The
most ironic thing about Street Fighter III is that it really is
the proper sequel to Street Fighter II in ways that the Alpha
and Vs. spin-offs never will be.
It's ironic because this game comes so far after Street
Fighter II that it seems hopelessly silly to call any game Street
Fighter III at this point.
However, this game is the spiritual successor to Street
Fighter II in almost every way.
Some examples are certainly needed to defend that point, so
here goes.
There is a limited roster in this game.
There are all-new characters.
The animation is miles ahead of any other Street Fighter
game.
Most of the characters are not Ryu clones.
Super-combos, called Super Arts in this game, are limited in
flair and damage.
Most importantly, the changes to the fighting engine are
logical and enhance the strategic nature of the game.
Unfortunately for Capcom, this game comes to the Dreamcast so
long after Street Fighter III hit the Super Nintendo that most
of these features are no longer what players are looking for in a
fighter.
Hopefully this review will help you decide which side of the
fence you will be on when playing Street Fighter III.
Perhaps
the best word to describe this game is balance.
The Street Fighter III: Double Impact disc has the
original arcade version of Street Fighter III, plus its first
update, Giant Attack.
Including both is basically a gimmick because Giant Attack
is expanded and improved.
Capcom has tweaked the Street Fighter III engine, adding
depth while removing some of the frills.
Gone are the alpha counters and air blocking from the Alpha
series.
In their place, characters in Street Fighter III have
what is called a “parry”.
By pressing forward just before an attack hits, a parry stops
all damage from an attack, and allows the defender to get in a
counterattack.
However, this technique is difficult to master, especially
playing against another human player.
Pressing forward before the second of impact is
counter-intuitive to years of training in Capcom fighters, but the
parry technique, when mastered, increases the depth of the fighting
engine by leaps and bounds, removing much of the predictable nature of
many fights and giving players great reason to really put time into
the game.
Also
new are the Super Arts, which refine the system of more powerful
attacks introduced in Super Street Fighter II so many years
ago.
Each character has three Super Arts to choose from, one of
which must be chosen before the match.
Some Super Arts have multiple levels which can be filled, while
others have only one.
Also, some characters have shorter Super Art bars than others.
The Arts themselves are logical extensions of regular moves
each character has, and are for the most part easy to perform in the
heat of battle.
The most useful change, in my opinion, is the ability to
enhance special moves by using a portion of the Super Arts bar.
By pressing two kicks or two punches when doing a special move,
such as Ryu’s hurricane kick, a more powerful version is performed,
which uses up about a third of the Super Arts bar.
Again, this adds depth by allowing players to manage their
special moves more easily, and makes the whole Super Art system less
of a gimmick and more of a totally integrated part of the fighting
engine.
Besides
tweaking the fighting engine, Capcom also ramped up the animation
quite a few notches.
How?
Unlike the Alpha Series and all the Vs. games prior to Marvel
vs. Capcom 2 which run on the CPS-II board, Street Fighter III
ran on Capcom’s powerful but rarely used CPS-III board instead.
The Dreamcast is totally capable of handing this more powerful
arcade hardware, meaning that Street Fighter III has incredible
animation and no load-times throughout. The
fighter’s costumes billow and flow like a Disney cartoon, rather
than the static, motionless look they have in previous games.
Elena and Necro, two of the new characters, are so full of
motion that they seem like they belong in a 3D game such as Dead or
Alive 2.
Unfortunately, the backgrounds have remained mostly static with
sparse animation, unlike the improved backgrounds of the Naomi-powered
Marvel vs. Capcom 2.
Not
everything with this game is as improved as hoped, of course.
For one thing, the music is sub-par, even for Capcom.
I know that many people complain about Capcom’s music but in
general I tend to like it, but the slow, elevator music sound in this
game just does not cut it for a fighting game.
Furthermore, Capcom still has not taken a lesson from Namco as
far as ending sequences go; Street Fighter III has silly,
almost still-frame endings that are generally pointless and do nothing
to create an overall story for the game.
I would give my first-born to have Capcom make just one game
with fully animated ending sequences for all of the characters.
Also unfortunate is the scarcity of options here.
The training mode is rather limited compared to most recent
fighting games, and the incredible World Tour mode from Alpha 3
is nowhere to be found.
Overall, these problems tarnish the game slightly, but also add
to its somewhat retro feel.
Street
Fighter III: Double Impact is not for everyone.
It's much slower than Street Fighter Alpha 3 is in turbo
mode, although it is faster than the original Street Fighter II
games.
Giant Attack gives you thirteen fighters, plus two
hidden characters that unlock when you beat the game; some people
would say this compares unfavorably to the thirty-something fighters
in Alpha 3 and fifty-something fighters in Marvel vs. Capcom
2.
If you yearn for the days of old, where a limited roster
allowed you to truly master a fighting game by knowing all the
characters inside and out, and where the speed and moves are fast but
not so crazy that button-mashing is a viable strategy, then Street
Fighter III is a dream come true.
Anyone looking for the craziness of the Vs. series should stay
far, far away, as should anyone who demands dozens and dozens of
fighters.
Personally, I think this game is a must-have for anyone who
remembers how incredible the first days of Street Fighter II in
the arcade were.
The feeling of dominating a fighting game due to skill alone is
finally back.
Kudos to Capcom for taking a risk on this one.
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