Zootopia Arena 2

Zootopia Arena 2 is a fighting game for the Wii U and Nintendo 3DS. Just like its predecessor, Zootopia Arena 2 uses 3D graphics, 2D sprites, a 2D style of gameplay, and an auto save feature. The general gist of Zootopia Arena 2's story goes something like this.

After saving Zootopia from Gregory Foxworth and his fox army, our heroes learn that the Vulpai Zaibatsu not only launched an attack on Zootopia, but other cities as well and the Zaibatsu has occupied many of them. One of the cities that's been occupied is the city of Bunnyburg, which is much like Bunnyburrow in that the city's population is made up mostly of rabbits. The big difference is that whereas Bunnyburrow is a small country town, Bunnyburg is a metropolitan city. Bunnyburg is also the hometown of two of our heroes: Brandon Stepps and Oscar Mustelas. Seeing this, the two boys decide to prioritize freeing the city from the Vulpai Zaibatsu's clutches. And of course, they won't be going it alone. They'll have other friends and partners fighting alongside them.

In terms of mechanics, gameplay, menus, and controls, it's all pretty much the same as the first game. Although, I am contemplating adding a new mode that wasn't present in the first game. Also, depending on how this game;s character roster turns out, I may end up having Story Mode work differently from the first game.

Menu Controls
It's pretty simple. You move the cursor using the D-Pad. The Left Control Stick/Circle Pad works too. To select stuff, hit the A button. To go back to a previous menu, hit the B button. There's also a Back command you can use in some menus.

Battle Controls
As mentioned above, Zootopia Arena uses a 2D style of gameplay. You move the characters by pushing Left and Right on the D-Pad or by pushing the Left Control Stick/Circle Pad left and right. To make your character run toward the enemy instead of walking toward them, push the Left Control Stick/Circle Pad in the direction your character is facing, then quickly push it again in that same direction and this time, hold it in that position. The character will keep running until you either move the Left Control Stick/Circle Pad again, let it go, attack, or get attacked. To make your character do back-steps instead of just walking away from the opponent, do like you would if you were gonna make them run, but instead, push the Left Control Stick/Circle Pad in the direction opposite of the direction your character is facing. You can also dash and do back-steps using the D-Pad. Push Left or Right once, then quickly push it again. If you dash forward, then hold down the button to keep dashing.

To make your character jump straight up, push the Left Control Stick/Circle Pad upward. To make your character jump forward, push the Left Control Stick/Circle Pad up and to the direction the character is facing (If they're facing right, then push the Left Control Stick/Circle Pad up and to the right to make your character jump forward). To make them jump backwards, push the Left Control Stick/Circle Pad up and to the direction opposite of the direction the character is facing (If they're facing right, push the Left Control Stick/Circle Pad up and to the left to make your character jump backwards). You can also jump using the D-Pad. When you jump over your opponent or vice versa, you and your opponent will automatically turn around to face each other again. Another thing, you can attack while in the air.

To make your character crouch down, push the Left Control Stick/Circle Pad down. Once again, you can also crouch with the D-Pad. You can't move while crouching, but you can attack and guard while crouching.

To make your character block attacks, move backwards like in most other fighting games. If your character is moving backwards while your enemy is attacking, the character will automatically block. You can also block while crouching. Just push the Left Control Stick down-left or down-right depending on the direction your character is facing. The D-Pad also works in this situation. Be careful, though. Some attacks are unblockable and you can still get hit if you're guarding in the wrong area (A low attack can only be blocked by a low guard).

Now for attacking. Attacking is mapped to the A, B, X, And Y buttons. Each character has a number of basic attacks done by pressing these buttons. Some basic attacks are done by pressing the buttons by themselves. Others are done by pressing the buttons while pressing a D-Pad button or holding the Left Control Stick left, right, or down. As mentioned above, there are some attacks that can be done while crouching or while in midair. Many of these basic attacks, you can string together to make combos.

Throw attacks are mapped to the R button and taunting is mapped to the L button. Taunting has a benefit in this game. See further below. As for throwing, you can't block a throw, but you can escape by pressing R before the throw is executed. You'll have little time to do this, though, so be quick.

When you fall down on the ground, you have the option to attack as you get back up. Hit A, Y, or B while knocked down to launch a rising kick. Hitting A while knocked down makes your character to a middle rising kick. Hitting Y while knocked down makes your character do a high rising kick. Hitting B while knocked down makes your character do a low rising kick.

When launched by the enemy or hit while in midair, you can perform an ukemi to get right back on your feet. Push the Left Control Stick upward or push Up on the D-Pad as you're about to hit the ground. If you do it too soon or too late, then the ukemi won't happen and you'll just fall down on the floor. Good thing you can do a rising kick as mentioned above.

Now for the Burst mechanic. Bursting is done by pressing L and R at the same time. Bursting is just the thing when you're busy being pummeled by an enemy's combo. When you do perform a Burst, the Power Meter, which is mentioned further below, will charge up on its own for a few seconds. You will also consume one Burst Icon. Each character starts off the match with two Burst Icons and can only have up to two Burst Icons. If you use a Burst Icon, then to gain a new one, you must lose a round.

Pausing the game is done by hitting the Start button while a battle is going on.

Unless I'm missing something, I think that about covers it for the controls.

Stage Themes or Character Themes?
Zootopia Arena uses both stage themes and character themes and you have the option to switch between them. In the Options menu, there's a Battle Music setting located in the Audio section. Your two choices are Stage Themes and Character Themes and you can change that setting any time you're in the Options menu. There are, however, some themes that play regardless of your Battle Music setting. One of these is a song that plays during mirror matches and the other is a song that plays when both fighters are one round away from winning the match.

Note: The song that plays when both characters are one round away from winning the match does not play during Story Mode battles as all Story Mode battles, with the exception of the final battle of the True Ending, are one round fights. As for the final battle of the True Ending, that fight is a two round fight.

Modes
Every fighting game's gotta have a multitude of modes to choose from. Here are the modes present in Zootopia Arena.

Story Mode
Here, you play through the game's story. Zootopia Arena's Story Mode consists of a Prologue, a story arc for each individual character, and a True Ending. First, you view the prologue, then once that's done, you'll start playing through each character's story arc. At first, only one story arc will be available. But, after you clear it, more story arcs will become available and even more story arcs will become available as you clear those. Basically, you gotta clear character's story arcs to unlock other characters' story arcs. Once you clear every character's story arc, you unlock the True Ending. This is where the game's final scenes and final battles take place. Once you clear the True Ending, you'll clear all of Story Mode.

One thing you should know is that at certain points in the story arcs and the True Ending, the game will offer to let you save the story so far. If you do, then you'll be able to go to Story Mode's Load menu to continue whatever story arc you were working on from where you left off. Whether or not you use this feature will not affect your overall Story Mode progress. You're not exactly saving the game, just the story arc you're working on. Am I making sense?

Arcade Mode
Here, you choose a character and then you fight your way through ten stages. Most stages have you fight a random character, but Stages 4, 8, 9, and 10 have you fight a specific opponent. Which characters you face in Stages 4, 8, and 9 depend on the character you pick. Basically, those characters are your character's "rivals". As for Stage 10, most, if not all characters will face the game's primary boss at Stage 10. If you manage to beat Arcade Mode, you'll see your character's Arcade Mode Ending and then you can watch it again at any time in the game's Gallery, which we'll get to later. You'll also unlock that character's corresponding Profile Card design and icon. These, we'll also get to later.

Versus Mode
Here, you pick two characters, pick a stage, and then the two characters have a battle to see who wins. Can be played by one player or two players.

Survival Mode
This is much like Arcade Mode except if you lose once, that's it. Game over. Also, instead of just ten stages, you keep on fighting enemy after enemy until you finally do lose.

Score Attack Mode
Just like in Arcade Mode, you fight your way through ten stages. However, in this mode, it's mostly just about getting a high score. Stages 1-9 all have random opponents. You could end up facing anyone. As for Stage 10, if you manage to get there, you'll be face-to-face with a secret character. Beat that secret character to unlock him as a playable character.

Time Attack Mode
Once again, you fight your way through ten stages. However, in this mode, it's mostly about finishing in as little time as possible. Stages 1-9 have you face random opponents. You could end up fighting anybody. Stage 10, however, if you manage to get there, you'll come face-to-face with another secret character. Beat that secret character to unlock her as a playable character.

Conquest Mode
This is that new mode I was telling you about. This mode plays way differently from any other mode. You're basically playing a sort of board game. First, you pick a map. Then you and your opponent each pick a number of the characters. Depending on the size of the map you choose, you'll be able to pick either six, eight, or ten characters. Once each side has picked their characters, the game begins. If you play the 1-Player Conquest Mode, then the enemy team will be a number of randomly selected characters. And of course, you'll be playing against a CPU player. Anyway, when I said you're basically playing a board game, I'm not kidding. When your turn begins, you roll a die and then when you land a number, you pick a character and then move that character that many spaces. Let's say I roll a four and then pick Judy Hopps. If I roll a four and pick Judy Hopps, then Judy moves four spaces around the board. Many parts of the board will have forks in the road, allowing you to choose where you want to go. When a character on your team meets a character on the enemy's team, the two characters fight on a random stage. When one of the fighters loses, that fighter is eliminated from the game. The goal of Conquest Mode is to eliminate every fighter on your enemy's team. Do that and you win.

Note: All Conquest Mode battles are one round matches, so that theme that plays when both fighters are one round victory away from winning the match? It doesn't play here.

Training
This is pretty self-explanatory. This is where you can practice using the characters in this game. Just like in Versus Mode, you pick a character to play as and your opponent. In Training, though, the opponent is just a training dummy. Usually, they'll just stand around and do nothing, taking everything you throw at them. But, you can change this setting in the Pause Menu. Your other option is to have your opponent act like a real opponent and fight back. Another thing about Training is that in this mode, you don't have to go back to the Character Select and Stage Select screens to change your characters and stages. In Training, you can change your characters and stages from the Pause Menu.

Profile Card
This is where you can customize your Profile Card. This card is shown to other players when you battle online and also to players met through Nintendo 3DS Streetpass or Local Wireless. The name shown on your card is your system username. You can change the card design, icon, and character portrait of the card to anything you have available. The character portraits are how you pick who your favorite character is. As for the icons and card designs, many of these are available from the start and you can unlock more. Some are unlocked by purchasing them in the Gallery. Others are unlocked by clearing Arcade Mode. For example, if you clear Arcade Mode with Judy Hopps, then you'll have a perfectly good Judy Hopps character icon and Judy-themed card design all ready to go.

Local Wireless
Here, you can battle with people close by using a Local Wireless connection. First, either open a Lobby or search for an existing Lobby. Then, let the search for other players begin. If you set up your own Lobby, then you can set the rules of the match; how many rounds, how much time on the timer, and which stage the match takes place in. Once you've decided, the search begins. Also, if you set up your own Lobby and you're successful in finding other players, you can choose which of those players you want to face. After you and your opponent choose your characters, the match can begin. Meanwhile, the other players in the Lobby will be watching the match unfold. After the match is over, your opponent's Profile Card will be saved to the Gallery and then you can choose another opponent to fight. You can even have a rematch with the opponent you just fought if they're still there.

Online Play
Here, you can use your Wii U or Nintendo 3DS to connect to the Internet and battle players through an Internet connection. If you think chatting through those headsets is allowed here, you're dead wrong. When you battle a player through Online Play, that player's Profile Card will be saved to your collection so you can view it at any time in the Gallery.

Streetpass
This is exclusive to the Nintendo 3DS version, obviously. In Zootopia Arena, the Streetpass feature is used to collect other players' Profile Cards so you can view them at any time in the Gallery. It's also used to battle AI representations of other players met through Streetpass. First, select a player met through Streetpass, then pick your character, and then your character and the other person's favorite character battle it out on a random stage. Once again, to choose your favorite character, you must set that character's portrait on your Profile Card.

I should also point out that you can only fight players met through Streetpass once each. If you want a rematch with any of these players, you'll have to meet them through Streetpass again before you can fight them again.

Fight Record
Self explanatory. It's where you view your records. Your records are divided into two sections. One is the Offline Records section and the other is the Online Records section.

Gallery
Here, you can look at concept art, illustrations, and other images, view characters' Arcade Mode endings after you beat Arcade Mode with those characters, watch Story Mode's animated cutscenes, and listen to the game's music and sound effects. You can also purchase unlockables such as designs and icons for your Profile Card and additional color sprites for the characters. How do you purchase these? Well, when you play Zootopia Arena, you can earn in-game cash to purchase unlockables in the Gallery. How do you get this money? By winning battles. Even winning Versus Mode matches can get you some money to purchase unlockables in the Gallery. Another thing you can view in the Gallery are other players' Profile Cards that you've picked up from playing online and through Streetpass and Local Wireless.

Options
Every video game needs this. The Options menu is divided into sections. We'll go over these one at a time.

Game Settings
Here, you can adjust the CPU player difficulty and choose how many rounds a player must win to win a match. The difficulty options consist of Very Easy, Easy, Normal, Hard, and Very Hard. As for the round win count settings, there's one for both Arcade Mode and Versus Mode. Both of these settings have one round as the lowest setting and five rounds as the highest setting. Another thing you can do in this section is adjust the time limit. Once again, there's a setting for this for both Arcade Mode and Versus Mode. Your time limit options consist of 60 seconds, 99 seconds, and no time limit. If you do have a time limit and time runs out while you're playing a round, then the character with the most health remaining is the winner. The clock goes back to its starting point when the next round begins.

Note: If the round win count setting is set to one, then that theme that plays when both fighters are one round victory away from winning the match will not play.

Brightness
Here, you can adjust the brightness of the screen. So, if you want the screen to be dark, fine. If you want it to be really bright, go for it.

Audio
Here, you can adjust the game's music volume, sound effect volume, and voice volume.As mentioned above, you can also change the Battle Music setting.

The HP Bar and the Power Meter
Now let's discuss the HP bar and the Power Meter. The HP bar is something everyone should know; it's your health bar. When your health runs out, you're KO'd. The HP bar changes color as it depletes. When the match begins, your health bar is yellow. When you go down to 30% health, your health bar will turn orange.

Now, we'll discuss the Power Meter. I don't know what else to call it for this game, but basically, this is Zootopia Arena's Heat Gauge. Filling up this meter allows you to execute Power Attacks and High Power Attacks. To fill this meter, you need to attack and hit the enemy. Getting hit also fills the meter. Taunting can fill the meter all the way up to 100, but only once during a match with a CPU opponent. Once you use this benefit, you'll have to wait until your next match against a CPU opponent to use the benefit again.

Special Attacks, Power Attacks, and High Power Attacks
Like in most other fighting games, each character has at least a few special moves for you to use. To execute these, move the Left Control Stick around a certain way and then quickly hit one of the attack buttons. How you need to move the control stick and which button you need to press depends on which special move you're trying to do. The D-Pad also works in this situation.

Next, we have Power Attacks. Power Attacks are this game's Distortion Drives and each character in the game has at least two of these. Just like regular special moves, Power Attacks are triggered by moving the Left Control Stick a certain way and then quickly hitting one of the attack buttons. How you need to move the control stick and which attack button you need to press depend on which Power Attack you're trying to execute. Again, the D-Pad also works. However, even if you do get the input right, you won't be able to trigger a Power Attack if your Power Meter is anywhere below 50. When you do execute a Power Attack, 50 points on your Power Meter are spent.

Finally, we have High Power Attacks. Just as Power Attacks are this game's Distortion Drives, High Power Attacks are this game's Astral Heats. Each character has one High Power Attack. Like the special moves and Power Attacks, High Power Attacks are triggered by moving the Left Control Stick a certain way and then quickly pressing one of the attack buttons. Once again, how you need to move the control stick and which button you need to press depend on which High Power Attack you're trying to execute and also, the D-Pad works too. When you successfully execute a High Power Attack, it's a one-hit KO. No questions asked, your opponent is done for. However, there are conditions to be met in order to perform these moves. You'll only be able to trigger a High Power Attack if you meet all three of these conditions. The conditions are as follows. Even if you do meet these conditions, it's still not enough. Each High Power Attack involves the character first trying to land a blow on the enemy or, in some cases, trying to grab the enemy. If they fail to land this first blow or grab the enemy, then the attack fails and you have to charge your Power Meter all over again. If they succeed, then the High Power Attack is executed in all its glory. You'll be treated to a flashy, cinematic sequence and all throughout this sequence, you'll be hearing an awesome song play in place of whatever music was already playing.
 * 1) Your character must be one round victory away from winning the match.
 * 2) Your opponent's health must be at 30% or lower.
 * 3) Your Power Meter must be charged all the way to 100. All 100 points on the Power Meter will be spent if you trigger the High Power Attack.

Size Mechanic
As anyone who's seen the movie Zootopia should know, the animals in the world of Zootopia come in many, many sizes. Some animals are really big and some are very tiny. Therefore, I feel the need to implement a sort of size mechanic. Basically, each character will have at least one move that can only be used on larger or smaller targets or work differently depending on the size the target is compared to the user.

Throws and low spin kicks are also affected by the size mechanic. Most grab attacks won't work on enemies who are too much bigger or too much smaller than the user. Basic throws are the best example of throws that won't work on targets who are too much bigger or too much smaller than the user. Then we have low spin kicks. They'll inflict damage on any target, but if a smaller fighter uses one against a larger target, that target won't be tripped.

Yeah, I wasn't kidding when I said there wasn't anything really new when it comes to the menus, gameplay, mechanics, and controls. But the character and stage roster? That's a whole different story.

Returning Characters
Characters who were present in the first game and have come back for more in this game. Each of these characters comes packing at least one new move they didn't have in the first game.

Judy Hopps (After joining Stepps Industries private army as a full-fledged member, Judy joins the mission to save Bunnyburg.)

Nick Wilde (Nick also joins Stepps Industries as a full-fledged member of its private army.)

Patricia Swinton (Still seeking revenge on Eric Silvos, Patricia also joins Stepps Industries' private army in hopes of not only saving another city, but also putting Eric down for good.)

Brandon Stepps (Once again, Brandon takes to the field. Bunnyburg is his hometown, after all. It's only natural that he'd want to save it.)

Oscar Mustelas (Oscar's taking to the field as well, working alongside his best friend Brandon and the other heroes to save Bunnyburg. Bunnyburg is Oscar's hometown too.)

Richie Grayson (After all that happened in the first Zootopia Arena, Richie decides to join Stepps Industries' private army and takes part in the mission to save Bunnyburg. He not only wants to save one of the great places he's been to in his travels, but he also seeks answers regarding what he was told in the first game.)

Annie Artia (Annie is not only Richie's combat mentor, but she's also Richie's nanny and so she's been with Richie throughout his travels. Annie also joins Stepps Industries' private army at the end of the first game. Part of it is so she can continue being by Richie's side and the other part of it is because she too is against the Vulpai Zaibatsu's insane ideals.)

Vira Volette (After much thinking, Vira decides she hates the Zaibatsu's insane ideas and so she defects from the Zaibatsu and joins Stepps Industries' private army.)

VUL-23 (After the original VUL-23 was destroyed in the first game, Stepps Industries decided to build their own VUL-23 to use against the Vulpai Zaibatsu.)

Eric Silvos (After his escape in the first game, Eric has now joined the Vulpai Zaibatsu unit in Bunnyburg and takes part in their games.)

Sylvia Wilfox (She, too, managed to escape in the first game and has also joined the Vulpai Zaibatsu unit in Bunnyburg.)

New Characters
Robo-Hopps (A robot rabbit built by Stepps Industries in the likeness of Judy Hopps. Robo-Hopps has a large arsenal of weapons built into her. She can also extend and rotate her limbs.)

Brynn Tailia (A white rabbit. Originally an NPC in the first game, Brynn makes her debut as a playable character in this game after being rescued from the Vulpai Zaibatsu by Richie and Annie. Brynn's fighting style is a mixture of several different martial arts styles.)

Valerie Luneil (A female silver fox who possesses umbrakinetic powers and uses martial arts. Valerie is this game's primary boss and so she has two themes. One is her regular character theme and the other is her boss theme. The boss theme plays when you face Valerie at Stage 10 of Arcade Mode. It also plays during certain fights with Valerie in Story Mode.)

(This roster is incomplete. More characters will be added as they come along.)

(This article is incomplete. More will be added later.)