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OVERVIEW:
Activision has something serious on its hands with the Wu-Tang: Shaolin Style game for Sony Playstation. The game aptly translates the nine core members of the group (sorry Killah Priest and Sunz of Man fans) into nine playable martial artist characters. Each is very closely modeled on the original and features unique fighting moves based on a number of real martial arts.
PROS:
Borrowing from the Tekken model engine, the 3D gameplay allows room to manuever and a very realistic fighting style. Combos can be started and left running on some characters. The storyline -- the Wu-Tang master Zin has retired to Staten Island, and solely teaches our young heroes, until his wicked rival sends henchmen to kidnap him -- is well done and played out in a good fashion. Unlocking "chambers" leads to great hidden features (characters, outfits, battle modes, et cetera). Superb practice mode gives you excellent insight on character play, testing against any opponent you choose from standing, blocking, attacking or ground positions. Comments spouted by characters (RZA especially) hilarious. Groovy rage meter rewards high percentage of punches landed. Ability to play four people at once an excellent bonus.
CONS:
Easier to get by with some characters than others -- U-God's short reach and limited offensive arsenal are far harder to work with than Method's sledgehammer or GZA's lightning-fast punches. Some levels -- first room in China comes to mind -- unspeakably difficult, taking a lot to master. Versus mode won't let you one-on-one fight your way through every character. Practice mode doesn't show every move possible. Button blocks just stink. Only certain characters can approximate jumping, while nobody can just do it from a standing position.
BEST BETS:
Method Man is the hardest hitting character on the game. His sledgehammer does awesome amounts of damage, is very easy to combo with if you catch someone against the wall, and hits in all positions (stand/crouch/ground). Using that alone, a determined player can power through most of the game without much thinking.
RZA would be the second most impressive -- his twin katanas give him a slightly longer reach than Meth in a much faster format. If you can learn the two-punch sword uppercut, you can slice your way through much of the game -- slower than Method because you can't hit as hard. Likewise, combos of 7 hits and up become difficult unless you've mastered your moves very well.
Masta Killah is not very strong, but his speed, versatility, and solid catalog of throws make him a contender. GZA and Raekwon both have fast hands, but their complicated introductory attacks and limited range make practical handling of them problematic. Hand to hand experts who eschew weapons will love Ghost's strength and powerful wrestling-inspired throws.
WASTED PIXELS:
Ol' Dirty appeals to many Tekken players, as his headspin kick is reminiscent of the brother with Capoeira moves from that Playstation favorite. Likewise, he has some nice introductory combos. However, his drunken boxing style tends to lean the wrong way at inopportune times against key opponents, making his a horrible choice in a clutch situation like the Airport Hangar or the Chinese Courtyard. U-God appears to be a watered-down Ghostface, with throws and kicks that look cute but lack power and range when you come down to it. Inspectah Deck is likewise limited, but adds to his downfall the fact that his hardest hitting opening combo leaves his back to the opponent for two crucial seconds. Of these, only Ol' Dirty is worth regular play, as his chaotic style can do a lot of damage.
STRATEGY:
Do not rush to get from area to area. You begin on Staten Island. There are five, not four rooms there. You should conquer them all before going past the first part of the warehouse in Chinatown (the second uber-area). You get a chamber for each part of the Chinese Barge you defeat on Staten, and they're worthwhile lessons in team combat that could gain you other chambers. Ditto Chinatown -- you'll be better off defeating all the rooms before taking on the Chinese Courtyard. Chinatown Sewers especially will help you get past the Courtyard (where you are faced with three opponents who have your skills and weapons, one of the toughest parts of the game).
You will not be allowed to fight the final enemy, Mong Zhu the evil master, unless you have 35 chambers (we tried with RZA at 30 chambers, got laughed at and a credits screen). Keep going back to rooms you have defeated to get more chambers. Chamber 15 (kill 3 enemies while enraged) is particularly difficult to figger out unless you already know what it is. We recommend playing Warehouse Variation 2 (where you fight Wudi So and Shrui Shan) to gain it. Chamber 13 (four throws in a match) is also difficult, and we recommend taking on Wudi So on the Chinese Barge for this one.
Don't be afraid to quit a match if you're getting your butt handed to you -- the game rewards play without continues. Is it the most honorable way of winning? Probably not. However, winners can define honor any way they want, because most of the time their enemies are dead!
Come to think of it, we recommend going back, again and again, to attack Wudi So on the Chinese Barge, for most chambers. Know what you're going in to get, concentrate on doing that and nothing else. Getting 35 chambers is the only way to get by.
We can't tell you how to beat Mong Zhu yet, because we haven't been able to do it. However, as irritating as this sounds, play all the characters. Even the ones that suck. Every group of chambers you unlock opens something, and some surprises (like the very fresh fight-in-the-dark mode) can only be gained by working with less powerful characters. The story stays the same, but the challenge of playing outside your normal style will normally keep you interested.
We went online and found several resources that allowed us to cheat like crazy. We recommend you do the same.
CONCLUSION:
If you're an expert at Playstation combos and pushing six buttons in order quickly, you should be able to finish this game without too much trouble (estimate a month). If you're old enough to remember pinball machines being pulled out of your arcade en masse and replaced with Pac Man and Galaga, you'll probably play a lot of Method and RZA and pray for openings (like the operative, who nevertheless is the Damage Control Undisputed Mano-a-Mano Champion). It's a good fighting game made better by including familiar personalities (wish more of them would have done voice work, Meth's later fatalities sounds very fake) that should provide hours of enjoyment for you alone or with your crew.
Grade = A-
-- Hannibal Tabu, $d®/Parker Brothers
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