Ky Kiske wrote:Heroes of Might and Magic 3
Insanely addicting and nobody plays it...confounding....
No one plays it
anymore. I loved it in it's day. I still have the disc somewhere...
Power Stone/Power Stone 2 (Dreamcast) - The Power Stone series introduced several innovative concepts to fighting games which have yet to be successfully duplicated by any other game in the genre.
The most striking feature of the game were its environments, and the level to which the player could interact with them. The stages were fully 3d (not the faux 3d "8-way run" nonsense of a Soul Calibur or Tekken). Your character had complete freedom to move, run, jump, and climb around the stages.
Power Stone 2 also had multi-part, brancing stages. This meant that levels would have as many as 3 totally separate areas that changed the nature of the fight. I won't get into the little quirks that set the stages apart, but needless to say, they were great.
Just about anything in the levels could be used as a weapon. For example, you might find a table with some chairs. Each of the chairs and the table could be used against your oponnent. Parking meters, mailboxes, lampposts (for the strong characters), and a host of other items that would be mere scenery in any other game were an essential part of strategy.
In addition to the unique objects in each stage, certain weapons and other items would randomly appear throughout the stages. Power Stone 2 added several item types to this mix, with movement enhancing items (skateboards, scooters, rollerblades, etc.), Pets (dragons, cats, etc. that would attack nearby oponnents), and environmental weapons (usually stationary objects like gun turrets and missile controls that could be used by any player). Health-restoring food was also available to players. Looking back at GameFaqs I see that there were also aesthetic items. These had no practical value, but they did let you customize the look of your character in a number of ways.
The number of items that could be found in a stage in Power Stone 2 was mind-boggling. There were over 121 regular items, along with the aesthetic touches and essences.
New items were acquired either by purchasing them (with money earned from "Original" mode, which was difficult due to the fact you were not allowed any continues), or by combining existing items. Often this would yield new items, or just more valuable items that could be sold to buy new ones. Any found items would then be fair game to appear in any of the stages.
I should probably get around to the reason that the game is called "Power Stone." Power Stones were special items that appeared in the stages that if collected, would give your character a number of powerful advantages. First, you could perform very powerful special attacks against your opponents. Each character had their own super moves and altered appearance after collecting enough (3) stones. Transformed characters could also ignore interruption/knockback from certain attacks, and had the strength to lift any of the heavier items in the stage. After collecting the stones you would have a power meter that drained slowly over time (faster if you performed super moves). There were never enough stones in the stages that more than 50% of the players (a 4 player game, so 1-2) could be transformed at any one time. Certain attacks would also knock Power Stones away from opponents, and it was important to know what those were.
Another great feature of the game were unlockable extra options. Along with new characters, completing arcade mode would unlock extra gameplay options, most of which gave the player tremendous ability to alter the game mechanics. Players could choose whether or not to use all of the items, or just the items from the first game. The rate at which the Power Stone timer drained, damage taken/dealt while transformed, and several other rules could also be changed according to player wishes.
Power Stone was a launch game for the Dreamcast, but it was somewhat eclipsed by the popularity of Soul Calibur, which was also released at launch. Power Stone 2 was released towards the end of the Dreamcast's life, so it was understandably overlooked by most people. I recommend these games for any fighting game fans; especially those looking for something fun and different. Other gamers would do well to play it just to see how great ideas can be forgotten in favor of cookie-cutter genre formulas.