understatements: "Hitler not really all that fond of Jews and Communists".
  • chupachups #6 5 years ago

    You wonder why they didn't test the d-pad properly. Maybe they thought it just looked cool?
  • Steroyd #7 5 years ago

    Wow after getting my old snes pad out i never realised how much i miss a digital D-pad for fighting games.
  • BrokenSymmetry #8 5 years ago

    But then again my question, these fighting-game publishers know about the PSP's d-pad shortcomings, so why don't they replace a QCF move, for example, by down-down-right, or something like that?
  • chupachups #9 5 years ago

    "But then again my question, these fighting-game publishers know about the PSP's d-pad shortcomings, so why don't they replace a QCF move, for example, by down-down-right, or something like that?"

    It's a good point. The developers were probably too lazy or stupid, or they were afraid purists would complain about the moves being different (but they could have had two alternative control systems though).

    It makes you long for the 8-bit computer days when almost all games let you define controls yourself.
  • yaroze #10 5 years ago

    RE: Wireless Multiplayer

    It's worth noting that the game sharing in some titles, as noted in the review as a "crucial feature that big retro fans will love" is limited to what can be described as a demo version of the games in question, when only a couple of levels in (5 mins gameplay time, tops), the experience ends and you're taken back to the title screen, which is very disappointing even though the feature itself is very welcome.

    It's somewhat disappointing that a feature is recommended in such a way (as an incentive to buy, no less) yet either hasn't been tested, or the reviewer has neglected to mention this downfall.

    On a related note "it's a shame it doesn't extend to titles like Street Fighter II, for instance - but with timing such an integral facet of the gameplay, any lag would destroy the entire experience" is really IMO irrelevent. Tekken Dark Resurrection managed a fairly lag free experience even while in game sharing mode, the only killer being the load times if a player chose not to cache data on his memory stick. In experience any lag that did occur was no fault of the game, and was few and far between over the PSP's wireless connection, no worse than a lag spike in a game played over the internet.
  • NoCodeNed2 #11 5 years ago

    @yaroze - I always thought the gamesharing thing was meant as a viral marketing thing for the game - your mates can download a teaser from you for a bit of multiplayer fun.

    It certainly makes sense from a developer's point of view that 2 players shouldn't have the same experience when only one owns the game as two players who both own it.

    it's fair enough if you ask me.
  • nickthegun #12 5 years ago

    "But then again my question, these fighting-game publishers know about the PSP's d-pad shortcomings, so why don't they replace a QCF move, for example, by down-down-right, or something like that?"

    Because then it would be mortal kombat and I would rather play SF on a broken D-Pad than Mortal Kombat with....uhm...Broken Glass....
  • yaroze #13 5 years ago

    @ NoCodeNed2

    Yeah, it's completely fair and I've no real quarms with it, the feature is still very welcome as I said, it's just a glaring omission in the review to not mention that you can only share a couple of levels, not the full arcade game - especially when the reviewer describes it as a "crucial feature" for "big retro fans".
  • krudster #14 5 years ago

    Fair comment, copy edited to make that clear.
  • Hughes. #15 5 years ago

    So are you guys just ignoring the PSP for your "Eye on '07" feature?
  • chupachups #16 5 years ago

    "@yaroze - I always thought the gamesharing thing was meant as a viral marketing thing for the game - your mates can download a teaser from you for a bit of multiplayer fun."

    I always thought the point was that the odds are incredibly small that two people both own the same handheld with the same game in the same place at the same time, so it's incredibly difficult to find anyone to multiplayer with.

    The downloads mean you can have multiplayer with one copy because you're almost never going to find a multiplayer partner otherwise.
  • YourMessageHere #17 5 years ago

    So, no "Eye on '07: PSP" then?
  • krudster #18 5 years ago

    Yes, an Eye on PSP/PS2 is coming - tomorrow, in fact.
  • Hughes. #19 5 years ago

    /taps foot

    okay then....

    /taps foot
  • Steroyd #20 5 years ago

    Could you even think of a big enough list for the PS2?

    GOW2, FFXII and Rogue Galaxy are the only things I can think of.
    and then the usual third party suspects and that's it.

    /is waiting anxiously for MGS:pO.
  • Hughes. #21 5 years ago

  • krudster #22 5 years ago

    You can stop tapping now.
  • Hughes. #23 5 years ago

  • VMerken #24 5 years ago

    "Sadly, their appeal hasn't endured in the same way that, say, the Super Mario titles have by virtue of the fact that they're bordering on insanely difficult by today's standards."

    And this is bad because... ?

    In this great day and age, games aren't supposed to offer a challenge anymore? They all have to be easy-moving-all-forgiving-unlimited-continues-producing-oh-l ook-I-pressed-a-button-and-immediate-results-oramas? Sure, games have to be fun, but fun can also lie in challenge, something we adapt to every day in our regular lives. Figuring out patterns and tactics for beautiful games such as the 'Ghosts can be a lot of fun to the right people, including me. It doesn't always have to be instant gratification.

    Please don't downplay games because they don't come with an Easy mode fitting the majority playstyle (or the integrated Hard mode being the equivalent of Easy, even). Heck, by the same virtue, veteran players could downplay all games even daring to include an Easy mode! I mean, what's up with those? Every self-respecting gamer starts in Extreme mode or has to endure a single game of Normal to unlock it! What torture before we can get cracking! ;) Luckily, every now and then, we get something like Ninja Gaiden, Devil May Cry 3 or God Hand, so all's good. Oh, and we also have enough common sense the enjoy fun "easy" games when they're really good. We'd be suckers to miss out, right?

    Open mind, and all that.