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Criticom

Criticom is a fighting developed by and published by Vic Tokai for the and consoles. It was first released in for the on November 29, 1995, followed by a port to the in the United States on March 26, 1996, and in on February 28, 1997. The game's sci-fi storyline centers on a powerful crystalline artifact called , originally wielded by the Nezom and Zerai clans to dominate other races during an ancient War Era, which was later stolen by an unknown force. This event draws warriors from across the galaxy into combat, each with unique motivations tied to vengeance, power, or personal intrigue surrounding . Players control one of eight diverse characters, including a lizard-like warrior named Gorm, a named Yenji, a assassin S.I.D., and a vampire-like Demonica, in one-on-one battles on elevated, circular platforms. Gameplay emphasizes fluid 3D movement, multiple-hit chain combos, projectile and weapon-based attacks, and a power meter system that allows for special moves, with fights concluding via , arena elimination, or without traditional rounds. Characters can be leveled up through single-player mode to unlock enhanced abilities, armor, and alternate appearances, adding progression elements to the arcade-style combat. Despite its ambitious introduction—which won Best Intro Sequence of the Year in 1995 from Game Players magazine—Criticom received widespread criticism for clunky controls, unbalanced mechanics, and subpar graphics, earning average critic scores around 52% and low user ratings. A planned sequel, Criticom 2, was ultimately cancelled.

Gameplay

Fighting mechanics

Criticom features battles on a circular, elevated platform arena that allows for three-dimensional movement, enabling fighters to position themselves at varying depths and sidestep attacks while risking being knocked off the edges for an immediate win. The power meter starts full for each fighter and depletes as damage is taken, powering special moves and combos when sufficient energy is available; a single reserve refill activates automatically upon primary meter exhaustion, providing one additional full bar without further replenishment. Victory is achieved by fully depleting an opponent's power meter (), forcing them out of the arena boundaries, or possessing more remaining health when the expires, resulting in a draw if equal; matches lack a traditional rounds system, proceeding as continuous single bouts until a win condition is met. The control scheme utilizes the PlayStation's six face buttons: light punch and heavy punch for varying strike strengths, light kick and heavy kick for leg-based attacks, and two dedicated roll buttons for left or right sidestepping to evade in the third dimension. Blocking occurs by holding back on the directional pad for high attacks or down-back for low ones, while grapples and throws require close proximity and simultaneous presses like punch plus kick. Forward and backward directional inputs facilitate depth-based positioning, allowing players to close distances for grapples or maintain range for projectiles in the environment.

Modes and progression

Criticom offers a selection of core game modes centered around local play, with no support for multiplayer. The primary single-player experience is the arcade mode, structured as a ladder where players select one of the eight initial characters and battle through a randomized sequence of the other playable fighters at the same level, culminating in a mirror match against the selected character, followed by a confrontation with the , the game's final boss who has seized a powerful relic for his own gain. In subsequent playthroughs using a higher-level version of the character (unlocked via passwords), opponents scale to match the player's level, including a level-enhanced mirror match during the level 2 . Completing the arcade mode with a character generates a password that unlocks two additional levels for that fighter, transforming them from their base level 1 state into progressively more powerful versions. At level 2, gain expanded movesets, including new special attacks and combos, along with slight alterations to their appearance and improved defensive capabilities such as enhanced armor. Advancing to level 3 further refines these upgrades, providing even more advanced abilities and cosmetic changes to encourage repeated playthroughs and character mastery. In versus mode, two players compete head-to-head on local consoles, selecting any available characters—including those upgraded via passwords from completions—for balanced or customized battles without progression.

Story and characters

Plot summary

Criticom is set in the futuristic galaxy of Hyporia, a realm where advanced technology coexists with elements of mysticism. Two alien races, the Nezom and Zerai clans, discover a powerful crystalline artifact known as , which bestows immense power upon its possessors. This discovery leads the clans to declare themselves the Chosen Ones and initiate a campaign of galactic conquest under the leadership of their Emperor. The central conflict arises when the Emperor's most trusted general, , betrays his leaders by stealing and proclaiming himself the supreme ruler of the galaxy. Empowered by the artifact, seeks to expand his dominion, plunging the galaxy into chaos. In response, the Chosen Ones establish a within an interdimensional arena, summoning warriors from across Hyporia to battle for control of . The narrative unfolds through this as the primary mechanism for progression, with advancing toward a climactic confrontation against himself. Key characters participate as combatants in the tournament, each vying for the artifact to achieve their own ends.

Character roster

Criticom features eight playable , each with unique designs, abilities, and motivations tied to the central artifact, which grants immense power and drives the game's conflict. These fighters hail from diverse backgrounds across dimensions and , employing distinct styles that emphasize close-range , projectiles, or grapples, with many abilities enhanced through unlockable levels that increase damage or add effects. Signature moves often culminate in level 3 variants, requiring specific inputs and progression unlocks to access their full potential. Dayton Trent, a , was hired by the Chosen Ones to retrieve , intending to sell it for a peaceful retirement. His fighting style revolves around knife strikes and weaponry, including agile combos like Flying and Lazer Blast, with his signature Rapid Lazer (level 3) delivering a barrage of energy shots. Delara Zerai, an alien warrior from the Zerai clan, seeks after 's from her people, positioning her as a guardian in the story. She employs honorable blade techniques, such as Tri-slice and Flying , highlighted by her signature Air-wave Blast (level 3), a sweeping energy projection. Demonica, a demonic assassin from an alternate dimension, pursues to amplify her malevolent forces and spread . Her claw-based arsenal includes fireball projectiles and rapid combos, with the signature Upwards Fireball (level 3) launching homing flames upward for anti-air control. Sgt. Exene Dulait, a marine and former military operative, aims to claim to end interstellar wars and enforce peace. Her style integrates strikes and discharges, featuring moves like Tazer Blast and Taser Rush, culminating in the signature Power Charge (level 3) for a electrified launch. Gorm, a brute from the Dorlon race, views as his people's sacred birth stone and fights to reclaim it as heritage. He specializes in heavy grapples and blade swings, such as and Body Torpedo, with his signature Body Torpedo (level 3) propelling him as an unblockable charge. S.I.D., an programmed for destruction, enters the fray to eradicate organic life, with indirect ties to 's power struggles. His mechanical fighting incorporates missile launches and beam attacks, including Rapid Fire Missile, enhanced in level 3 for sustained barrages. Sonork Nezom, a and Nezom heir who murdered his sibling for dominance, seeks to solidify his rule and undergoes augmentation in the narrative. His scythe-wielding style mixes plasma projectiles with slashes, like Plasma Sickle, and his signature Rapid Fire Sickle (level 3) unleashes a volley of energy arcs. Yenji, a mystic and survivor of ancient conflicts, intends to destroy to dismantle the Chosen Ones' oppressive reign. She utilizes claw dashes and shuriken throws, such as Claw Charge and Tri-Shuriken, with the level 3 Tri-Shuriken firing multiple homing blades. The non-playable final boss, Emperor Ahriman, stole to restore his youth and amplify his dominion, deriving supernatural powers from it to challenge all combatants. His ruthless style blends elements from Delara's blades and Sonork's plasma, featuring fast, unblockable assaults in an untimed endurance fight.

Development

Concept and origins

Criticom was developed by as the studio's debut 3D fighting game and first original property. Founded in 1992 by Stanley Liu, Kronos initially handled contract work, such as the animated introduction for On-Line's (1992) and art assets for (1995), before transitioning to proprietary titles. The game formed the opening entry in Kronos's envisioned "," a series of visually striking early 3D fighters that also encompassed (1997) and (1998). The project's origins trace back to 1994, when Computer Entertainment approached with a for an unspecified character and invited the studio to develop game concepts around it. This opportunity introduced to the platform and aligned with the surging popularity of fighting games during the mid-1990s console transition. However, as the design phase progressed, relinquished the due to internal political issues, requiring to pivot from the licensed to an entirely original sci-fi and fantasy universe featuring newly designed characters and lore. Full production commenced in April 1995 under publisher Vic Tokai, with the team targeting the PlayStation's 1995 holiday launch window in . The rapid development cycle, completed in under six months, emphasized innovative character progression mechanics where fighters could learn new moves, evolve physically, and improve attributes over time—elements conceived to differentiate Criticom within the competitive fighting genre. This foundational work laid the groundwork for Kronos's subsequent explorations in , though the studio faced tight constraints that shaped the final product's scope.

Production process

Kronos Digital Entertainment, founded by Stan Liu in 1992, handled the full development of Criticom with a small team focused on 3D and programming. Stan Liu served as president, CEO, and executive producer, overseeing the project's creative and technical direction, while producer Albert Co managed production aspects. Artist and animator Joan Igawa joined during development, contributing to character modeling, texturing, and using tools like Alias|Wavefront. The team emphasized high-end techniques initially honed for PC titles like , adapting them to the PlayStation's hardware. The production repurposed proprietary 3D technology from a canceled licensed project, originally intended for a adaptation that fell through due to political issues. This included modeling and for polygonal characters and environments, enabling an early fighting game with eight base fighters capable of transformations. Cinematic sequences were produced in-house, featuring voice acting for character introductions by performers including Joan Igawa and Andy Koo. However, the PlayStation's limitations posed significant hurdles; the team lacked a development kit initially, forcing reliance on estimation and iteration. Key challenges included the rushed schedule and constraints, resulting in sluggish frame rates that hindered responsiveness. Reviews noted the gameplay's inconsistent speed, often dipping below smooth levels for a , compounded by compromises in fluidity due to low counts and simplistic textures applied to 3D models. The and move execution also suffered from the abbreviated timeline, with the team prioritizing core mechanics over polish. Audio production featured an original soundtrack composed and performed by , incorporating synthesized elements typical of mid-1990s console games. Sound effects were handled by in collaboration with Mind Warp Production, enhancing the sci-fi atmosphere without extensive orchestral recording. Development began with a pitch to publisher Vic Tokai in April 1995, following the license loss earlier that year, and wrapped within four to six months to meet the holiday release window. later reflected, "We’d managed to create a game from scratch on budget in less than six-months time," highlighting the intense effort despite the constraints.

Release

PlayStation version

Criticom was first released for the in by publisher Vic Tokai on November 29, 1995. The game arrived as one of the console's early third-party titles, developed by using custom 3D rendering technology. In , the title launched on March 15, 1996. Japan received its version on October 4, 1996, localized and retitled Criticom: The Critical Combat. The edition featured initial long box packaging, a standard format for Sony's early releases that showcased emphasizing the game's innovative polygonal fighters and cinematic sequences. Marketing materials promoted its (FMV) introduction and character endings as Hollywood-style productions, highlighting the exotic transformations of its roster into a total of 24 playable forms. The game's opening FMV sequence earned recognition as co-winner of Game Players magazine's Best Intro Sequence of the Year award for 1995, shared with .

Sega Saturn port

The Sega Saturn port of Criticom was developed by and published by Vic Tokai in on March 26, 1996. A Japanese release followed on , 1997, under the title Criticom: The Critical Combat, also by Vic Tokai. The port retained full content fidelity to the original PlayStation version, including the identical character roster of eight fighters, all game modes, and the underlying story centered on the artifact. Minor graphical tweaks were made to the backgrounds to better suit the Saturn's capabilities, such as its VDP2 sprite engine for layered effects. Technical adjustments leveraged the Saturn's architecture for slightly improved frame rates compared to the PlayStation version, though persistent issues like animation stiffness remained due to the shared core engine. The port incorporated Saturn-specific controller mappings to accommodate the standard six-button pad, enhancing input for special moves and combos. Sound quality benefited from the Saturn's SCSP chip, which supported both PCM sampling and synthesis for richer audio output than the PlayStation's ADPCM-only approach. Distribution was limited primarily to , where the Saturn struggled against PlayStation dominance, resulting in a lower profile than the original release; the PlayStation version, by contrast, achieved broader initial visibility upon its November 1995 launch. for the Saturn port highlighted port-specific performance notes, such as improved integration, but echoed similar complaints about responsiveness and overall stiffness from the base game, with an average score of 44% across reviews.

Reception

Critical reviews

Criticom received mixed critical reception for both its and versions, with reviewers frequently praising the game's innovative visuals, advanced lighting effects, and detailed backgrounds as standout features for mid-1990s hardware, while criticizing its slow gameplay pace, unresponsive controls, and overall lack of depth in combat mechanics. A reviewer for Next Generation highlighted the impressive graphics, particularly the realistic lighting and shadow effects that demonstrated the potential of polygonal fighters on the . noted the decent graphics and very nice light sourcing, along with fairly detailed backgrounds, but lamented the sloppy controls, low , and animations that lacked , ultimately deeming it a disappointing experience. Specific scores reflected this ambivalence. For the version, Mega Fun awarded 66%, Electric Playground gave 60%, and Ultimate Gamer Magazine scored it 60%, while rated it 3 out of 10. The port fared slightly worse, with scoring it 38 out of 100 and describing it as "the worst of the year," and Mega Fun rating the fun factor at 59%. Japanese outlets like and Saturn Fan provided scores ranging from 40 to 48 out of 100, often pointing to choppy animations and predictable as key flaws. Reviewers also highlighted the game's cinematic introduction sequence as a high point, with its Hollywood-style cutscenes and character transformations earning praise for setting an atmospheric tone despite the core gameplay shortcomings. Despite the generally lukewarm response, the title's technical achievements in visuals were seen in early coverage as a showcase for emerging capabilities on console hardware.

Awards

Criticom garnered limited accolades upon its release, with its primary recognition coming from Game Players magazine, which co-awarded it Best Intro Sequence of the Year for 1995, shared with Panzer Dragoon. This honor specifically praised the game's full-motion video (FMV) introduction for its cinematic quality and seamless transition into gameplay, showcasing Kronos Digital Entertainment's technical capabilities in video production on the PlayStation hardware. The award underscored the visual strengths of Criticom, particularly its cutscenes, which were frequently highlighted in reviews as a high point amid broader critiques of the fighting mechanics and controls. No major Game of the Year nominations were bestowed upon the title, though it received minor acknowledgments in graphics-related categories from select contemporary outlets.

Legacy

Sequel developments

Following the release of Criticom, Kronos Digital Entertainment developed Dark Rift (1997) as its direct sequel, originally announced under the working title Criticom II for the Sega Saturn before platform development shifted to the Nintendo 64 and Windows PC. Published by Vic Tokai, the game continues the lore of the powerful crystalline Relic from Criticom, which—after being claimed by the Nezom clan's leader Sonork Nezom—further widens a spatial tear known as the Dark Rift, unleashing interdimensional threats across three realms: the Neutral Dimension (Earth), the Dark Dimension, and the Lost Dimension. The storyline centers on a new tournament where fighters from various dimensions compete to seize the Core and seal the rift, with returning characters Demonica Gkroux (the assassin) and Sonork Nezom seeking and supremacy, respectively, alongside eight new combatants such as Colonel Aaron Maverick, , and Morphix. Each character wields unique weapons and transformations, expanding on Criticom's arena-based combat with improved , faster animations, and environmental hazards like portals and pitfalls. Dark Rift received mixed critical reception, with reviewers noting enhancements over Criticom's clunky controls and AI but criticizing persistent issues like unbalanced movesets and limited depth; awarded it 5.4/10, praising its "hyper-active 3D fighting" and character designs while faulting the lack of innovation. As the second entry in ' ""—a series of early 3D fighters—Dark Rift paved the way for the third installment, (1998), which shifted to a medieval fantasy setting on but retained the developer's focus on weapon-based, interactive-arena brawling published by .

Unreleased projects

Kronos Digital Entertainment developed a sequel to Criticom under the working title Criticom 2 for the Sega Saturn and PlayStation around 1996. The PlayStation version was ultimately cancelled, while the Sega Saturn iteration was repurposed and renamed Dark Rift, shifting development to the Nintendo 64 for a 1997 release; the PlayStation port received no further advancement. Prototypes of the Saturn build were demonstrated at industry events like E3 1996, showcasing early gameplay footage, though no complete builds have surfaced publicly. Archival efforts on sites like Unseen64 document these details through community contributions and historical records, preserving what little is known of the project. Kronos Digital Entertainment encountered financial challenges in the early 2000s after the cancellation of Inferno, contributing to the studio's closure in 2002. As of November 2025, Criticom lacks any official re-releases or remasters on modern platforms, hindering its accessibility and long-term preservation, though its spiritual sequel received a digital re-release on in 2023.

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