If the opponent isn't hurling the best A and S rank cards at you, they're tossing out cards that completely reset the board state as soon as you're ready to make a good move. Half of my playtime was devoted to just grinding to win through these fights. The semifinals are maybe the most insane difficulty bump in any game I've played in my life. The problem with its 'fight any of the 5 bosses in any order' system is that there's no natural progression of difficulty, and they deck out every boss with high level shit from the get go. This game is also just really unfair with the kind of cards it lets the opponent use. Just grind and spam savestates on the same enemy. Cards aren't sorted into packs either, so there's literally never a reason to choose 1 opponent over another, and no way to aim in on a specific theme you want. The only 'good' way to build up a deck of stuff you want without losing your mind is to rewind-scum after a battle to refresh what you get. They try to balance this out by giving you trade machines and shops as an additional outlet for card-collecting, but those are equally stingy. You're not guaranteed any certain rarities, so there's nothing stopping the game from rewarding a 15 minute battle with the same useless D-rank cards you've lined your pockets with. SvC CFC only gives you THREE SINGLE CARDS per matchup - five against boss characters. Cards being organized by packs and being consistent across enemies you chose to play against meant there was always an incentive to rematch different opponents, or to just focus on a single enemy in order to build a specific archetype. In that game, you got two packs per win, each with ten cards. Trying to get new cards - let alone GOOD ones, - is a much slower ordeal than PTCG. Probably this game's biggest sin is the difficulty balancing and grinding. A huge pleasure for SNK and Capcom nerds alike, who will no doubt take great pleasure imagining the outlandish scenarios these Card Clash battles draft for you in a lategame match, I had Ken Masters and Terry Bogard riding atop the shoulders of Jin Saotome’s Blodia CyberBot in order to kill a super-charged Rugal who was defending Shinji Mikami as we fought in the Spencer Mansion from Resident Evil. It’s indisputable that these two developers were both in their prime during the late 90s and early 2000s, and this game’s diversity of godlike design is a testament to that fact - it’s no coincidence that Akiman, Shinkiro and Akira Nishitani all get outright name-checked in the game’s text. This is a chunky, quirky collectathon that replaces pocket monsters with collectible cards featuring two of the most iconic video game rosters of all time, and boasts a deeper backbench than even SVC Chaos or Capcom vs SNK 2. A comfortable opportunity to relive the magic of my right-time-right-place experience playing Pokemon Red/Blue in the 90s.
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