Project Justice (Capcom Fighting Collection 2) - Arcade Mode
Even now, I find it hard to believe that some of the most beloved Capcom fighting games from the Dreamcast/Xbox era are finally back courtesy of 'Capcom Fighting Collection 2' (and mind you, all of the games featured in this collection haven't seen a single console port since the Dreamcast/Xbox days up until this point). Therefore, in celebration of this monumental occasion, I've decided to try something different here. Using default game settings and default visual/sound settings, I'm going to see how far I can progress through the arcade version of 'Project Justice' with only one credit.
If you ask me, 'Project Justice' (which was initially released for the Japanese arcade and Dreamcast markets in 2000 before seeing an overseas arcade plus Dreamcast release in the following year) is a lot of things. For one, it takes place one year after the events of 'Rival Schools: United by Fate' (AKA 'Shiritsu Justice Gakuen: Legion of Heroes' in Japan). What's more, whereas its predecessor had players facing off in a two-on-two format, this team-based fighting game allows for three-on-three matches. Additionally, as was the case with the first 'Rival Schools' game, 'Project Justice' (or 'Project Justice: Rival Schools 2' as it's known in some circles) features high-flying launchers, quirky assist attacks and elaborate team supers (among other things). In short, this game (along with 'Rival Schools: United by Fate') plays like a 'Marvel vs. Capcom' game (with 3D fighting game elements such as sidestepping and throwing behind an opponent's back).
So yeah, let's see how far I can manage to go through Taiyo High School's storyline in this game.
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