Street Fighter III: Third Strike
Dreamcast
Capcom - 2002
This is one of the best games ever made. It is the best 2-D fighter
around and probably the best fighting game. I have been playing since
it was released in the arcade and I still learn new stuff. It is
tremendously deep yet as simple to play as Street Fighter II. That
being said, I must admit, it is amazingly well-made. . . What I meant
to say is it's great, fantabulous, damn it. I don't think I can say
anything bad about this game.
HA!
Of course I can say bad things about it, after all, I do hate it.
Some, nay, many of the characters are extremely cheap. A few are so
cheap I don't even acknowledge their existence. Gill, the boss, is
super-duper cheap. Cheap-kuma and Ken are even cheaper, and don't even
get me started on Un-Fun-Li, who is making her not so glorious
re-appearance in this game.
If you've played 2nd Impact or Double Impact, you know what this game
is all about. Priorities have been tinkered with and a few moves are
gone, most notably Dudley's drill move, but that's what one expects
from a sequel. Otherwise, the only difference is Chun-Li.
For those new to the series, here's how it plays out. It follows the
ideals of Super Turbo: slower, more strategic gameplay. The moves are
all still the same, dragon punches and fireballs with a couple of
charge characters. Only Ryu, Ken, Chun-li and Akuma remain from the
older Street Fighters. The other characters, though not all
successful, are quite interesting, with the exception of Sean, the new
Dan. There is only one major change from the previous Street Fighters:
parrying. A sort of tweaked Alpha-Counter, parrying allows one to stop
an attack, taking no damage, and allows the parry-er a moment to
counter-attack, if desired. Parries are performed by hitting towards
the opponent right when an attack hits, successful parries are
high-lighted by a flash of blue. There is also the elusive red-parry.
Which follows the same idea of a parry, but is done after blocking part
of a combo. Red-parrying is very difficult and generally reserved for
the last resort, to avoid taking chip damage with low life.
As for extras, 3rd Strike has a training mode and parry training, which
allows one to chose moves to practice parrying. There is also a
"system direction" option which serves as a debug mode, allowing you to
have extra supers, turn of parries, and other weird stuff. New colors
are unlockable as well as GIll, the boss.
As far as the comparison to arcade, the only difference is that the DC
version has "fixed" the unblockables, so they are blockable. Which
sucks for Urien players.
What I liked: It furthers the series while holding on to
what made Street Fighter great. There's none of that infinite combo
silliness and this game requires real skill and quick thinking. The
variety of characters is also pretty good.
What I disliked: Though the characters are more balanced,
there is still a clear division of strength. Characters like Chun-Li
and Twelve can't help but fight dirty while Sean still doesn't have a
hope in the world, unless you fight Ari or haunts.
What to expect: The continuation of the original Street
Fighter series, not that re-donkulus Vs. series. 3rd Strike holds onto
the less flashy, more functional combos set in place by Super Turbo.
What not to expect: Street Fighter II. While
most of the characters are still there, in some form, and it is in the
same vein, 3rd Strike plays differently. This doesn't mean old-school
fans will be lost, but, at first, the new characters and faster
gameplay will seem overwhelming.
What sets it apart from the genre: Not much. It's a Street
Fighter game: it made the genre. However, this is the nth installment
so it is pretty much perfected.
Ratings on:
Controls: 9 - Anyone can learn these controls,
yet they allow for very complex combos. I took off one point for
Hugo's double-circle super, that's asking a lot.
Graphics: 9 - It is hard to rate sprites, but these are about
the best I've ever seen. Hair flows, clothes sway, all that good
stuff. On top of that, the game moves very fast with smooth animation. I just wish Capcom would go to hi-res.
Sound: 5 - The Hadokens and stuff are still there, along with
other voice clips. The other sounds are average. The music is both
good and bad, except the rap. That thing is terrible.
Style: 4 - Great presentation helps cancel the fact that this
is the billionth Street Fighter. That being said, they have tweaked
this game to near perfection, even changing things from 2nd Impact.
Top that off with the revival of Chun-Li, and you've got a pretty fresh
game. Also, Street Fighter will always have style.
1st hour: 7 - Wow, it feels like Street Fighter
Three, but the old combos don't all work.
10th hour: 8 - Oh, they got rid of the cheap stuff.
1st week: 7 - Oh, they added some cheap stuff.
1st year: 9 - Wait, Ryu and Ken aren't the best characters in
the game?
2nd year: 10 - Really learning some characters, this game just
keeps getting deeper.
#1 thing I hate about this game: Fun-Li, the best character
you'll hate yourself for using.
by Sundu is a proud member of "Team One Win."