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Power Stone Review (Sega Dreamcast, 1999)

Front cover of Power Stone for the Sega Dreamcast.

Front cover of Power Stone for the Sega Dreamcast.

The Sega Dreamcast featured one of the best launch line-ups that I can remember. Not only did it have the first full blown 3D Sonic title, but also one of the most highly revered fighting games of all time. I’m speaking of the original Soul Calibur, It’s a fantastic title, and absolutely blew everyone’s minds. Unfortunately Namco’s sword play fighter stole the limelight from many of the other launch titles. Power Stone was yet another fighting game that was released in time for the system’s North American debut, but this one didn’t get nearly the acclaim. It’s a shame too because, while it isn’t as flashy as Soul Calibur, Power Stone is more unique and ultimately the most memorable early Dreamcast release in my opinion. Capcom never seemed particularly interested in making three dimensional fighting games (outside of Rival Schools) and they took a very fun direction with this one. Let’s jump right in and take a look at this legendary release.

Power Stone takes place in the 19th century. It is the age of exploration and legends speak of a relic which can grant its user anything that they wish. This of course attracts a wide range of fighters competing for this magical stone, and it is these people who fill out the cast of playable characters. Capcom followed generic regional cliches (including a ninja from Japan, a fortune teller from the desert sands who rides atop a flying carpet, and more) but the game has a very colorful and fun style that sets it apart from so many others. By default you only have eight characters to choose from. This is a little disappointing when you compare it to many other fighting games of this time, but I found this number to be acceptable. Plus, you have two secret characters that can be unlocked. The roster includes three basic categories which are common in most fighting games; fast, slow, and average. My favorites include the Edward Falcon (who is highlighted on the cover), pirate Valgas, and Jack who appears to be a mummy but might be based off of Jack the Ripper. There’s a good amount of variety in the roster, and most of the cast are charming and highly memorable.

Two characters fight each other in an indoor arena as one is knocked through a glass wall.

The game itself is a one-on-one 3D fighter, but not of the typical variety. Gameplay does not emphasize two dimensional combat, and instead your character roams freely throughout the battlefield by default. It’s a bit difficult to grasp in the beginning because this is vastly differently from virtually every other fighting game out there. The battlefields are generally small areas which feature multiple tiers. There are tons of destructible elements in each environment, and even hazards to avoid. What’s cool is the fact that as the two combatants get closer to one another the camera zooms in, and as they separate it pulls back. Each character can run, jump and they all have a variety of kicks, punches, and aerial attacks in their arsenal. There’s a combo system in place, but I’ve never been able to figure it out beyond scoring a few consecutive hits by repeatedly pressing the same button. It’s not the emphasis here which is refreshing.. Both players have a life bar shown as gems at the top of the screen, and all damage they take drains this with no restorative items to be found. The ultimate victor is determined by the typical best of three matches method.


What really sets Power Stone apart are the items. Every battle arena is full of destructible boxes, barrels, and more that can be knocked or thrown at your opponent. Many of these contain weapons to aid your character in combat, and are picked up with the B button. The arsenal includes swords, poles, a rocket launcher, pistol, and even a flamethrower. None of the characters have projectile attacks by default (which is actually quite refreshing) and so the last few of the aforementioned weapons are the only real way to keep distance between you and the opponent. Now we get to the game’s major gimmick; the power stones. These come in three different varieties; yellow, red, and blue. Both fighters begin with one, and the others appear randomly as the match goes on sometimes spawning out of thin air. What’s cool is the fact that you can knock collected power stones out of your opponents possession with well placed hits and try to collect them for yourself. When you acquire all three of them your character transforms into a super powerful version of their former selves with all new and very devastating attacks. It may sound like the kiss of death, but I found as I became more experienced I was able to avoid certain doom when my opponent managed to transform thanks to the creative level designs that give you the chance to escape and dodge.

The character select screen featuring eight playable fighters.

This is no Virtua Fighter or even Tekken. Power Stone isn’t as skill based as your typical fighting game and the most fun you’ll have with it is in mashing buttons. That’s fine and dandy if you’re a casual fan, but I’m sure more serious fighting game players won’t be so interested. The gameplay here is a little unfocused to be honest. It’s fast and furious with little rhyme or reason; the winner is usually the first person to gather up the power stones. The items make things incredibly frantic, and while that’s good for a party game when you have a few friends over it’s not exactly well suited for tournament play. Many compare this release to Super Smash Bros., but to be honest that’s grasping at straws. Power Stone is its own thing and that’s why it has become such a legend among Sega fans.

Power Stone isn’t as graphically intensive as say, Soul Calibur, or many later Dreamcast games but it’s a definite step up from what was available on the previous consoles. The character models and environments feature highly detailed textures as well as high polygon counts that makes everything look decently rounded. In an age when developers were pushing for dark and realistic graphics Capcom went with a decidedly colorful anime aesthetic that’s much appreciated. The art style is extremely pleasant, and I particularly like the character models despite the designers playing off of cliches a bit too much. Possibly the greatest thing about this game on a visual level is the fact that it has full support for the VGA adapter. This makes the colors and details absolutely pop on my HDTV. The soundtrack on the other hand I’m not a huge fan of. It’s distinct and adds a flair of character to the game, but it’s definitely not one that I would listen to outside of the game. I do like some of the themes, especially for the old west stage. The voice overs (save for the announcer) generally are muffled and are only in Japanese. It’s no big deal though.


Power Stone is a very difficult game to describe because it’s so different. Imagine a fighting game that’s as frantic as the fastest moving beat ’em up, and as varied as the best of the 3D platformers. That’s Power Stone. Sure, it’s not going to impress the fighting genre’s elite but it’s infinitely more approachable than your typical fighter. Some compare it to Smash Bros. but that never made much sense to me; Power Stone is its own thing and there will probably never be anything else quite like it. It’s a crime there’s no Power Stone 3.

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