Skip to main content

Power Instinct

What? Killer Instinct? A Street Fighter Clone? No Way!

Yeah I was confused too, but we aren't talking about Rare's much-loved fighter Killer Instinct. This is Power Instinct, a fighting game that I had never heard of up until about a week ago. Released in 1993, it was developed by Atlus, of all companies. It may not be one of their signature RPGs, but it certainly wears their influence on its sleeve. It's difficult to tell how serious its trying to be, it doesn't shy away from its Japanese roots, it's far more popular in its native country, etc. But do all of those quirks that make Atlus RPGs so endearing do the same for a 2D fighter? And what does any of this have to do with being a Street Fighter Clone?

First, I think we need to back up and define just what constitutes a Street Fighter clone, or at least what I am defining as a Street Fighter Clone. It's a phrase that's thrown around quite a bit, but not one I've ever seen defined. After spending the last week or so thinking entirely too much about it, I settled on the following:

-It must be a 2D fighting game that came out after Street Fighter II: The World Warrior, the first title in the SFII series. (1991)

-It lacks excessive, over-the-top gore or fatalities. If it has any of that stuff, it's probably a Mortal Kombat Clone.

-It's special moves are performed through D-Pad/Joystick rotations or charging rather than button combos.

-It does not have a specific, command based combo system (Think Mortal Kombat 3 or the aforementioned Killer Instinct)

-There is no block button, you hold back on the D-Pad/joystick while your opponent is attacking to block.

Lastly, there's the obligatory "you know it when you see it" caveat.

Power Instinct certainly checks off all those boxes. You only have two of each type of attack rather than three, but otherwise the control scheme essentially apes SFII's.  It isn't nearly as tight or responsive and I did occasionally have trouble getting the special moves to work, but it was closer to good than bad. The characters walk a little bit slower, but the sprites are much bigger so that's to be expected. The only other difference I noticed are the double jumps, each character can jump twice and there is a bit of an air combat element, but I never found it to really come into play. The hit detection here is okay, again it's not perfect but I have played much, much worse.

The overall presentation is...interesting. The graphics are adequate, no better, no worse. The character sprites are big, colorful and detailed, but the character design didn't really do it for me. Aside from Angela and Otane, none of them stand out in any meaningful way, these guys could have been in any game, anywhere, anytime. Stereotypical cocky American guy in jeans and a tank top, stereotypical Japanese martial arts master, stereotypical Shaolin monk, stereotypical ninja, you get the idea. Only Angela, a strongwoman who fills the Zangief role as a big slow bruiser, and Otane, who the game very clearly establishes as the main character, have any sort of interesting design. Not necessarily good, but interesting. Otane, for the record, is a septuagenarian who possesses some sort of magical powers that allow her to drain the energy of her foes. This allows her to temporarily fight as a younger version of herself. Again, interesting, but her whole schtick is just...weird. I actually like the idea of the feeble old lady draining the life force out of her opponents. But it kills the vibe when she wins a round and throws up the devil horns like she's at a Judas Priest concert or something. 

The stage designs are okay at best, a lot of them don't have very much to look at. Everything is technically proficient, but boring. Only the graveyard stage stands out and even that isn't that great. The sound is similarly weak, not a single one of the stages has a memorable sound to it. The character select and continue screens certainly do, but for all the wrong reasons. I get that Atlus is trying to do Atlus things and this game is not supposed to be super serious, but these tracks are just bizarre. I can't even begin to describe what they sound like and I don't feel like looking them up, but just trust me, they really don't fit. 

The biggest issue with Power Instinct though isn't the presentation. It's priority. I am not going to try and explain what priority is or how exactly it works, but it's a critical part of any fighting game and it's really unbalanced here. There are a lot of moves that will just straight up cancel anything you try and do, particularly Otane's Shoryuken-esque attack. At least it's fair, you can do the same thing to the computer, but once you know what stops what, you can just win without any resistance. That isn't any fun at all. It's not so bad it's gamebreaking, but it just makes you wish you were playing Street Fighter.

And that is the case with so many of these games. Power Instinct isn't bad by any means, but it isn't particularly good either. The wonky priority and general lack of inspiration make it not worth really worth playing today. Maybe the later games in the series are better, but this one just doesn't do enough to differentiate itself from Street Fighter or any of its other contemporaries.

6.5/10


Comments

Popular posts from this blog

Alex Kidd in Miracle World

I've been skirting around it for a few years now, but its finally time to add yet another console to the list. A few years ago, I reviewed Alex Kidd in the Enchanted Castle, a Genesis platformer that I didn't really enjoy all that much. I talked a little bit about how Alex Kidd was Sega's mascot before Sonic became a thing and how hyped up I was to give AKITEC a try, having heard so much about the series. That was part of the reason the game fell flat for me, though poor level design and awful boss fights were more than likely the bigger culprits. What I didn't realize at the time was that much of the positive sentiment I had heard about the series had nothing to do with its lone Genesis entry. Instead, much of the positivity was focused on the various entries on Sega's third generation console, a machine that I have been looking for an excuse to play for a long time. For most North American gamers, the Genesis was the first time we interacted with Sega. Many peop...

Valkyrie Profile: Part 1

Since I started creating gaming content, I've promised myself and the few readers I have that I was going to be as honest as possible. I'm going to do that, even if it gets me in trouble. While I try to avoid really ridiculous hot takes, I'm going to absolutely call out games that I don't really like, even if they are otherwise popular. That goes for the popular selections for "hidden gems" or "underrated" games as well. I don't do it often, but I certainly have demonstrated that I have no problem doing it. I did it relatively recently with Yoshi's Island and I've done it in the past with other games like Alundra or Jet Grind Radio. Some of those games I've liked, just not as much as others. Some of them I have actively disliked despite how well regarded they are. Sometimes I get why these games are so beloved (I hated the controls in Yoshi's Island but my goodness is it beautiful and unique). Other times, I don't (Alundra is...

Castlevania: Harmony of Dissonance

It's time to keep the GBA Metroidvania train rolling. We started with Castlevania, then moved on to Metroid, and now it's time to make our way back to Dracula's castle. I was pleasantly surprised last year when I, sort of on a whim, decided to take a shot at Castlevania: Circle of the Moon on the Game Boy Advance. I had heard good things about the handheld titles in the series, but never actually took the time to play any of them. And that's a shame, because Circle of the Moon was outstanding. It was truly an exceptional example of just what the tiny but mighty GBA was capable of. It got me excited to dig into the other games in the genre I had missed from that console, both Metroid and Castlevania alike. I moved right along to Metroid: Zero Mission and while I wasn't as high on it as I was COTM, it was still a solid experience that was incredibly well designed and polished. So naturally, the next step in the progression was back to 'Vania with the next in that...