![]() ![]() The amount of meter gained by receiving damage is tiny and insignificant. The meter is built by attacking and landing attacks on opponents – not really by being attacked. The EX attacks are powered up versions of regular specials and give the attacks new properties at the cost of some meter. It also shuts down the projectile spam/zoning game that is so very popular in SFIV. This single mechanic, which is absent in SFIV BTW, forces you to think about your moves because you could get severely punished for making sloppy, easy to predict attacks. This easy to pick up but tricky to implement maneuver is preferable to blocking because it eliminates block/hit stun (and I think it negates chip damage as well but I’m not sure). In addition to basic guarding, you can also parry attacks by pushing forward or down at the moment of impact. There are six attack buttons, each with various applications. As it always was, the game is technical, fast and exciting. The game-play has remained completely intact. No voices or other sound effects seem to have been redone. Overall, the up tempo and diverse array of songs make the soundtrack in the game a winner. There are remixes of all of the tracks from the original, though I tend to prefer the originals. There is even a hip hop overtone, which is stronger here than before because of the blood boiling main menu music. Jazzy and modern, the game’s soundtrack is not only unlike what’s usually heard in fighting games, but it’s also unlike what’s heard in games period. The music in the game is awesome as it has always been. No one ever came for the story, so I have no issue with its absence, though I’m certain this makes me a hypocrite when I demand narrative in other titles or decry them for their lack thereof. I don’t like saying things like this but I have to be honest the game has no story but it doesn’t need to have one. For example, in Akuma’s story he destroys a pair of submarines for no apparent reason and that’s that. Not completely non-existent, because if you beat the arcade mode with each character, you’ll get a short ending video that should say something about their motives. The UI looks great compared to the first time around, and the character art is awesome.Ĭoncerning story, well, it’s almost non-existent. This is referring exclusively to the actual game-play. The visuals simply haven’t been polished up too much from the first time around. Please don’t think I’m saying the game is ugly or anything because it never has been. There are a few filters you can play with in options and you can switch the view from widescreen, to stretched or to arcade view to further edit the graphics. Obviously graphics aren’t vital or anything, especially here, but after seeing the approach taken with Street Fighter II HD Remix, you kind of expect everything to be redrawn and razor sharp, but that’s not the case. Generally speaking, this could still very easily be a PlayStation 2 game. Everything looks a bit sharper than it did on the Street Fighter Anniversary Collection (which is the only time I ever owned and played the game), but not by much. I don’t consider the visuals here to be great, or even noticeably good. Such a thought overlooks the fact that SFIII and SFIV are very different though, and I’d be willing to bet a good amount of the SFIV player base wouldn’t enjoy this as much, just as many SFIII fans are indifferent to SFIV.įirst, let’s talk about the visuals. One has to wonder if this game can possibly hold its own in terms of sales or popularity when a newer, flashier Street Fighter title is readily available. Does it warrant the purchase price? You be the judge of that. ![]() Street Fighter III: 3rd Strike Online Edition is a love letter to those fans that weren’t satiated by SFIV and its cheesy comeback mechanic. That’s because it deviated from the fast, technical and no-hand-holding style of gameplay that Street Fighter III pioneered. ![]() When Street Fighter IV was released, many series fans were puzzled and displeased. ![]()
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