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by ZZZ, additions by Derboo - July 3rd, 2007

Weaponlord - SNES, Genesis (1995)

SNES American Cover

SNES European Cover

As popular as swords and sorcery seems to be among video game developers, there is a surprising lack of Conan the Barbarian-style thematics. There are a few games that flirt with it, but other than the early fighter Barbarian, Rastan, and a couple of others, it's few and far between. Weaponlord is a strong exception. If it wasn't made with a fondness for Conan, then it certainly was made with a commitment to faithfully replicating the movie's atmosphere. So expect plenty of roided-to-the-gills muscle men (to an even greater extent than most other video games) with huge swords, scantily clad females, and loin cloths. There is no lack of overly dramatic wording that seems like those narrations from Conan the Barbarian. This would be embarrassing in any other game, but given the theme, it works quite well and genuinely benefits the game's presentation.

Weaponlord was published by Namco, but was actually developed by Visual Concepts. If that name seems familiar, they were formerly part of Sega and are now under Take Two, who are responsible for the 2K Sports series. It's vaguely ironic that they'd be competing with Madden, considering they developed the 16-bit Desert Strike series for Electronic Arts several years earlier. Amazingly, they also made Clay Fighter, which plays nothing like Weaponlord. Namco went the extra mile to make this game look nice, so they commissioned British comic book illustrator Simon Bisley to draw the cover and provide other artwork.

Weaponlord's plot goes like this: Decades into his rule, the DemonLord Zarak is told by a seer that there will be a child born that night beneath a eclipse called the Warrior's Moon. In adulthood this child will defeat Zarak and end his reign. Rather than simply kill each child born that night and avoid this potential problem, he opts to wait and face his foreseen death. 25 years later the Demon, not afraid to meet his destiny, plans a grand tournament of champions, promising the winner obscene wealth. Six contestants, each born beneath the Warrior's Moon, emerge to the highest ranks of the tournament, each on a collision course with destiny.

See? Told you it was overly dramatic.

One of Weaponlord's biggest flaws is that there are only seven characters. They are very well balanced, which alleviates this to an extent, but most fighters had a selection of characters in double digits by that time, so it is somewhat disappointing. There's an astounding amount of story presented when you first start, as well as when you beat the game, which is a nice touch.

Characters

What immediately differentiates Weaponlord from most other fighters is its controls. Each character has several specials that are executed with standard Street Fighter II style controller motions, but the devil is in the details. Rather than moving the arrow pad and following it by pushing a button, this method requires the opposite: you move the arrow pad while holding a attack button. I am all for an "onward and upward" attitude in video game design, but it seems like this is strictly for the sake of having the game control differently, and it really does nothing to make things any more intuitive or less difficult. However, it really doesn't make things any worse, and those who strongly dislike the controls of most fighters might actually prefer this method, whereas to people who play many fighters it might be nothing but awkward. Regardless, you are going to have to relearn fighter controls to play Weaponlord properly.

Most failed/forgotten Street Fighter II cash-ins lack the complexity, in both gameplay and presentation, that fighters from Capcom and SNK had at that time. Weaponlord actually exceeds most of its peers in this regard. Weaponlord has several very advanced techniques. Most noteworthy of which is "Thrust Blocking", a form of advanced blocking. While World Heroes 2 is the first fighter to have a form of this, Weaponlord is the first fighter to allow this as a method of defending against every attack, predating even The Last Blade. To execute this technique hold either of the two least powerful attack buttons (B & Y for SNES or A & X for Genesis) and tap a direction corresponding to the level of the attack you are defending (Up for highs, Forward for mids, Down for lows, and Down to air block). If executed properly, this will cause your opponent to recoil, allowing you to get an easy hit in if you're quick. Most other advanced techniques are executed by attacking with moves that have properties that cause your desired effect. These techniques are: "Catchers", which freeze your opponent for a fraction of a second, potentially allowing their weapon to be partially broken; "Deflects", which essentially overpower your opponent's attack if the two collide; "Openers", which will cancel your opponent's block; "Take Downs" and "Knock Downs", which will knock your opponent on their back or ass, respectively; and "Double Overs", which cause a opponent to stumble, allowing combos to be extended. You can also attack opponents while they are on the ground, and there is a limitless juggle combo system.

Your movesets are also a bit different from most fighters. Weaponlord lacks conventional throws, instead having command throws. Rather than there being huge flashy specials, most specials are just multi-hit weapon strikes. However, rather than two or three specials, like in most fighters, characters have a good ten specials each.

Many of Weaponlord's unconventional gameplay decisions actually stem from it being the first fighting game to be designed with online multiplayer in mind. Weaponlord was optimized for use with Xband, a then new online multiplayer service that made it possible to play Genesis and SNES games via dial-up internet. However, latency made especially playing fast fighting games quite problematic. After all, the games themselves weren't intended to be played online at all. So the developers at Visual Concepts took their experiences with playing Street Fighter II and Mortal Kombat through the service, and tried to prevent problems they've encountered, basing decisions on timing and balancing on this criterion.

Weaponlord

Like countless fighters from the years immediately after Mortal Kombat's release, Weaponlord has fatalities. Rather than entering a command to execute them, you have to defeat your opponent with a specific move, or sometimes combo into a specific move after defeating them. Each character has about six fatalities from a shared pool of about eight, with Zarak having an exclusive character specific fatality. It is even possible to combine multiple fatalities. For example, you could disembowel your opponent, decapitate them after they fall to the ground, and then slice open their skull as it flies up in the air to expose their brain. Needless to say, this game is quite gruesome.

Weaponlord's graphics are extremely rich with detail. The characters look decent enough if you dig fantasy art, but the backgrounds are fantastic. Each is very attentively, intricately detailed and well-designed. Perhaps the best of which is Zarak's level, which takes place on a veritable mountain range of skulls. The background is composed of multiple layers, and it gives off a great impression of depth. The music is pretty great as well. It is very atmospheric, consisting largely of pounding drums, and does a great job at setting an appropriate tone for Weaponlord's theme.

Two characters that didn't make it past the concept stage

So Weaponlord definitely feels extraordinarily clumsy at first, which isn't helped by the immensely overbearing computer opponents. It's definitely what you could term a "bad" fighting game. But it's the best "bad" fighting game ever made. It should have been just as big a disaster as Clay Fighter, but somehow everything came together into a coherent whole. Yes, it's way too complex. Yes, it's totally, utterly, collapsing on itself. The game is being held together with duct tape, and you can see that and "feel" that while you are playing it, but it really does work. If you spend a few minutes with a FAQ (try GameFAQs) to learn the controls, it is pretty enjoyable. It's also fairly decent in its own right, especially considering it was one of the few acceptable 16-bit fighting games made explicitly for the home market.

Weaponlord was originally intended to be a SNES exclusive, but Visual Concepts began porting it to Genesis while they were still working on the SNES version. The Genesis version is aesthetically inferior - it has a black bar behind the status indicators, the backgrounds don't have nearly as many layers, and the colors suffer a bit. Similarly, the music is pretty lousy in comparison to the SNES version, and the voices are staticy. On the other hand, those cutbacks also brought with them a noticeable advantage - on the Genesis, the framerate feels a little more fluent, which improves the overall playability of the game. It also seems like additional finetuning went into that version, as it got rid of some rather embarassingly simple oversights of the AI. Other than the SNES game, the difficulty spectrum doesn't range from unforgiving to godlike either - the easiest level is infact a fairly easy one, at least when compared to its sister version.

Quick Info:

Developer:

Visual Concepts

Publisher:

Namco

Designer:

James Goddard
David Winstead
Stephen Theodore Chiang

Genre:

Fighting

Themes:

Fantasy: Sword & Sorcery
Gore
Prehistoric


Weaponlord (SNES)

Weaponlord (SNES)

Weaponlord (SNES)

Weaponlord (SNES)

Weaponlord (SNES)

Weaponlord (SNES)

Weaponlord (SNES)

Weaponlord (SNES)

Weaponlord (SNES)

Weaponlord (SNES)

Weaponlord (Genesis)

Weaponlord (Genesis)

Weaponlord (Genesis)

Weaponlord (Genesis)


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Comparison Screenshots


GamePro Preview Coverage



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