Cyberbots: Full Metal Madness (1995; CAPCOM)
Like any fighting game worth its salt, Cyberbots has a rock n roll OST that ties everything together. If you consider yourself a fan of the OST for stuff like Alpha 2 or X-Men Vs Street Fighter, you're in for a treat. Load up a song of your choice and let's begin the review!
Opening Theme |
Megalopolis |
Doomsday Weapon |
Machine Arena |
I'm a big fighting-game fan. The mid-to-late-90s was -- in my humble estimation -- CAPCOM's golden era for their fighting games. During this period of time, CAPCOM was at their height of innovation, experimentation, playfulness, and hard-nosed competitiveness. Darkstalkers, Pocket Fighters, the Street Fighter Alpha series, the standalone Marvel fighting games, the Vs series, Red Earth, and Cyberbots were all released during these few short years, supported by regular iterations of Street Fighter II to provide the financial spine for these risky ventures. American developers were churning out Mortal Kombat, Killer Instinct, and Primal Rage. Meanwhile, Japanese rival SNK pushed its own 2D fighters like Samurai Shodown and King of Fighters. Also, Japanese devs were plunging headfirst into 3D with the likes of Tekken and Virtua Fighter. CAPCOM was beset on all sides and couldn't afford to rest on its laurels.
Cyberbots is a strange fighting game but is also
a well-designed fighting game. Attacks are over-the-top and highly damaging. Whiffs are easy to punish. Parts can be broken off your opponent. You can shoot missiles and lasers from across the stage. Players have several grab options. Character movement is based on your Leg parts: slower tank-treads, hover-jets, spider limbs, standard humanoid legs, and more.
Attacks and movement have a lot of weight and momentum to them, making this game feel more like an 'anime fighter' (think Guilty Gear or Melty Blood, but slower) than CAPCOM's own Street Fighter series. If I had to draw a comparison, it plays most similar to Darkstalkers but that's still a rough comparison to make. No, Cyberbots is still very much its "own thing" even after all these years.
Sometimes fans will describe a fighting game as "
swingy". Meaning, the pendulum of momentum can wildly "
swing" at any moment. It is a descriptor used for frantic games like Smash Bros and Marvel vs CAPCOM and I think Cyberbots earns that same "
swingy" descriptor. That isn't good or bad, by the way. It's the style of fighter you're getting yourself into, that's all.
Cyberbots is a "swingy" fighter.
But is it fun? Yes! Fighting games from this era were wildly variable and often had a handful of fatal flaws that ultimately resigned them to the dustbin of history (sorry Fighter's History, World Heroes, Galaxy Fight, and Real Bout Fatal Fury). I think Cyberbots has enough polish to keep itself out of that "fun but flawed" category. It might not unseat your favorite fighting game franchise but it's such a unique game that most fighting game fans will at least be entertained and amused by it, enough to warrant owning a copy, at least.
You choose between a variety of leg, torso, arm, and special weapon assortments for a total of 17 different mecha. There are only 9 pilots (several of them console-exclusive), but in a strange design choice the pilot only affects the aesthetics not the combat. Yes, there are canon pairings of pilots with their VAs, but when you fire up a 2-player battle you can mix-and-match however you like. I think this is the game's one big flaw and perhaps the reason why we never saw a sequel: the VAs have excellent animations and designs, but they lose a bit of their familiarity and uniqueness due to the ability to pick whichever mech you want. This probably hurt the game's ability to stand out in the arcades.
Good character design and good mecha design were both present, but for whatever reason it didn't quite stick as well as it did with other fighting games. A shame, really.
But let me make a case for Cyberbot's "cast" of fighters: CAPCOM invested all the same attention and detail as they do for their other fighting games. So, although the discerning player will be able to spot some reused torsos and arms between the fighters, I don't see this as being much different than the reskins and palette swaps in their other fighting franchises. Below I've posted some of the official VA art and hopefully you'll gain an appreciation for the roster of fighters:
Gorgeous, right? I've always had a fondness for the designs in this game.
And that's a big part of the appeal: you're clashing with big, detailed mecha sprites on lush 2D backgrounds. Other than the Gundam
Endless Duel and
Battle Master/Assault franchises, it's really slim pickings for fighting game fans who enjoy mechas. Thankfully, CAPCOM invested all their usual love into making Cyberbots more than just flashy sprites and big explosions. It runs smoothly. It plays well. Saturn's indispensable RAM expansion cart (either 1 MB or 4 MB) ensures an arcade-perfect experience on the home system. Load times are longer than most of the other RAM-expansion Saturn fighters but aren't too bad overall.
The movesets and combos are not as deep or nuanced as what you'd find in Alpha 3 or Darkstalkers 3 but they are serviceable enough to keep things fun and fair. Battles are punctuated by explosions, flying chunks of metal, shattered concrete, streaks of laser-fire, billowing clouds of smoke, arcs of electricity, vehicles speeding along distant highways, giant spaceships, and full-blown space battles, heightening the intensity between players. The spectacle is here, unshackled, riffing solos on the guitar, cranked to Top '90s Volume. The game designers had an obvious love for all things mecha.
Details are crammed into every corner of the screen, right down to the the retrofuturistic '____ Parts: Power Down' indicators when your VA takes critical damage on its limbs. Ranged attacks and grabs play a larger role in combat compared to CAPCOM's other fighters, adding to Cyberbot's lasting appeal and uniqueness. Most Normal Moves can be cancelled, allowing even a novice to chain together simple 2-4 Hit Combos with little more than button mashing. CAPCOM fighters have a
flow that was often lacking from the competition and this made their games feel better, more timeless, more polished.
Cyberbots is a good example of CAPCOM's skills at making smooth-flowing fighting games.
The actual characters take a back seat to the mecha. Thankfully, they still benefit from the same CAPCOM artistic talent.
Sound design is colorful and bright, making good use of the CPS-2's expanded audio channels. The Saturn version suffers no compression issues or omissions as far as I've been able to tell. One mark against the game is the eerie lack of voice acting. The Saturn's Story mode is crammed with it (in Japanese, of course) but none is to be found during the bouts between mecha. Instead of grunts, victorious cries, and cheesy move callouts (
Hadouken! Sonic BOOM! Berserker Barrage! You can already hear those in your head, can't you?), you have the sterile sounds of
clanks, bzzzts, crunching armor, the
fwoosh of rocket engines, and a robotic announcement of 'TARGET DAMAGED' or 'TARGET DESTROYED' at the end of the round.
It's not nearly as charming or ear-catching as other CAPCOM fighters and it robs the fighters of personality, perhaps another reason why the game was not as memorable as its contemporaries. I would've liked to at least hear end-of-round taunts or epic anime-inspired death-cries as the pilot's VA explodes, but Cyberbots does not deliver.
Since the game has oodles of original assets (untouched by CAPCOM's uncanny habit of reusing and reskinning everything within its reach), Cyberbots is a vibrant and unique experience for new players. It's cool seeing the backgrounds and the sprites in action for the first time; the 'wow' factor never quite fades. The Saturn port is affordable and arcade-perfect while also adding a few more modes, options, and playable characters to the roster. A part of me wants to judge the game more harshly on its shortcomings. I mean, heck! Saturn boasts legendary titles like Marvel vs Street Fighter, Alpha 3, and Virtua Fighter 2! However, doing so would be like ragging on the first Darkstalkers or the first Alpha (flawed games in their own way, too). Those franchises had the luxury of sequels and refinement. Cyberbots does not, so I'm willing to cut it a bit of slack.
Break out your Saturn pad or perhaps even a stick and boot this one up. Anyone with a passing interest in fighting games will enjoy their time with Cyberbots.