 |
 |


Copyright © Capcom Co., Ltd. 1998, 1999












|
 |

by Kenneth Lee
Years ago, during the end of the ‘STREET FIGHTER arcade craze,' fans (and
non-fans) jokingly wondered if Capcom knew how to count to threewhich
was in direct reference to Capcom's ridiculous amount of sequels to its
STREET FIGHTER II series, none of which ever managed to actually be a true
sequel: a STREET FIGHTER III game. Well, finally after years and years
of waiting, Capcom finally released STREET FIGHTER III into the arcades. But
by then, the STREET FIGHTER craze had already died down, most fans moved on
and what was supposed to be an epic gaming event, turned out to be a rather
blasé moment for the industry.
Released on Capcom's new CPSIII arcade board,
STREET FIGHTER III really
seemed to be a worthy successor: A completely new cast of fighters (except
Ken, Ryu and Gouki), three to four times the amount of frames of animation
per move when compared to its predecessor, and an overall complete makeover
(new gorgeous backgrounds, fluidity, increased color palette, etc.) All this
added up to the most beautiful 2D fighting game ever created. In the end,
after poor sales in the arcades, Capcom released a (‘surprise!') sequel to
the game, called STREET FIGHTER III 2nd IMPACT, which featured 2 new
characters, and new backgrounds. That was over a year ago.
At that time, no home system had enough 2D power to faithfully replicate
these games. Finally, with the advent of the Dreamcast, Capcom has seen fit
to release both games, STREET
FIGHTER III and STREET FIGHTER III 2nd IMPACT onto the Dreamcast, in one
complete package, called appropriately enough, STREET FIGHTER III W IMPACT
("double impact"). What this package contains is 100% perfect ports of both
games, and in the end, what you get is a solid, tournament-style 2D fighting
game, gorgeously animated, but ultimately lacking that certain appeal to
make it great.
Without a doubt, Capcom has gone the extra mile in the graphics department.
With the extra RAM available in the Dreamcast, Capcom has been able to
create huge, well-crafted, and-drawn characters that animate as fluidly as
anything seen in anime; seeing Ryu throw his Hadoken (fireball) is proof
enough. You can actually see his arms pull back and then forward to ‘throw'
the Hadoken, and when he releases it, his karate gi flaps in the wind
generated by the ‘chi power' he used to create it! The backgrounds also are
impeccably created, and they all look like wonderful paintings that fit into
the game.
Beyond that, the game begins to fall short, starting with its all-new cast
of characters. The irony here is not without humor: Perhaps the largest
complaint by many fans of the series was that every sequel featured the same
cast of characters and that they wanted Capcom to move on and give them
totally new characters. It is sad that when Capcom finally did give the fans
what they wanted, it was the sequel's greatest downfall.
Despite being well animated and far superior to any previous SF game, the
character designs and concepts are just boring. You have Dudley, a British
boxer who's about as much fun to play as his personality is appealing. A
1920's style fisticuffs ‘boxer' complete with suspenders and a starched
white dress shirte, Dudley's prudish and stiff; Yun and Yang, two young
Chinese skateboarding punks who fight like a cross between Gen and Fei Long;
Oro, a thousand year-old withered, one-armed freak who throws fireballs by
picking his nose! (no joke.) Then there's Ibuki, the requisite ‘kawaii
bishoujo' (read ‘cute teenage girl') fighter, who's a ninja, but transforms
into cute, hip street-clothed win poses at the end of matches (yawn); or
Necro, a ‘90's Dhalsim,' complete with stretching limbs and the like, but
nowhere near as cool. The list goes on, and the best one is the final boss,
Gill, a muscle-bound freak, who's painted half-red, half-blue and fights
practically naked with the exception of a pair of Speedos that he's wearing.
Ultimately, all the characters just seem uninspired, or just too weird to
relate towho wants to play a nose-picking, 1000-year old mummy in a
fighting game? They just don't have that personality that the classic
STREET FIGHTER II characters had.
The gameplay is usually the most interesting aspect of the game but, like
the character concepts, it falls short. Essentially, it's still the same six
button layout: with light, medium and heavy punch and kick buttons. You hold
back to block. Moves are still of the ‘move the joystick a quarter-circle
forward/backward' variety. And they even added
the ability to Super Cancel your moves: In other words, if you do a special
move, like a Hadoken fireball, you can immediately interrupt that move, and
‘cancel' into a Shinkuu Hadoken super move, adding to the combo
possibilities. This is without a doubt a great addition, and a good change
from previous SF games. They even balanced gameplay out so that newbies wont
get wiped out by a veteran 'combo master.' You do more damage pulling off a
super move by itself than if you did it in a super cancel combo. So
combo-crazy people can still show off and do the advanced combos but won't
dole out outrageous amounts of damage. Gamers, who are less combo-inclined,
can still do good damage executing the super move by itself at the right
time.
But there are problems in two key areas: One, because of extra frames of
animation, the game slows down considerably from previous incarnations. A
roundhouse kick from Ryu now takes almost 2-3 times as long as it did in
previous games, and while it's wonderfully animated, it does make the game
slower. Now the slower gameplay itself isn't that badsure it's not as
zippy or fast as beforebut it can still be played. But the problem is
that most veteran SF players are already accustomed to a much faster turbo
speed. By slowing the tempo of the game down, moves are almost
‘telegraphedwhen someone executes a move and because the action is animated so well
but slowed down, you can see it coming a mile away, and react accordingly,
punishing the attacker. And so, it turns into a much more defensive-driven
game. Since you can see many moves a lot ‘clearer' now, both players have to
be even more careful when to stick out a move, or jump in to attack,
meaning, there is a lot more waiting and ‘sizing up' the opponent.
Yet what makes the game even worse is the second addition that Capcom made
to the gameplay, the Parry. Basically, just when an opponent is about to hit
you, tap toward your opponent (or tap down if it's a low attack), and you
will ‘parry' the move: an offensive block. At that moment, you can
immediately stick out some move of your own and punish the attacker. A very
cool idea, but since you can parry almost anything in the game, this becomes
a huge problem. With the slower gameplay, and with parrying now in, at the
higher levels of playing, both people end up waiting for each other to stick
out a move, so that they can either counter-attack immediately, or parry it
and counter-attack. It becomes a very defensive game later on, and as a
result, it becomes a lot more boring.
In the end, STREET FIGHTER III W IMPACT is a solid, beautifully-animated
2D fighting game, probably the most beautiful
2D game ever created. But what it
falls short on is the lack of spirit in the gameit's just not fun. The
boring cast of characters, slower and more strategic gameplay all add up to
a game that falls short. It is even more interesting that SNK's previous
release of THE KING OF FIGHTERS '99, which featured much more poorly
animated characters, is a much more entertaining game; Nearly all of its
cast of 38(!) characters are just exuding with personality and attitude,
and the gameplay which not as refined, is faster, and just more enjoyable.
SFIII is a good game, but nothing worthy of being the true sequel to STREET
FIGHTER II.

Rating: 8.0 / 10.0


Dreamcast (1 GDRom)
Fighting
1-2 players
T-1211M
¥6800
Available now in Japan
Where to buy
 |
 |
 |