Reviews from

in the past


Superb arena brawler with a handful of memorable lines, stages, weapons, and characters.

magneticburn will never survive Bomb Exlpode In Hands

I've never played a 3D fighter before. This seems like it could be a fun party game with friends. It's pretty boring solo. I prefer having access to a full-size controller for this type of game. Fighting games don't feel right on handhelds.

É inecreditavel a quantidade de coisas que consegumos fazer nesse jogo.
Seria algo só divertido apra rmim, mas acaba se tornando um jogo cheio de surpresas e com um toque initmos nas lutas. 1v1 é sempre mais pessoal e com perosnagens tao incriveis, cada luta se torna um show a parte.
sem falar nos movimentos junto a facilidade de combate que criam cenários surpreendentes


As kids, my brother and I chanced upon this game at our uncle's house and it was one of the most exciting experiences ever. The game is barrels of fun and its design is absolutely adorable.

É um game bem divertido, principalmente quando jogar com duas pessoas (ainda não fiz isso kkkkk

I absolutely love Power Stone. Easily one of the best fighters on the Dreamcast!

A good example of how to do a party fighting game that isn't a platformer fighter. Simple, especially compared to much of Capcom's output, but this makes the game very approachable. Power Stone system theoretically makes play shift very quickly back-and-forth, but in practice it's easy for one side to stomp the other. Play is quick enough that it stays engaging across rounds. Would imagine this is very fun in a multiplayer setting.

Kinda felt skeevy playing as Rouge.

Love this fighting game, probably because it’s not a traditional fighting game

Christmas Day, 1999. I had just unwrapped my Dreamcast and this was the first game I popped in... it was magical. The technicolours that popped off the screen, how every tune was a crazy catchy earworm, the eccentric (and frankly awesome) cast of characters that spanned the whole world. Power Stone is a pure joy. Best of all, it managed to straddle the line between being a legit fighting game with depth and being a mindless party game that let you fling tables at your opponent with wanton glee. Capcom nailed that balance with this underappreciated masterpiece. I wish they'd make another.

A good early 3D arena brawler that might not have the deepest mechanics or refined gameplay, but damn is it full of charm!

The character designs, the triumphant music that screams adventure (fitting the theme of the game perfectly), and the clobbering action is a real delight! I have faint memories of playing this at a friend's house that got a Dreamcast pretty early, and it made me so damn jealous! It just felt so good to play! Perfect for a 9 year-old that only liked bashing buttons while bashing opponents. The single-button combos and easy-to-understand mechanics makes it a very easy game to pick up and play.

Also, can't help but notice 2 of the 3 headers on this page are from Power Stone 2, not 1.

power stone was a throwaway gimmick franchise. a particularly perturbing memory i can still recall that happened about 4 years ago in the tatsunoko vs capcom discord was how, a guy claimed that this game had untapped competitive depth; and that it was massively overlooked and underappreciated. i have a funny history with this game, being very young, i first heard of this game from a video gametrailers put out in 2010 about which characters should be in marvel vs capcom 3, i was about 9 years old. when i got a vita 2 years later i quickly bought the psp version of the game, on my vita (i couldn't have gotten it on my psp sooner because for whatever reason that console wasn't designed for WPA2 for SOME REASON and they never rectified this issue with later models so straight up if your router was from 2006 or later you just couldn't connect the damn thing to your wifi) anyway, i was immediately hooked but you know, this game doesn't really have all that much to it. there are certain design aspects that really do belie some kind of masterful foresight. this game is one of the first of it's kind, the "bespoke arena fighter" kind of game where the layout is mostly isometric. so having astute design cues like, a potentially problematic mechanic like divekicks in a game like this can ONLY be used towards the other player; there being a quality of life style strafing mode to very up close and personal engagements; Power Changes being the main win condition of the game but not siphoning all nuance out of the game by making them a win button, giving them a heavy recovery period after use and most Power Fusions having very high startup that can be interrupted with throws, or dodged entirely.

That last bit actually brings me back to that stupid memory I have, where basically that guy's entirely argument was built upon the precipice that is "you can throw Valgas out of his power fusion" as if to mean this game must have a rich cavalcade of well designed interactions if the boss character has a glaring weakness for his super which is already one of the worst in the game

i addressed him by saying "no, that game wasn't really as well designed or even memorable as you might expect, I mean the combat within the game lacks depth, and at any point you can just get screwed by them grabbing an item like the giant mallet or sword and then essentially stun locking you on wakeup"

and then he promptly ended that discussion he began with "why would you play a power stone game for the combat?"

I desperately want to love this game because of what it represents.

But I simply cannot. The difficulty makes it just no fun. Maybe some day in the future, with cheats.

A delightful arena brawler, even if the dodge system's a bit wonky. A near-perfect balance of mechanical fighting-game options and mini game-style pick-ups. Love the characters, stages, environmental interactions, and general visual richness. The pick-up-and-play game.

Super Smash Brothers eyes this title with "there but for the grace of God go I" sentiment welling up in it's heart. This is the party-fighting-FFA game road not taken, and it's not that hard to see why. It's as shallow as a kiddie pool, but as fun as a water park -- you want to play for 6 hours twice a year.

what every anime arena fighter wishes it was

O Itsuno já sabia de algo aqui

Might be fun with friends but I'll be damned if the A.I on this isn't some Grade A bullshit. The CPU doesn't even try fighting you because it knows the optimal strategy is to get the 3 power stones which for an arena fighting game is the equivalent of having a smash ball available at every instance in a smash game. Also the final boss is stupid and unfun like most final bosses in fighting games at the time. Cool everything else though.

É um game divertido, legal para passar o tempo, com os amigos, porém não tem muitas opções.

The day a rerelease for this gets announces in a direct is the day I'll finally be happy

Holy SHIT this game is so fun! Jack is a dang ass freak, and the arena based gameplay is a great twist on 3D fighters. How hard is it to make a new one of these? Why do good ideas go to die?!

Power Stone es un juego de peleas en arenas de tres dimensiones bastante entretenido y adictivo que fue porteado al Dreamcast luego de nacer en los arcades japoneses y que cuenta con un estilo muy particular y llamativo tanto en su presentación como en su gameplay. Los combates en Power Stone se desarrollan en arenas en 3D llenas de elementos con los que se puede interactuar y plataformas con alguno que otro peligro. La base del combate a diferencia de otros juegos no radica en las habilidades de los personajes como tal, sino en la capacidad de aprovechar al máximo todas las herramientas que la arena de combate nos ofrece. Los personajes si cuentan con habilidades únicas y definidas, pero si no se tiene un control sobre los elementos del escenario, ganar los combates será algo complicado. Es esa mezcla de elementos lo que hace a Power Stone un juego diferente y divertido. Los personajes están muy bien diseñados y la presentación en general está muy por encima de la media.


I don't understand anything that's happening in this game and my friend and I were more or less just hoarding crystals and running away from the super power forms but goddamn was it fun wobbling friends with the rocket launcher

Mais original do que 99% dos "smash-likes" do passado, presente e, provavelmente, futuro.

Hard as nails on the default difficulty. By the end of your first arcade run, you'll get a sense that you have to balance throwing objects, using items, jumping to dodge, and grabbing the titular Power Stones to defeat your opponent. The levels do just enough to distinguish themselves from each other, mixing various grab points, environmental hazards, and obstacles to keep fights interesting. There are also quite a few collectibles to unlock, including 3 additional characters, some VMU games, and extra options and settings. Overall, very fun. It's unfortunate the game hasn't been ported to more recent consoles.