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Review of Vs. on PlayStation

by Tanya Krane Tanya Krane photo Dec 1997
Cover image of Vs. on PlayStation
Gamefings Score: 5.7
Platform: PlayStation PlayStation logo
Released: 02 Dec 1997
Genre: Fighting
Developer: Polygon Magic
Publisher: THQ

Introduction

Vs. arrives like a late-night mixtape of 90s street fashion and motion-captured karate chops: competent, a little blocky, and full of swagger. Built as an American re-skin of Taito's Fighters' Impact, Polygon Magic and THQ tried to package a 3D brawler for the PlayStation audience by leaning hard on gang-themed character archetypes and a soundtrack that actually knows how to be catchy. It doesn't revolutionize the fighting genre, and its timing-dropping into an era dominated by Tekken 2 and Soul Blade-meant it was always going to be judged by crueler standards. Still, if you squint, Vs. offers an oddly earnest attempt at giving each fighter a place in a broader urban tableau. This review focuses not only on moves and polygons but on the character work: the thin, sometimes imaginary story arcs that the game implies and the personalities the designers tried (mostly successfully) to breathe into polygonal fists.

Gameplay

At its mechanical core, Vs. is simple, which is both its charm and its curse. The control scheme boils down to three buttons-shift, punch and kick-and an evade move that reviewers at the time celebrated for being a worthwhile defensive tool. Each fighter comes with a main fighting technique and two sub-styles chosen from a modest pool (aikido, karate, wrestling, boxing and the like), which creates surprising variety given the minimalist inputs. There are sixteen playable fighters initially, grouped into four stereotyped American 'gangs'-Streets, Hood, Campus, Beach-and four unlockable bosses. Twelve arenas modeled after real-world locations serve as turfs to be conquered. Gameplay-wise the positives are clear. The frame rate is impressively high for the era, so combos and counters feel snappy rather than sluggish. Motion capture gives the animations a sense of weight, and the evade mechanic makes matches more tactical; spamming headbutts rarely outlasts a patient, well-timed sidestep. The downside is structural: the roster often feels like a collection of archetypes rather than deeply differentiated fighters, and critics were right to point out a lack of move variety. The enemy AI is reported as punishingly difficult in single-player, turning what could be a fun climb into a rubber-band frustration session. Where Vs. gets interesting is when you treat each character as a tiny novella instead of a move-list. The Streets crew-Mia, Vikram, Oleg and Slim Daddy-reads like a quartet of scrappy survivors. Mia's sprite suggests the classic hungry-for-respect underdog; Vikram's disciplined style hints at an immigrant-turned-street-karateka who refuses to be boxed in by stereotypes; Oleg is the 'big friendly bruiser' who punches first and explains later; and Slim Daddy? He's the showman whose arc is about learning to lose with dignity. The Hood gang-Ramos, Jalil, Thana and Paco-feels leaner and meaner on paper: Ramos as a tactical leader, Jalil as the nimble opportunist, Thana as a stoic female fighter who quietly refuses to be tokenized, and Paco as the wildcard whose trajectory is either redemption or chaos depending on whether you beat him or he beats you. Campus is the game's oddball commentary on privilege and brawling physics. Harold, who was designed before the gang motif existed, is the archetypal nerd-turned-fighter; his arc is a reluctant transformation from bookworm to brawler-imagine a bruised academic who now reads opponents like footnotes. Kathleen gives the 'student protest' aesthetic a punchy spin, Leath brings collegiate grappling into the ring, and O'Doul reads like the beer-soaked elder statesman of the campus clique. The Beach quartet-Kenny, Calucag, Mineo and Kara-are sunburnt, salty and fundamentally about territory: surfer vs. lifeguard vs. tourist vs. local, with each privately wrestling with the idea that 'beach culture' is also a kind of turf politics. Then there are the bosses: Eric O, Joel, Neige and Hendrickson. They exist in the game like final-essay prompts. Each boss is less a person and more a test of the player's momentum, a narrative closure that forces the fighter's personal mini-arc to either culminate in triumph or dissolve in polygonal indignity. The music-licensed tracks from bands like Razed in Black and Suicide Machines-acts like a soundtrack to a teen movie montage, often elevating otherwise thinly sketched personal conflicts into something emotionally resonant for a few short rounds.

Graphics

The visual package is where Vs. wears its era proudly. The character models are commonly described as 'blocky,' and yes, that blockiness shows-especially if you've been spoiled by later polygonal sculpting. Motion capture helps a lot: even when vertices are few, the characters move with believable intention. GamePro at the time called the motion-captured figures a highlight, and it's hard to disagree; punches have weight, and unique stylistic flourishes give each fighter a little signature posture. Arenas are varied and atmospheric enough to matter, though there isn't a lot of environmental interaction. Critics who complained about the lack of detail were correct in the pixel sense, but you can still read personality into the way Mia tosses her hair or how Harold shuffles his feet before a combo. The aesthetic ambition-Marvellesque designs by Kurtis Fujita filtered through Japanese anime sensibilities and American street tropes-means the art occasionally lands in an uncanny but pleasing middle ground.

Conclusion

Vs. is the kind of game that would have been a minor classic if it had launched earlier or in a quiet timeline where its contemporaries weren't heavyweights. It doesn't reinvent the wheel, and it is guilty of leaning on stereotypes to quickly populate a roster, but there is an understated craft to how those stereotypes are animated and arranged into gangs and turfs. For players who want a straightforward, no-frills fighter with a surprisingly enjoyable evade mechanic, a high frame rate, and a soundtrack that actually rocks, Vs. is worth a nostalgic rent. For players seeking deep move-lists, innovative mechanics, or character arcs that rival a JRPG, Vs. will feel like a promising sketch that never quite graduated to the mural stage. If you're in the mood to mentally write stories for characters whose biographies are more implication than exposition, Vs. rewards that imagination. Mia can be the scrappy heroine who opens a dojo; Harold can take his thesis on biomechanics to the ring and become a professor of punches; the bosses can remain enigmatic, as bosses should. This is a middling fighting game with flashes of personality-a competent party guest at a more memorable era's headline concert. Score: 5.7/10. Pack your sneakers, pick a gang, and stage your own turf drama; just don't expect to found a religion on it.

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