Power Stone
  

 
STORY:  Set in the 19th century, strong believers of legends, myths and superstition search for fame, fortune and glory. One legend above all is sought after by many, a treasure which can make any dream come true. Believers from all over the world set out to search for this treasure, and are forced to fight against one another in pursuit of the legendary Power Stone.
 

The characters are a mixed bag, but some are catchy.

 
REVIEW:  Originally released on the Sega NAOMI arcade board and later ported to the Dreamcast in 1999, Power Stone is an unorthodox 3D fighting game from Capcom. The game features 10 original characters and "free roaming" gameplay, a new experimental area when it comes to fighting games - especially from Capcom. 
 

Giant hammer of death... FTW?

  
In match of Power Stone, players can run around freely in wide-open, fully interactive environments as they battle. Capcom's Power Stone describes itself on being the first "go-anywhere grab-anything" fighting game. Considering other fighting games available in arcades and on Dreamcast in 1999, Power Stone was an innovative and memorable title on the market. Power Stone's art style and theme is also something very "new" from Capcom. The colorful visuals and "cartoony" characters were instantly memorable... but the gameplay is the star attraction. At the time of its release, it was certainly an innovative and "refreshing" fighting game.

In addition to simplified commands for special & super moves, Power Stone enables characters to easily pick up a variety of weapons on the ground as they're fighting. Equipable weapons include: chairs, tables, bombs, bazookas, flame throwers, swords, Molotov cocktails and countless more, all can be used against your enemy.

Finally, game-changing "Power Stones" will eventually appear in random places within the arena. When a character collects three of these Power Stones, he or she will transform into their raging "super being" mode (or whatever its officially called) which allows them to execute insanely powerful "Fusion Moves." Each character has two of these "super moves"... one is usually a long-range attack and the other a grab or close-range move.
 
 


Page Updated: August 15th, 2019
Developer(s): Capcom
Publisher(s): Capcom / ,  Eidos Interactive
Designer(s): Tatsuya Nakae, Hideaki Itsuno   Directors
Akiman, Hideki
   Character Designers
Takeshi Shimono, Tomoaki Tsuji, Koji Shimizu   Planners
Artwork by: Wsu
Platform(s): Arcade, Dreamcast, PSP (in Power Stone Collection)
Release Date(s): Feb. 13th, 1999            Arcade
Feb. 25th, 1999
            Dreamcast
Sept. 9th, 1999
             Dreamcast
Oct. 14th, 1999
            Dreamcast
Characters Falcon, Ayame, WangTang, Gunrock, Rouge, Galuda, Jack, Ryoma, Kraken, Valgas

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Featured Video:

Related Games: Power Stone 2, Urban Reign, Bushido Blade, Bushido Blade 2, Castlevania Judgment, Mortal Kombat Gold, Soul Calibur
  

Gameplay Engine  8.5 / 10
Story / Theme  7.0 / 10
Overall Graphics  8.0 / 10
Animation  8.5 / 10
Music / Sound Effects  6.5 / 10
Innovation  9.0 / 10
Art Direction  8.0 / 10
Customization  5.0 / 10
Options / Extras  7.5 / 10
Intro / Presentation  6.0 / 10
Replayability / Fun  8.0 / 10
"Ouch" Factor  7.5 / 10
Characters  6.5 / 10
BOTTOM LINE

 8.0 / 10

 Review based on Dreamcast version       

 

Final Words: 1999-2000 was a special time for fighting game players. Fighting games were just getting really good, and some of the best of all time were right around the corner. (You should know the ones I'm talking about.) And if you do, you might understand why I never played much Power Stone. However, as a Capcom fan since 1980-something, it was still interesting to see Capcom try their hand at a new style of game like Power Stone.

If you were looking for uniqueness out of a fighting game in 1999... Power Stone was probably an insta-rent or insta-buy for you. I find the characters to bee too goofy / childish for their own good, but Power Stone's gameplay is fun... as addicting as casual fighting game fun can be. Power Stone 2 was actually a big improvement. I played the sequel for a longer period of time, I remember. However, I usually just wanted to pop in Soul Calibur instead. Still, a Dreamcast classic! 
~TFG Webmaster
 

  
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