Game: Criticom| Release: November 15th, 1995 | Genre: 3D Fighting | Publisher: Vic Tokai | Developer: Kronos Digital Entertainment

Criticom is a science fiction fighting game developed by Kronos Digital Entertainment and published by Vic Tokai for the PlayStation (PS1) console in 1996. Set in a futuristic world, the game aimed to deliver an innovative gameplay experience by combining elements of both traditional fighting games and third-person action.

One of the notable aspects of Criticom was its unique premise. The game transported players to a distant future where a powerful artifact known as the “MegaCrystal” had been discovered. This extraordinary gem harbored immense energy and had the potential to reshape the fate of humanity. As various factions vied for control of the MegaCrystal, players assumed the roles of different fighters, each with their own motivations and backgrounds, to engage in intense battles and determine the ultimate fate of the universe.

Graphically, Criticom featured 3D character models in a fully rendered 3D environment, which was quite impressive for its time. The character designs showcased a range of imaginative and visually distinct fighters, each with their own distinct movesets and special abilities. The backgrounds and arenas were well-crafted, creating an immersive atmosphere that complemented the futuristic theme of the game.

In terms of gameplay, Criticom attempted to blend elements of traditional fighting games with a more action-oriented approach. Players could execute a variety of strikes, kicks, and combos to unleash devastating attacks on their opponents. The controls were generally responsive, allowing for smooth movement and fluid combat. However, some players found the mechanics to be slightly sluggish and the hit detection to be inconsistent, which occasionally hampered the overall experience.

The game offered several modes, including a story-driven single-player campaign where players could choose their fighter and follow their personal narrative arc. Each character had their own unique ending, adding replayability and encouraging players to explore the different paths. Criticom also featured a multiplayer mode, allowing friends to compete against each other in local battles, which was a popular feature among fans of the genre.

While Criticom was ambitious in its attempt to combine fighting and action elements, it received mixed reviews from critics and players alike. The game’s graphics and character designs were generally praised, showcasing the technical capabilities of the PlayStation console. However, the lackluster story and underdeveloped narrative left some players feeling disconnected from the overall experience.

Furthermore, the game’s combat mechanics, although unique in their execution, were not refined enough to compete with the more established fighting games of the era. The sluggishness of the controls and hit detection issues detracted from the enjoyment and limited the game’s potential as a competitive fighting title.

Despite its shortcomings, Criticom holds a place in gaming history as one of the early attempts to fuse different genres into a cohesive experience. It remains a nostalgic curiosity for fans of the PlayStation era and those interested in exploring the evolution of fighting games.

 Criticom Gameplay Review

Criticom, released for the PlayStation (PS1) in 1996, aimed to offer a unique blend of fighting game mechanics and third-person action. While the game showcased ambitious ideas and presented a futuristic world with distinctive characters, its gameplay fell short of delivering a truly satisfying experience.

The combat mechanics in Criticom attempted to combine traditional fighting game elements with a more action-oriented approach. Players could execute a variety of strikes, kicks, and combos to unleash powerful attacks on their opponents. However, the execution of these mechanics was flawed, resulting in sluggish controls and inconsistent hit detection. This hampered the fluidity and responsiveness expected from a fighting game, leading to frustration and impacting the overall enjoyment.

The character designs in Criticom were imaginative and visually distinct. Each fighter had their own unique movesets and special abilities, adding variety to the gameplay. The 3D character models and fully rendered environments were impressive for their time, creating an immersive atmosphere that captured the futuristic theme of the game.

One of the game’s strengths was its replayability, thanks to the inclusion of a story-driven single-player campaign. Players could choose their fighter and follow their personal narrative arc, with each character having a distinct ending. This added depth and encouraged players to explore different paths, increasing the game’s longevity.

Criticom also featured a multiplayer mode, allowing friends to compete against each other in local battles. This was a positive addition, as it provided an opportunity for enjoyable competitive gameplay and social interaction.

Considering the overall gameplay experience, Criticom falls short of its potential. The sluggish controls and inconsistent hit detection hamper the enjoyment of executing moves and combos, which are essential elements in a fighting game. Despite the imaginative character designs and immersive environments, these aspects alone cannot compensate for the lackluster gameplay mechanics.

Rating: 5 out of 10

Criticom’s ambitious fusion of genres and its unique futuristic setting were commendable efforts for their time. However, the gameplay mechanics, including sluggish controls and inconsistent hit detection, prevented it from becoming a standout title in the fighting game genre. While it may hold nostalgic value for some players, its flaws limit its appeal and hinder the overall experience.

 

 Criticom Story Review

Criticom, released for the PlayStation (PS1) in 1996, presented players with a futuristic world where different factions fought for control over a powerful artifact called the MegaCrystal. While the game’s story attempted to create an engaging narrative within its science fiction setting, it ultimately fell short in its execution, leaving players feeling disconnected and underwhelmed.

The premise of Criticom had the potential to be intriguing, with the discovery of the MegaCrystal and the various factions vying for its power. However, the storytelling and character development within the game were lacking. The narrative failed to fully explore the motivations and backstories of the fighters, resulting in a shallow portrayal of the game’s cast. The lack of meaningful character development made it difficult for players to form a genuine connection or investment in the story.

Additionally, the pacing of the story felt disjointed, with minimal exposition and a lack of clear progression. The narrative elements were often overshadowed by the focus on gameplay mechanics, resulting in a superficial experience that didn’t fully engage players.

Despite these shortcomings, Criticom did offer a level of replayability through its story-driven single-player campaign. Each character had their own unique narrative arc and ending, adding variety to subsequent playthroughs. However, these endings lacked depth and failed to provide a satisfying resolution to the overarching storyline.

Rating: 4 out of 10

Criticom’s story, while presenting an intriguing premise, falls short in execution and fails to deliver a compelling narrative experience. The lack of character development, disjointed pacing, and superficial storytelling hindered the player’s ability to fully engage with the game’s world and its inhabitants. While the multiple character paths add some replayability, the unsatisfying resolutions of these arcs further diminish the impact of the overall story.

 

 Criticom Difficulty Review

Criticom, released for the PlayStation (PS1) in 1996, presented players with a challenging gameplay experience that tested their fighting game skills. The game’s difficulty curve and mechanics required precision and strategic thinking, offering a fair but formidable level of challenge.

One of the notable aspects of Criticom’s difficulty was its balanced enemy AI. Opponents in the game possessed varied fighting styles and strategies, requiring players to adapt and devise effective tactics to overcome them. This diversity added depth to the gameplay, ensuring that encounters remained engaging and unpredictable.

The game’s combat mechanics, while flawed in terms of responsiveness, still demanded a level of mastery from players. Executing combos, timing attacks, and countering opponents’ moves required skillful execution and split-second decision-making. The learning curve was steep, and players were rewarded for investing time in mastering the intricacies of the game’s mechanics.

However, it’s worth noting that the difficulty in Criticom occasionally stemmed from control issues and inconsistent hit detection, which could lead to frustrating moments. These technical limitations, while not directly tied to the game’s intentional challenge, affected the overall difficulty experience and could contribute to a sense of unfairness.

Rating: 7 out of 10

Criticom offered a challenging experience that tested players’ skills and strategic thinking. The balanced enemy AI and the need for precise execution added depth and engagement to the gameplay. However, the presence of control issues and inconsistent hit detection hindered the overall difficulty experience, occasionally leading to frustrating moments. With improvements in these technical aspects, Criticom could have provided an even more satisfying and fair challenge.

 

Criticom Graphics Review

Criticom, released for the PlayStation (PS1) in 1996, showcased visually impressive graphics that pushed the boundaries of the console’s capabilities at the time. The game’s 3D character models and fully rendered environments presented a futuristic world with attention to detail and immersive visuals.

The character designs in Criticom were imaginative and visually distinct, reflecting the game’s science fiction setting. Each fighter had their own unique appearance, animations, and special abilities, adding diversity and personality to the roster. The level of detail in the character models was commendable for the era, capturing the futuristic aesthetic and bringing the fighters to life.

The fully rendered 3D environments in Criticom contributed to the game’s immersive atmosphere. The backgrounds and arenas were thoughtfully designed, incorporating futuristic elements, technological structures, and dynamic lighting effects. These visual elements added depth and variety to the stages, creating a visually stimulating backdrop for the battles.

However, despite the impressive graphical presentation, there were some limitations in Criticom’s graphics. The game suffered from occasional frame rate drops and texture inconsistencies, which could detract from the overall visual experience. These technical drawbacks, while not pervasive, did have an impact on the game’s graphical fidelity.

Rating: 8 out of 10

Criticom’s graphics were visually impressive for its time, offering imaginative character designs and fully rendered 3D environments. The attention to detail and the futuristic aesthetic contributed to the game’s immersive atmosphere. However, occasional frame rate drops and texture inconsistencies were noticeable, affecting the overall graphical polish. Despite these limitations, Criticom remains a notable example of the graphical capabilities of the PlayStation (PS1) console during its era.

 

 Criticom Controls Review

Criticom, released for the PlayStation (PS1) in 1996, featured controls that aimed to deliver responsive and intuitive gameplay. While the game made an effort to provide players with a range of moves and abilities, the execution of the controls fell short of achieving a satisfying and seamless experience.

The controls in Criticom allowed players to execute a variety of strikes, kicks, and combos, giving a sense of depth and versatility to the combat mechanics. However, some players found the controls to be sluggish, lacking the immediate responsiveness expected in a fighting game. This sluggishness affected the flow of combat and occasionally made it challenging to execute moves with precision and timing.

Additionally, inconsistent hit detection further exacerbated the control issues in Criticom. Some attacks would miss their mark or fail to register properly, leading to frustrating moments that disrupted the gameplay flow. This inconsistency hindered the player’s ability to effectively strategize and execute their moves, adding a sense of unfairness to the overall experience.

It’s important to note that while the controls had their drawbacks, they were not entirely without merit. With practice and adaptation, players could develop a level of familiarity and improve their proficiency with the controls over time. However, the initial learning curve and the persistent control issues limited the accessibility and enjoyment for both casual and more experienced players.

Rating: 4 out of 10

Criticom’s controls suffered from sluggishness and inconsistent hit detection, which significantly impacted the gameplay experience. While the game offered a range of moves and abilities, the execution of these controls fell short in delivering the responsiveness and precision expected in a fighting game. With more refined controls, Criticom could have provided a more enjoyable and satisfying gameplay experience.

 

 Criticom Sound Review

Criticom, released for the PlayStation (PS1) in 1996, featured a sound design that aimed to enhance the overall gaming experience. While the game made efforts to create an immersive auditory atmosphere, the sound elements had mixed results in delivering a memorable and cohesive audio experience.

The music in Criticom had a futuristic and energetic tone, which complemented the game’s science fiction setting. The soundtrack featured a variety of electronic and techno-inspired compositions that aimed to set the mood and intensity of the battles. While the music generally fit the game’s atmosphere, it lacked standout tracks or melodies that would leave a lasting impression on players.

The sound effects in Criticom were functional but unremarkable. Hits, impacts, and special moves were accompanied by standard sound effects that adequately conveyed the action on-screen. However, the lack of variation or standout audio cues made the combat feel somewhat repetitive and less engaging.

Voice acting in Criticom was limited, primarily present in the form of character grunts and short voice clips during special moves. The quality of the voice acting varied, with some character voices sounding generic or lacking emotional depth. The limited use of voice acting did not contribute significantly to the storytelling or character development.

Rating: 6 out of 10

Criticom’s sound design had its strengths but also fell short of delivering a standout audio experience. While the music set an appropriate futuristic tone, it lacked memorable tracks or melodies. The sound effects were functional but lacked variation, and the limited voice acting didn’t contribute significantly to the overall experience. With more memorable music and refined sound effects, Criticom could have elevated the auditory aspects of the game and created a more immersive atmosphere.

 

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Criticom Summary

Criticom, released for the PlayStation (PS1) in 1996, is a science fiction fighting game that aimed to blend traditional fighting game mechanics with third-person action elements. While the game showcased visually impressive graphics and imaginative character designs, it faced shortcomings in various areas.

The gameplay of Criticom presented a fair but challenging experience. The balanced enemy AI and the need for precision and strategic thinking added depth to the combat. However, the controls suffered from sluggishness and inconsistent hit detection, hampering the overall enjoyment and fairness. The game’s difficulty received a rating of 7 out of 10.

The story of Criticom attempted to create an intriguing narrative within its futuristic setting but fell short in execution. The lack of character development and disjointed pacing left players feeling disconnected from the story. The story received a rating of 4 out of 10.

The graphics of Criticom were visually impressive for its time. The imaginative character designs, fully rendered 3D environments, and attention to detail created an immersive atmosphere. However, occasional frame rate drops and texture inconsistencies impacted the overall graphical fidelity. The graphics received a rating of 8 out of 10.

The controls of Criticom faced challenges with sluggishness and inconsistent hit detection. While the game offered a range of moves, executing them with precision and responsiveness proved challenging. The controls received a rating of 4 out of 10.

The sound design in Criticom aimed to enhance the gaming experience but had mixed results. The music had a suitable futuristic tone but lacked memorable tracks. The sound effects were functional but lacked variation, and the limited voice acting didn’t significantly contribute to the overall experience. The sound received a rating of 6 out of 10.

Overall, Criticom showcased ambition in its blend of genres and its visual presentation. However, the gameplay mechanics, controls, story, and sound design faced notable shortcomings. Despite its flaws, the game holds nostalgic value for some players and remains a curiosity in the evolution of fighting games.

Criticom Overall Rating

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