Our Verdict
More time capsule than must-play, Fighting Force Collection preserves a messy, excessive era of PlayStation history, where fun mattered more than polish. A collection that hits harder if you were gaming in the '90s.
For
- Bringing back memories
- FF is solid and fun
- Nice remaster features
Against
- FF2 is not a good game
- Not exactly 'classics'
Why you can trust Creative Bloq
Publisher: Limited Run Games
Developer: Implicit Conversions (Core Design)
Release date: Out now
Format: PS5 (reviewed), PS4, PC (Steam), Nintendo Switch
Game engine: Carbon Engine
There are some games you don’t return to because they’re timeless classics. You return to them because they drag you back to a very specific version of yourself, the room you were in, the pad you were holding, the tolerance you had for jank.
The Fighting Force Collection on PS5 lands firmly in that retro gaming category for me. I remember these games vividly: playing the original Fighting Force on PlayStation in 1997, reviewing Fighting Force 2 at the time, and even poking around early preview builds when 3D games were still trying to work out what they were meant to be.
Revisiting them now isn’t about rediscovering hidden masterpieces. These aren't great games, and won't appear on the best retro game consoles, but that's maybe not the point. These are nicely remastered versions of cult, flawed games that bring back so many memories; I can overlook the inherited problems.
The original Fighting Force has always lived in the shadow of Sega’s Die Hard Arcade. At launch, that comparison was unavoidable. Sega’s game was the real deal – a landmark 3D brawler I wanted on PS1 – but it was locked to the Saturn, with a Japan-only PS2 release arriving a decade later. For PlayStation owners in the late ’90s, Fighting Force was the nearest thing to that experience, and at the time, that proximity mattered more than outright quality, something modern retrospectives don’t always account for.
Punch, kick karate man
Booting it up now, that context still matters. You choose from Hawk Manson, Mace Daniels, Alana McKendricks, or Ben 'Smasher' Johnson, each with their own stats and fighting styles, and tear through seven levels spread across 22 stages, punching, kicking, and improvising with whatever comes to hand. Pipes, guns, grenades, rocket launchers; if it’s lying around, it’s going to be used as a blunt instrument. There are dozens of moves per character, minor destructible environments, and that distinctly late-’90s sense that excess was a feature rather than a flaw, even when the engine is clearly struggling to keep up.
Is it basic? Absolutely. But it’s also honest fun. The combat has weight, co-op still brings a smile, and I found myself enjoying it most once I stopped looking for depth and just accepted the rhythm of moving forward, breaking things, and occasionally getting knocked flat by something I didn’t see coming. It’s not clever or original, and it doesn’t really try to be, which, oddly, makes it easier to accept and enjoy.
Visually, both games are unmistakably PS1-era, and I mean that in the best possible way. The polygon wobble, texture warping, and rough edges are all here, and there’s a moment a few minutes in where your eyes finally stop fighting the image and your brain just shrugs and goes along with it. Retro doesn’t mean only pixel art; these early 3D games have their own aesthetic, and this collection embraces it rather than sanding it down.
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Retro game improvements
Developer Implicit Conversions has sensibly added a range of visual settings into the mix, including CRT scanline filters, CRT patterns, and upscaling presentation tweaks that let you soften the harshest edges or lean fully into the nostalgia, depending on your tolerance. I settled somewhere in the middle, toggling options on and off until reality and nostalgic memory caught up. More importantly, the games now run smoothly. Frame rates no longer feel like a technical endurance test, which alone makes these versions far more playable than memory might suggest (I remember Fighting Force 2 being horrible).
The quality-of-life additions are where this collection really earns its keep. New control schemes help both games feel less alien on a modern controller, though muscle memory dies hard (sorry). I lost count of how many times I grabbed the wrong weapon because the pickup prompt flickers just long enough to register, but not long enough to react. Save states and a rewind feature are lifesavers.
Where things falter is Fighting Force 2. Even back in 1999, it felt like a misstep, and time hasn’t been especially kind to it. I remember a group of us gathered around a TV, uncontrollably laughing at how bad it was. The sequel pivots away from brawling into a third-person action game that owes more to Syphon Filter than Sega’s arcade heritage, and essentially runs on Tomb Raider 2's controls setup. You play as Hawk Manson, infiltrating research facilities to uncover cloning experiments run by the Knackmiche Corporation, sneaking and shooting through environments that were clearly aiming for cinematic flair but ended up straight-to-DVD.
A laughably bad sequel
On paper, it sounds like growth. In practice, it’s awkward. I wanted to like the change in direction more than I actually did, which is probably the most honest thing I can say about it. The combat lacks the immediacy of the original, the level design feels restrictive, and the game never quite settles on what it wants to be. There are over 20 weapons, hand-to-hand combos, and destructible elements, but none of them click in the same way as the original Die Hard Arcade wannabe.
That contrast defines the collection. Fighting Force is crude but joyful. Fighting Force 2 is earnest but clumsy. Playing them back-to-back makes the split impossible to ignore, even if part of me kept wishing the sequel would eventually relax and let itself be fun.
Neither game was outstanding in the late ’90s, even as guilty pleasures. This was the era of Metal Gear Solid, Resident Evil 2, and a whole trilogy of Tomb Raider games redefining expectations. Against that backdrop, the Fighting Force duo always felt slightly behind the curve – scrappy, willing, but never quite able to keep pace.
As a retro package, though, it’s arguably more welcome now than it was then. That’s because this collection understands what it is. It doesn’t try to reinvent these games or oversell their importance. It simply preserves them with care, smooths out the roughest edges, and lets memory do the rest. I didn’t come away newly impressed so much as oddly content, which may be the best outcome a release like this can realistically aim for.
Fighting Force Collection isn’t essential, but it’s sincere, thoughtfully handled, and deeply nostalgic. Sometimes, today just as back in '97, even though those big franchises – like Resident Evil Requiem – are still here and still setting the benchmark, it’s just fun to walk into a room, grab a fire extinguisher, and go to work.
out of 10
More time capsule than must-play, Fighting Force Collection preserves a messy, excessive era of PlayStation history, where fun mattered more than polish. A collection that hits harder if you were gaming in the '90s.

Ian Dean is Editor, Digital Arts & 3D at Creative Bloq, and the former editor of many leading magazines. These titles included ImagineFX, 3D World and video game titles Play and Official PlayStation Magazine. Ian launched Xbox magazine X360 and edited PlayStation World. For Creative Bloq, Ian combines his experiences to bring the latest news on digital art, VFX and video games and tech, and in his spare time he doodles in Procreate, ArtRage, and Rebelle while finding time to play Xbox and PS5.
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