5 reviews
This game is amazing, the only bad thing that i have in mind about this game is that the roster isn't well balanced.
- guipastura
- Sep 8, 2021
- Permalink
- caster_troy_uk
- Aug 23, 2005
- Permalink
This is another of my personal favorite video games of all time and one of my third favorite in the "Street Fighter" franchise. The main problem I had with the "Street Fighter" franchise was that it kind of suffered "Arrested Development" and what I mean by that was that it kept remaking the same game repeatedly. Ok, not quite there was the "Street Fighter Alpha" series but that's a spin off series so it doesn't count.
Don't get me wrong I appreciate the expansion packages but it's time to move on and despite the long wait it was well worth it. It's true that this entry wasn't as big a hit as it's previous entry "Street Fighter 2", lets face it that can be a tough act to follow. But also, this game came out at a time when the franchise and even the fighting game genre was losing a little steam as the 90's was on the twilight years. However, as time went on this game has gain a huge cult following and has become a timeless classic like its predecessor. Also, this game is featured in fighting game tournaments and is one of the most played, which just cements this game's place in the fighting game genre. Finally, I also feel this game was one of the fitting send offs to the 90's decade.
Really love the graphical presentation it sort of an anime style which makes sense as the time this game came out Anime was on the rise. But it's also fitting as this game by its nature is a Shonen anime. We get plenty of new locations and backgrounds all beautifully rendered and detailed.
Of course, most importantly the gameplay is intact as you have all the features your familiar with from the regular punch and kick moves, some of the super moves, down to your trump card the super mega moves. Music is good I'll admit not all the tracks are favorites of mine as most of them are hip hop tunes and hip hop isn't one of my favorite music genres. Though I don't mind listening to them as a good listen, and this game still has a few memorable tracks that made it on my favorite's list.
I really like the character roster which consist of a lot of new players in the game. It's true that not all the new characters might stand out for you, but that's how it goes for all new contenders in fighting game franchises, it's much like with a new wrestler or two that debuts on "WW" or "AEW" some will pan out to be wrestling legends we know and love and some won't.
It's also true that most of the familiar ensemble from the previous games aren't included but that happens with fighting game sequels, you don't want to repeat yourself. And I wouldn't fret too much just because certain characters aren't in this game doesn't mean them out for good, their probably just saved for the next volume in the series. And like with most fighters it's all a matter of preference, whatever characters fit your preference.
I'll just describe a few of the characters as there are so many and these are the characters, I like playing the best.
Makoto: I always love that name as it's the name of some of my favorite characters in anime, most notably Makoto Kino/Sailor Jupiter from "Sailor Moon". It's kind of ironic as just as that character studies Karate so does this character, so there is more than one Makoto in town. Anyway, this character is cool, despite her small stature don't let that fool you as she's go some powerful moves that make anyone taller than her seem small. I really like that her moves are based on Karate but also Ju Jitsu, which is cool, making her character feel a little more down to earth.
Ibuki: One of my favorite characters from the franchise, this game was her debut and a great start for her. Her character is a ninja, sort of she has a rather interesting looking ninja outfit which looks like something from a time long gone. Even though I know what she looks like I still like she has that face mask on which evokes mystic, and sort of enhances her sexiness. Ahem anyway, her character has some killer moves hers are based on speed and air. Like one more she's almost like "The Flash" where she does a slide, grapples onto an opponent and just whacks them. Or even executing a combo of both low and mid-range kicks.
Ryu and Chun Li: I know these are two characters but since Ryu is my main man and Chun Li is my main woman, I'm counted both together. These two to me are like how I feel about Snake Eyes and Scarlett in "G. I. Joe" franchise you just can't imagine any volume of Street Fighter without them nor want to, in fact neither character in any volume is almost a sin. Both pretty much play out the same as before with maybe one new feature or two, yeah not much of a change but that's a good thing as an old saying goes if it's not broke don't fix it and also the fact both can still put the beat down on new opponents just shows how both are still the best at what they do.
To me though the highlight of the game is in how you get to choose the opponent you fight and pave your own pathway. This I though was brilliant because in the usual fighting game you were always on a set path laid out to you. Here you get to call your own shots, where in each round you fight in you have a choice in taking on one of two opponents. This gives you an opportunity in getting to find out what each of the opponents are made of; as well as an element of strategy figuring out which opponent you can reasonably take on and take out. The game also has a replay value as you can go though the game anyway you want with any fighter you want to play.
The "Street Fighter" franchise still strikes hard, the third time around.
Rating: 4 stars.
Don't get me wrong I appreciate the expansion packages but it's time to move on and despite the long wait it was well worth it. It's true that this entry wasn't as big a hit as it's previous entry "Street Fighter 2", lets face it that can be a tough act to follow. But also, this game came out at a time when the franchise and even the fighting game genre was losing a little steam as the 90's was on the twilight years. However, as time went on this game has gain a huge cult following and has become a timeless classic like its predecessor. Also, this game is featured in fighting game tournaments and is one of the most played, which just cements this game's place in the fighting game genre. Finally, I also feel this game was one of the fitting send offs to the 90's decade.
Really love the graphical presentation it sort of an anime style which makes sense as the time this game came out Anime was on the rise. But it's also fitting as this game by its nature is a Shonen anime. We get plenty of new locations and backgrounds all beautifully rendered and detailed.
Of course, most importantly the gameplay is intact as you have all the features your familiar with from the regular punch and kick moves, some of the super moves, down to your trump card the super mega moves. Music is good I'll admit not all the tracks are favorites of mine as most of them are hip hop tunes and hip hop isn't one of my favorite music genres. Though I don't mind listening to them as a good listen, and this game still has a few memorable tracks that made it on my favorite's list.
I really like the character roster which consist of a lot of new players in the game. It's true that not all the new characters might stand out for you, but that's how it goes for all new contenders in fighting game franchises, it's much like with a new wrestler or two that debuts on "WW" or "AEW" some will pan out to be wrestling legends we know and love and some won't.
It's also true that most of the familiar ensemble from the previous games aren't included but that happens with fighting game sequels, you don't want to repeat yourself. And I wouldn't fret too much just because certain characters aren't in this game doesn't mean them out for good, their probably just saved for the next volume in the series. And like with most fighters it's all a matter of preference, whatever characters fit your preference.
I'll just describe a few of the characters as there are so many and these are the characters, I like playing the best.
Makoto: I always love that name as it's the name of some of my favorite characters in anime, most notably Makoto Kino/Sailor Jupiter from "Sailor Moon". It's kind of ironic as just as that character studies Karate so does this character, so there is more than one Makoto in town. Anyway, this character is cool, despite her small stature don't let that fool you as she's go some powerful moves that make anyone taller than her seem small. I really like that her moves are based on Karate but also Ju Jitsu, which is cool, making her character feel a little more down to earth.
Ibuki: One of my favorite characters from the franchise, this game was her debut and a great start for her. Her character is a ninja, sort of she has a rather interesting looking ninja outfit which looks like something from a time long gone. Even though I know what she looks like I still like she has that face mask on which evokes mystic, and sort of enhances her sexiness. Ahem anyway, her character has some killer moves hers are based on speed and air. Like one more she's almost like "The Flash" where she does a slide, grapples onto an opponent and just whacks them. Or even executing a combo of both low and mid-range kicks.
Ryu and Chun Li: I know these are two characters but since Ryu is my main man and Chun Li is my main woman, I'm counted both together. These two to me are like how I feel about Snake Eyes and Scarlett in "G. I. Joe" franchise you just can't imagine any volume of Street Fighter without them nor want to, in fact neither character in any volume is almost a sin. Both pretty much play out the same as before with maybe one new feature or two, yeah not much of a change but that's a good thing as an old saying goes if it's not broke don't fix it and also the fact both can still put the beat down on new opponents just shows how both are still the best at what they do.
To me though the highlight of the game is in how you get to choose the opponent you fight and pave your own pathway. This I though was brilliant because in the usual fighting game you were always on a set path laid out to you. Here you get to call your own shots, where in each round you fight in you have a choice in taking on one of two opponents. This gives you an opportunity in getting to find out what each of the opponents are made of; as well as an element of strategy figuring out which opponent you can reasonably take on and take out. The game also has a replay value as you can go though the game anyway you want with any fighter you want to play.
The "Street Fighter" franchise still strikes hard, the third time around.
Rating: 4 stars.
- hellraiser7
- Dec 14, 2022
- Permalink
- remittanceman-1
- May 16, 2006
- Permalink
Note: this review applies only to Third Strike.
I must confess, there are aspects of it that I hate. Let's get those out of the way first I loath this game's hip-hop score to the point that I have it completely disabled. And as much as I did not care for the similarly hip-hop-ish announcer either, I have to admit he's nowhere near as annoying as, say, Alpha 3's salesman recording on crack or Super SF2's oblivious and upbeat optimist for that matter. Neither the music nor the announcer bother me enough to knock it down a peg on the rating scale the core of SFIII is a fighting game, and it's being reviewed as a fighting game (not a jukebox) however it is worth mentioning.
More negatives (this one actually pertinent to the fighting):Gil, the red and blue / fire and ice final boss. More specifically his rainbow-of-death Super Art, which takes away about a quarter of your life *if you block.* And let's not forget the counter-able, but still irritating "Resurrection" SA which gives him a second shot at the round with anywhere from a quarter to a full life bar (I advise learning how to preempt this SA to actually be able to beat Gil.) Neither SA would be too big of an issue if the AI didn't read your button input and counter appropriately (I also advise learning the art of parrying before jumping in) and even that wouldn't be a problem if he didn't have 2nd best range, and 4th best speed and even *that* wouldn't be a problem if he didn't have highest priority, and supreme damage, and sorry, Capcom, I thought ridiculously overpowered bosses was SNK's territory?
Nevermind. On to the positives: After releasing five iterations of Street Fighter 2, Capcom took the hint and came through with a unique new fighting game. Not a retread (gasp). A new fighting game. It has its roots in Street Fighter, don't get me wrong (shotos are still around, unfortunately), but the subtleties in the game mechanics are worlds apart from its predecessor(s).
Enter the parry system, which all but defeats the snooze-fest fireball wars of fighting game's past. Tap forward on the joystick the moment an attack (or fireball) is about to hit, and voilà! A parry. You take no damage, your super-meter fills up and their's does not. Now you actually have to use fireballs strategically. For example: jumping in with Akuma, tossing out an air hadouken, and then performing a crouching forward as soon as you land. The air hadouken and low attack will come roughly at the same time will your opponent defend against them in the right order and be able to time both defenses? And if the crouching forward lands, you can unleash the Instant Hell Murder (or "Raging Demon" as it is erroneously referred to.) But standing across the screen tossing fireball after fireball will get you nowhere.
SSF2T introduced overhead attacks to hit the crouching turtle's all but unbreakable blocks, and SFIII continues the tradition which keeps mindless turtles on the losing end of the fight where they belong assuming their opponent has a good mix-up game. Crouching attacks defeat standing guards, overheads and air attacks defeat crouching guards, and thus monotony gets punished.
Third Strike brings the SFIII character roster up to twenty diverse and mostly unique characters, and even though a few bear a passing resemblance to SF2 characters (like Necro with his stretchable limbs reminiscent of Dhalsim) they do play very differently. And even though the button input is the same, the timing and range in landing Hugo's Gigas Breaker is far stricter than Zangief's Super Spinning Pile Driver.
The cast is an uncomfortable mix of realism, freaks, and everything in between all drawn beautifully in large sprites featuring the uncontested most fluid animation of any 2D fighter. On the more serious side of the roster we have Yun and Yang, small, quick, and acrobatic Hong Kong martial artist brothers; Dudley, the swift rose-tossing British gentleman boxer; Alex, American street brawler/grappler hybrid; Ibuki, Japanese ninja-in-training and queen of poking games; bikini-clad African Elena and her capoeira style; and Sean, the Dan-stand in, who looks, sounds, and plays like a joke character.
Over to the oddball side of the fence, let's look at Q, the masked trench coat-wearing enigma who likes to charge across the screen for his attacks; Necro, the flexible zombie-colored experiment who can channel electricity through his skin; Twelve, the helmet-headed pale-skinned synthetic life form with the ability to X.C.O.P.Y his opponent and fight as them; and Oro, a small bouncy old man in a sheet who fights with one arm and can summon a kitchen sink to fight for him (don't ask.)
And the inbetweeners include Urien, muscles in a speedo with insane corner-combo potential using his Aegis Reflector; Hugo, the Final Fight cameo and Andre the Giant tribute, slow as a sloth on downers but God help you if he connects with a Gigas Breaker; Remy, the Frenchman Guile-clone in leather with blue hair capable of throwing out a storm of sonic booms; and Makoto, the Ranma1/2 tribute who specializes in charging in and hitting with lightning fast fists.
Let's not forget returning characters the obligatory Shotos (Ryu, Ken, Akuma need I go into detail?), and Ms Lightning Legs, herself, Chun-li who can all but guarantee connecting her Houyokusen with a crouching forward.
Despite some serious aesthetic flaws, the core of Street Fighter III is the best of any 2D fighting game. Yes, I hate the music with a passion, but call me crazy I spend most of my time *playing* a fighting game, and think it should be judged upon its game play merits. If I want to listen to good music, well, that's why I have an iPod.
I must confess, there are aspects of it that I hate. Let's get those out of the way first I loath this game's hip-hop score to the point that I have it completely disabled. And as much as I did not care for the similarly hip-hop-ish announcer either, I have to admit he's nowhere near as annoying as, say, Alpha 3's salesman recording on crack or Super SF2's oblivious and upbeat optimist for that matter. Neither the music nor the announcer bother me enough to knock it down a peg on the rating scale the core of SFIII is a fighting game, and it's being reviewed as a fighting game (not a jukebox) however it is worth mentioning.
More negatives (this one actually pertinent to the fighting):Gil, the red and blue / fire and ice final boss. More specifically his rainbow-of-death Super Art, which takes away about a quarter of your life *if you block.* And let's not forget the counter-able, but still irritating "Resurrection" SA which gives him a second shot at the round with anywhere from a quarter to a full life bar (I advise learning how to preempt this SA to actually be able to beat Gil.) Neither SA would be too big of an issue if the AI didn't read your button input and counter appropriately (I also advise learning the art of parrying before jumping in) and even that wouldn't be a problem if he didn't have 2nd best range, and 4th best speed and even *that* wouldn't be a problem if he didn't have highest priority, and supreme damage, and sorry, Capcom, I thought ridiculously overpowered bosses was SNK's territory?
Nevermind. On to the positives: After releasing five iterations of Street Fighter 2, Capcom took the hint and came through with a unique new fighting game. Not a retread (gasp). A new fighting game. It has its roots in Street Fighter, don't get me wrong (shotos are still around, unfortunately), but the subtleties in the game mechanics are worlds apart from its predecessor(s).
Enter the parry system, which all but defeats the snooze-fest fireball wars of fighting game's past. Tap forward on the joystick the moment an attack (or fireball) is about to hit, and voilà! A parry. You take no damage, your super-meter fills up and their's does not. Now you actually have to use fireballs strategically. For example: jumping in with Akuma, tossing out an air hadouken, and then performing a crouching forward as soon as you land. The air hadouken and low attack will come roughly at the same time will your opponent defend against them in the right order and be able to time both defenses? And if the crouching forward lands, you can unleash the Instant Hell Murder (or "Raging Demon" as it is erroneously referred to.) But standing across the screen tossing fireball after fireball will get you nowhere.
SSF2T introduced overhead attacks to hit the crouching turtle's all but unbreakable blocks, and SFIII continues the tradition which keeps mindless turtles on the losing end of the fight where they belong assuming their opponent has a good mix-up game. Crouching attacks defeat standing guards, overheads and air attacks defeat crouching guards, and thus monotony gets punished.
Third Strike brings the SFIII character roster up to twenty diverse and mostly unique characters, and even though a few bear a passing resemblance to SF2 characters (like Necro with his stretchable limbs reminiscent of Dhalsim) they do play very differently. And even though the button input is the same, the timing and range in landing Hugo's Gigas Breaker is far stricter than Zangief's Super Spinning Pile Driver.
The cast is an uncomfortable mix of realism, freaks, and everything in between all drawn beautifully in large sprites featuring the uncontested most fluid animation of any 2D fighter. On the more serious side of the roster we have Yun and Yang, small, quick, and acrobatic Hong Kong martial artist brothers; Dudley, the swift rose-tossing British gentleman boxer; Alex, American street brawler/grappler hybrid; Ibuki, Japanese ninja-in-training and queen of poking games; bikini-clad African Elena and her capoeira style; and Sean, the Dan-stand in, who looks, sounds, and plays like a joke character.
Over to the oddball side of the fence, let's look at Q, the masked trench coat-wearing enigma who likes to charge across the screen for his attacks; Necro, the flexible zombie-colored experiment who can channel electricity through his skin; Twelve, the helmet-headed pale-skinned synthetic life form with the ability to X.C.O.P.Y his opponent and fight as them; and Oro, a small bouncy old man in a sheet who fights with one arm and can summon a kitchen sink to fight for him (don't ask.)
And the inbetweeners include Urien, muscles in a speedo with insane corner-combo potential using his Aegis Reflector; Hugo, the Final Fight cameo and Andre the Giant tribute, slow as a sloth on downers but God help you if he connects with a Gigas Breaker; Remy, the Frenchman Guile-clone in leather with blue hair capable of throwing out a storm of sonic booms; and Makoto, the Ranma1/2 tribute who specializes in charging in and hitting with lightning fast fists.
Let's not forget returning characters the obligatory Shotos (Ryu, Ken, Akuma need I go into detail?), and Ms Lightning Legs, herself, Chun-li who can all but guarantee connecting her Houyokusen with a crouching forward.
Despite some serious aesthetic flaws, the core of Street Fighter III is the best of any 2D fighting game. Yes, I hate the music with a passion, but call me crazy I spend most of my time *playing* a fighting game, and think it should be judged upon its game play merits. If I want to listen to good music, well, that's why I have an iPod.
- jaywolfenstien
- Aug 28, 2008
- Permalink