Review:
Battle Soccer (Super Nintendo)

Class: Staff
Author: Anthony Romero
Published:
November 2nd, 2005

Crossovers have been a popular concept in nearly every walk of medium. They have become a stable in comic books, and have drifted into cinema on more than one occasion, including one of Toho's most profitable endeavors: King Kong vs. Godzilla (1962). Naturally, the idea of mixing franchises has been a significant player in successful video games as well, with efforts ranging from X-Men vs. Streetfighter to Nintendo's Super Smash Bros series. Of course, the grandfather of the video game crossover would have to be Banpresto's Battle series.

Conceived in the early 1990's, the Battle series pits some of Japan's most recognizable intellectual properties against each other to, most frequently, compete in a sport. Battle Soccer (also referred to as Battle Soccer: Field of Champions) is no exception, as the game sees Godzilla, Ultraman, Gundam, and Kamen Rider duking it out through a game of soccer. Unfortunately, beyond the enticing concept of seeing these four brands joining up, Battle Soccer itself is very forgettable effort as it's fairly mediocre across the board. On the "positive" side, the game play, graphics and audio are fairly middle of the road, although at least not terrible, but the controls, on the other hand, are completely inadequate. What's really sad about Battle Soccer, though, is that there appears to be a generally good concept underneath, in regards to how things like Stamina and leveling where actually conceived, but all of this is overlooked by the more apparent fallacies of the final product.


 Game Play:

If there is one thing that Battle Soccer deserves praise for, it's that there is a great deal to do. There is a battle mode (for single or multi player use), a normal mode, and the very interesting tournament mode, the latter of which is the pinnacle point of the game. From start to finish, the tournament mode will require a great deal of time to beat, while the built in save feature allows the player to take their time with the process and watch their team slowly gain in power. Unfortunately, the lack of balance in the characters themselves ensures that most teams, near the end, will be nearly identical, regardless of who the player might prefer on their roster. For example, the prospect of an all Toho team is pretty much dashed away by the fact that only a few of them are in the least bit decent. All in all, there are really four characters who are heads and shoulders above any other in the game, and during the later levels, when entire teams are comprised solely from them, it's impossible not to fill one's roster with them if the player hopes to progress. The four are, in order of usefulness:

Vigna Gina: Hands down, this mech is the most broken character in the game. He has no weakness, his overall stat total is the highest, and his Hi-Mega Shot special is powerful enough to take out as many as three (!) opponents if they are clumped close enough and Vigna Gina is of a high enough level. Because of this, it's generally suggested that the player start the game out as the Mobile Busters.

King Ghidorah: The three-headed space demon takes the second place crown. His attack, defense, kick, and stamina are all the highest in the game. Unlike Vigna Gina, though, he has a huge weakness in the form of his lackluster speed. Fortunately, King Ghidorah is the only top tier character who can also play goalie, so his low speed becomes a non-issue in that position, although setting the king of the terror on defense is also suggested.

Ultraman Great: This character excels in attack, defense, kick, and energy. He can go toe-to-toe with most characters without much worry. Unfortunately, he has incredibly low stamina, meaning that he can be taken out of commission fairly quickly if he actually receives damage, but his quicker than normal leveling and useful Plasma Bolt special make him versatile enough to play most any position on a team.

Shadow Moon: When it comes to speed, Shadow Moon is really unsurpassed. Only Kamen Rider Black RX can even compare, and even then Shadow Moon beats him out in every other area, so it's a non-issue. The character also has a generous supply of stamina, but he really is far below the usefulness of the other three, as his defense doesn't make him nearly as untouchable as the others, while he has trouble with trying to take out other characters as well. The fact that he also gains level noticeably slower then most other characters is also a strike against him. In reality, Shadow Moon is really meant for goal rushing, and nothing more.

Unfortunately, this lack of balance gives really no incentive to even consider playing tournament mode more than once as the ending result will nearly always be the same. For example, when I beat the game, my final team had 2 King Ghidorahs, 3 Vigna Ginas, 2 Ultraman Greats, and Shadow Moon on it.

To deviate from this subject, another area which "deserves" mention is the games AI. To put it bluntly, it's pretty terrible. It's not uncommon to see a computer controlled player rush one's goal, unleash a special so they knock out the goalie, and then kick the ball to another player who is far away instead of scoring a point then and there. Another display of the lackluster AI is when the computer characters will fire specials off into the out of bounds regions, which occurs because the shot is fully powered and once that happens they release it (regardless of where the ball might be sent off). The AI also doesn't understand the concept of swapping out injured players for healthy ones, and even when given a few reserve characters they will never send them out on the field under any circumstances.

For all of the AI's misgivings, though, Banpresto has more than armed them with unfair, often frustrating, advantages that will rid the player of any sympathy they might feel when the opposing team does something stupid. For example, the computer can control any number of players at once. Unlike a human player, who can control only one character at a time, the computer can control, for example, four members of their defense at once, making them all attempt to steal the ball in unison (which is incredibly difficult to dodge when this occurs at every which angle). This joined AI also allows the computer to effectively pass the ball across the entire field in no time, which is impossible for a human player to achieve on account of the cumbersome switching system and having to systematically aim each pass, instead of the computer's ability to do this in rapid succession.


 Graphics:

Banpresto has done a decent job here, given the hardware. The characters themselves are distinct, although not very detailed, but then these kind of "super deformed", or "chibi", style of characters aren't generally meant to be. Each of the player's head shots is pretty well drawn out too, although a couple of them have some errors in regards to how they display with the red background vs. the blue and vice-versa. Sadly, the fields themselves are pretty bland, but the only one that looks displeasing is the Metal stage.


 Audio:

Battle Soccer isn't horrible in this regard, although some definite work is in order. For the most part, the music is a little catchy, but the problem is that there simply isn't enough of it. There is only one music track for each of the four fields, and for each season the player is likely to hear this theme for an almost solid hour and a half, with only small pauses. The stages also eventually repeat, meaning that someone who plays through the tournament mode is likely to hear the Metal stage theme, the least pleasant of the four, for a good three hours, which is simply way too much.

As for sound effects, the game is noticeable light in this regard, with no diversity amongst the numerous characters. In fact, I can run through all of the sound effects one is likely to hear on the field itself, which include: kick noise, impact noise, side check noise, slide noise, charging, special, whistle, and "goal". One thing that would have been nice is some slightly different noises for some of the specials, perhaps something for Godzilla's fireball instead of a normal "kick noise" for example.


 Controls:

The main controls of kicking and defending are simple enough. An extra pass feature would have been much appreciated, though, especially given that the computer AI is set up to effectively pass to their teammates using the regular kick moves. Responsiveness is an issue occasionally, though, as periodically I was frantically trying to move in a different direction, or release a special, and finding myself having to press the button an additional time before anything occurred; also, for the record, I'm not confusing this with the slight recovery delay that occurs when the character recovers from a failed attempt to steal the ball.

The largest problem with the controls, though, is simply the switching, and when it does versus when it doesn't. For example, it seems like common sense that if your player is knocked out that the game would change control to one that hasn't fainted on the ground; however, this doesn't happen, and the delay until a new character is selected is quite large. This process can be skipped by pressing L or R, but in the heat of the game this is something that needed to be automatic. Their is a large amount of trouble in regards to the goalie as well. A common problem in relation to this is that the player will be running toward the goal, let's say to the left, to try and tackle someone; unfortunately, if the opposing team is close enough to the goal the game will change the controls to that of the goalie, which is problematic when he starts to run left (inside the goal) and leaving the team as a whole defenseless. A far better solution would have been to have the goalie always controlled by AI when they don't have the ball, which would have ignored this problem altogether.

In regards to hit detection, the game seems a little off, although nothing severe. The main problem is mostly when it comes to "sliding" or "side checking", which sometimes hit even though the other character hasn't quite reached the other yet. However, a likely excuse for this is simply that each player has the same amount of hit detection, so it looks off when a small character like Kamen Rider gets hit although it would look normal on the larger ones like King Ghidorah.

On a side note, I don't understand why the experience point interface wasn't made simpler. For the points that the player has to distribute, they have to manually select which character to place them into. The problem is that each push of either Up (to increase) or Down (to decease) only moves one point, and can't be held to speed the process. So, for example, the player has to hit a direction 250 times for each team defeated in Season 5 (and it only gets worse from there). If the boredom of this time consuming practice doesn't get to the player, carpal tunnel likely will.


 Replay:

To the game's credit, Tournament mode, played from beginning to end, will last the player more than a week of pretty heavy play. Unfortunately, there is very little incentive to play past the 5th season. Speaking personally, I found it motivating to continue playing once I discovered that there were secret characters that showed up in Season 3, which are Kudara and Queen Mansa, as I wanted to see who else might pop up. Sadly, there are no other secret characters, which made every season that followed increasingly anti-climatic. Honestly, it became a choir to battle through the last seasons as my enjoyment of the game had long petered off. I became pretty frustrated the first time I made it to the 8th season too, as I lost and was sent back to the start of the 7th season. To put this into perspective, if the player wins every single match, first try, in season 7 then it will last them one and half hours. So that's a huge setback.

As for the game as multiplayer experience, the lack of balance in the unleveled teams ruins this, while the overly long passwords, when someone wants to use their already leveled players, are unpractical to use when someone else has to wait through the whole process.


 Overall:

Battle Soccer is a hard game to get into. The leveling aspect, and ability to manipulate the roster through wining, make it addicting for awhile once the initial feel of the game is down. However, this enjoyment often isn't enough to encourage someone to actually progress their way through the entire tournament. The interesting mix of different intellectual properties, though, is a good incentive by itself to at least check the game out, even if Battle Soccer itself is nothing special.