Street Fighter III: Third Strike Review
Knock you out.
Version tested: Xbox 360
It's all a matter of timing. When Capcom pushed Third Strike into arcades in 1999, every member of its development team believed that this was the final, flawless evolution of Street Fighter.
It was, as the name suggests, the third iteration of Street Fighter III. Many disgruntled consumers consider Capcom's tradition of releasing three revisions to each of its prizefighters little more than a money-grabbing exercise. Perhaps, for the shareholders, this is true. But for the design team on the frontline it's a stepladder towards perfection, each iteration amplifying the successes of the preceding game and diminishing its shortfalls. And they know that three strikes and you're out. Better make sure the final swing counts.
It's all a matter of timing. While Third Strike was a game that refined all that had gone before, thanks to the state of the 2D fighting genre at the turn of the millennium, few were really paying attention. The previous decade had seen Capcom flood the market with Street Fighter-themed product in attempt after attempt to, at best, recapture Street Fighter II's heyday, or at worst, work the series' icons like wizened salesmen. By 1999 ennui had set in, not only amongst the general gaming public, but also within the core fighting fan base. Indeed, following Third Strike's release, it would be nearly a decade before we saw another mainline entry to the series.
So while Third Strike's development team believed they had perfected the 2D fighter with this game, what should have landed as a sucker-punch provided just a glancing blow. Critics awarded the game lacklustre praise. Sales of the subsequent Dreamcast release were modest.
Nevertheless, it was a blow with repercussions. Each year more and more players registered their interest to compete at Third Strike at fighting game tournaments around the globe. There was something at the heart of this game that was building a community and then sustaining it. While the game looked like orthodox Street Fighter - albeit with a more diverse cast - some twist in the DNA set it apart in competitive play. But what?
When playing online, the game displays whether you are playing with open or closed NAT as well as displaying your ping rate.
It's all a matter of timing. Street Fighter III's evolutionary change to the Street Fighter template is disarmingly simple. Press forward on the joystick at the exact moment of any opponent's hit and your character will bat it away with the back of their hand. The parry is different to a block in that, when blocking, your character sustains chip damage. By contrast, there is no penalty to a successful parry.
The temptation must have been there for to include moves which could not be parried. But the team stuck to the vision. Every attack from every character, including the multi hit 'Super Arts', can be parried by a player with expert timing. It is theoretically possible to parry every single hit in a game of Third Strike. The designers hard-coded invincibility into the game, albeit only for somebody with the reaction times of a god. Somebody like Daigo Umehara.
Despite its simplicity, the parry mechanic needed a defining Rocky-esque moment to show the world what it really meant to the fighting game genre. Japan's Umehara provided just that in the Evolution 2004 loser's bracket final, where he executed a full parry of Chun Li's Houyokusen Super Art, batting away 14 consecutive parry strikes, followed up by a Super Art of his own to take the round. The crowd went wild. Google bought YouTube. Third Strike suddenly made sense to the world.
The car-smashing interstitial minigame is joined by another interlude in which you must parry basketballs thrown at your character.
But there's a reason more people watched the internet clip of Daigo's super parry than bought copies of Third Strike across its three console releases combined. For all the wonder of the parry, it's a move that requires astonishing reaction times, well beyond the physical means of most players. So Third Strike became a spectator sport, something for mortals to gawp at.
But it's all a matter of timing. And with the success of Street Fighter IV and the clutch of other fighting titles tethered to its rocketing bandwagon, the fighting game is back in fashion, with a swollen audience full of wannabe contenders. So what better time to re-introduce Third Strike to the world in a bid to land the punch that, in 1999, failed to make much of an impact.
There's no denying that this is a reverent port from Iron Galaxy. The developer may not have redrawn the sprites and background in high definition as per Super Street Fighter II Turbo HD, but on almost every other count, the digitally distributed version of the game delivers. Two half-decent visual filters smooth out the sprites for those with HD televisions, while a remixed soundtrack from Simon Viklund provides a boisterous backing to the all new GGPO-built online lobbies (for up to eight players, with spectator modes). Meanwhile, a host of unlockable digital artwork and a huge array of training tools and challenge modes round out what is a substantial package.
Fighting games sit awkwardly with the current fad for RPG-ification, as all of the 'levelling' is done in the player's muscle memory rather than in the avatar. But Iron Galaxy's ingenious solution to providing long-term investment goals for players is to reward pretty much every input a player makes.
So, in the widescreen gutter next to the 4:3 play area, there's a machine-gun volley of stat read-outs, recording, for example, how many fireballs you've let fly from your palms (583 at time of writing), how many rounds you've won with a special move, and even how many opponents you defeated with a taunt from Dudley. Each stat recorded has set thresholds which, when passed, earn you currency which can be used to unlock new music, artwork and backgrounds. It's a clever system that inspires repeat play in a way that's rarely seen in fighting games.
Smart too are the Trials and Challenges on offer here. Each character has their own Street Fighter IV-style series of trials but, be warned, these scale in difficulty far more quickly than in the game's softer descendant. Meanwhile, the parry challenges aim to teach you basic timing for batting away everything from a simple fireball to a convoluted 12-hit special. This is perhaps the one disappointing area of the game. With no 'preview' of the timing of how to parry some of the more demanding moves, you must resort to trial and error in creating your own Daigo moments. All but the most skilled or dedicated players will be forced to move on.
Daigo revealed to Eurogamer in a rare interview that he was not playing much Third Strike at the time that he entered Evolution 2004. Utter bastard.
These add-ons and trinkets are most welcome, but unnecessary. Third Strike remains a staggering achievement. It's faster than Street Fighter IV and, thanks to the Guard Crush system (which disallows blocking after a certain number of consecutive hits), is a less defensive game. It's also far more exacting over inputs. It's important to remember that this is a game from the time before Capcom introduced leniency into its input schemes. (Nowadays if you throw a rogue 'up' into a two-quarter-circle forward move you'll still output the special move, but in Third Strike you do it right or you don't do it at all.) As such, this is a game to test and refine your execution, and you'll be a better player for it at the end of it, even if you have a few more grey hairs and blisters.
The roster is far from orthodox. Ryu, Ken, Chun Li and Akuma may be friendly faces (while Ibuki, Makoto and Dudley are now familiar to Street Fighter IV players) but the rest of the cast, from Ken's apprentice Sean, a Brazilian Shotokan-style fighter with a mean overhead kick, to Necro, a lithe Russian experiment-gone-wrong, sit somewhat awkwardly with the canon. Likewise, if you thought SFIV's arch villain Seth was cheap, wait till you meet Gill, Third Strike's final boss who can resurrect after KO. But it's a colourful set of characters nonetheless who match variety with keen balance.
The option to record footage and upload direct to YouTube is very welcome.
The truth is that Third Strike is an elitist's game in the truest sense of the phrase. History has shown that, through its demands on player execution, this is a game that shrunk the audience of active Street Fighter players. But few would argue that it's anything but the pinnacle of 2D competitive Street Fighter design.
In some ways, this port has been made for the more casual player. The true Third Strike aficionado will already be playing over GGPO emulation or on an original CPSIII board. So this is for everyone else, especially those players who have learned the ropes on Street Fighter IV and want to see what the grizzled fighter nursing a Scotch in the corner of the gym used to play.
Scrub that. What they still play. Few video games have been competitively relevant for as long as Third Strike. And this tight, assured release will only increase its longevity. It's all a matter of timing, you see.
9 / 10
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Comments (80) Latest comment 9 months ago
Comments for this article are now closed, but please feel free to continue chatting on the forum!
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I could learn Chinese, or become a competent Jazz player with less investment.
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I'm eager to use Dudley just to hear "Guttertrash" again!
Ahh yes and thank GOD shortcuts were not put in, simply the bane of Street Fighter Fighter IV for me.
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Glad someone finally explained why people in that video get so excited. I've seen it many times, but didn't realise each block was an individual response.
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And the resolution might be low, but the animation is wonderful. Must buy.
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1200 MSP. PSN folks who preordered it, get the final boss as a playable character.
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Greatest fighting game ever! See you online people..
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The game doesn't have a guard crush, Street Fighter Alpha 3 does. That red meter below the health bar is the stun meter. They vary in size depending on character. So I suggest anyone who plays with Akuma better not get hit once at the hands of a good player.
Saying that, if you are coming from SF4, you will need to start fresh. The game still has shortcuts to a degree, but it's less lenient. This game will ensure you get rid of all your bad habits as well. No more jab jab combos. No more FADC as a 'get out of jail free' card. Predictable play will get you killed very quickly. Against good players, prepare to get your asses handed to you. But persevere, and you will find that the game has no limits. I'll be looking forward to playing you lot online.
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Oh...
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@madmaardigan
I also have no desire to learn to become AN EXPERT. However, I'm an old skool SFII Hyper/Turbo player, so I still play (in that style) for fun.
I'll learn how to parry effectively eventually.
Capcom and the rest of the game industry really should learn from SFIII, and work towards making online gaming into an event based, online spectator sport.
There's no reason at all why we shouldn't have high profile Regional and Worldwide tournaments taking place, where we can watch the whole thing via video in *gasp* PlayStation Home, or by paying a few credits in the Zune store.
The game itself should offer the facility to promote and offer viewing of high profile tournament games both LIVE for a fee, or for free at a later date.
If this doesn't begin to happen soon, and if these facilities are ignored in the next gen of consoles, then they're missing out terribly.
For example, I haven't bought Bayonetta yet, as it takes me AGES to play thorough 'hack n slash' type games, and I already had God of War and Ninja Gaiden to play through at the time. If there were decent spectator modes, where I could watch the best players in the world play through sections of the game in full quality, rather than via a messy streaming video, then I could pick up the game at any point, and still get value from my purchase.
Often I just don't have 10-20 hours to sink into a massive game, and just want a more passive experience. The hardcore can play every night, and I'll play occasionally, and watch my mates or the best players around for the rest of the time.
It sure beats watching Big Brother / Coronation Street crap.
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I hear kinky_mung hyper cunt extreme is an unfunny twat who is as about as witty as a slice of toast
All the hype is true
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Depends on what format the publisher provides EG with.
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I picked up the Xbox version of Anniversary edition a while back - probably early 2007. EDIT: I REALLY LIKE THIS GAME, BTW...
I remember still having the same impression of SFIII, until I really started playing it with one of my SF arcade playing friends.
My original impressions back in 1998-9 when I saw the first screenshots were:
- Who are all of those characters?
- Where's Blanka?
- The graphics don't look great
- I'm busy playing Virtual Fighter and Sega Rally
- I'm busy playing Quake and Quake II
etc...
Then, when I saw (and heard) the game, I thought:
- What the fuck is this muffled sounding rap crap
- The graphics look really low-res. Haven't we moved on a generation from this crap?
- The graphics look smooth, but not especially well drawn. In comparison to other games of the era, they don't look great
- I can't play this crap - it feels weird!
So - as the game had no obvious grab factor or wow factor, it was ignored, even by someone like me who tended to buy EVERYTHING Streetfighter in the 90s.
TBH, they messed up. They could have made a revamped Dreamcast / PS2 version, that ran in 640x480 and included the rest of the SFII characters as an option. Maybe this would have helped. Also, some training videos on these new GD-ROMS and DVD's would have helped people to 'get' what it was all about.
I guess that the mainstream audience had moved on to Tekken and Virtua Fighter though, To compete with them, they would have had to up the res and the 'wow' factor of their game.
No Blanka was the ultimate deal breaker for me.
I would even like to see Blanka in Ultimate Marvel vs. Capcom 3, tbh.
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Ping rate was used on HD Remix, and is a staple feature of GGPO. Let's just say that if your opponent's ping is less than 80ms, then the game should be smooth.
Oh, and to people thinking that the Daigo parry was the best thing on earth, maybe to the casual eye yes, but it really isn't TBH. The super was baited out. I can't be bothered going into specifics though. The fact that he did the parry and the punish under pressure was the most impressive thing about it. There are much better moments from other players which goes unnoticed.
EDIT: Haaa, getting neg repped. Seems like I have to justify myself.
Take a look at this: [link url=http://youtu.be/OYQ_tufi9eo?t=4m49s
]http://youtu.be/OYQ_tufi9eo?t=4m49s
[/link]
Ryan Hart VS Justin Wong. Same thing happens to him AGAIN, as Justin thought he would chip him out. The second round (6mins 11secs in), Ryan does Kara-Palms on Justin. That is one of THE hardest things to do execution wise in this game. So many great moments goes unnoticed because of that one EVO moment. Best thing was, that was done in Battle of Destiny in the UK, and I watched that live. Good times.
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PS3 atually has a d-pad..
other than that, is it as laggy as HD Remix was/is , Online is crucial and well would have been nice with some developer team details and the online code.
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By that logic does the score go up to 11/10 with an arcade stick, then?
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1.Having a proper job
2.Having sex
3.being liked as a person
4.Exposure to daylight.
My youngest brother is amazing at streetfighter,handsome lad and definately torney standard, and he is an agrophobic, arrogant, know it all,ocd victim, who has only recenly lost his big V, and he is 23.
lol negged, sorry bro, didnt know you would read this.
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I never said anything about it not being impressive. There was strategy behind it all. And I quote 'The fact that he did the parry and the punish under pressure was the most impressive thing about it' end quote. If you want, I can tell you what exactly happens in that video, if you want me to get technical. It's all mind games. Oh, and parrying chun-li's super is not hard. Getting the first parry in IS hard.
Edit: OK, I get the impression that i'm chatting utter nonsense then. Just because I play this game religiously, and thinks who knows it all, doesn't mean that I don't have a life. Seriously. I will say no more then. Forget what I even say. I'll do my talking online AND offline.
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Ten
Nine
Eight
Seven
Six
Choose and pick the best one,
Five
Four
Three
Two
One
Had to be done, sorry.
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Sorry mate...I did get a tad heated there. lol! My sarcasm levels are very low right now it seems!! I really hope everyone enjoys the game anyway like I have done over the last couple of years. I'll be on both PSN and xbox live anyway...really looking forward to the challenges.
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+1 for that my friend =)
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SF3 was almost ruined by parrying. Now this comment normally invites a bunch of "boo hoo shut up you don't understand how DEEP this is" replies, but it's people trying to defend probably one of the worst mechanics in a fighting game. Parrying as a mechanic is far too safe. It neuters characters like Remy, Ryu and Necro into nothingness and completely kills zoning as a play style as any fireball you throw at distance is going to get parried out by any competent player and very few characters have tools to compensate like Ibuki's vortex. Your only options are to turtle or rushdown and you just gravitate to the top 5 (Ken, Yun, Chun-Li, Urien, Makoto) since they are the only characters to actually have the tools to keep the pressure on. You could learn Q, Alex or Dudley, but what's the point when the top is just too good for the rest (And even then, Makoto and Urien are risky since Urien depends a lot on setting up Aegis frame traps and Makoto is pretty much a 50/50 Guess and win character since one karakusa means death in the right hands. If people think Dark Phoenix is bad in Marvel 3, they have never met a good Makoto player). Granted, it's a hard one to balance. P-Groove is trash in CvS2 since there was more recovery frames and if you want to be an asshole, you learned K-Groove since that had Garou MOTW's Just Defend system on it where a perfectly timed block got you health. But 3S's interpretation is far too safe and it almost kills the game into a war of attrition over who can parry better.
Granted, the feature set is excellent in this game, but it's a game that doesn't quite deserve it. As a historical piece or a proof of concept for such features, it's excellent but a better game could do more, especially something like Vampire Savior or Alpha 2 Gold, especially with Capcom's plans for to introduce integrated online streaming. But I guess something as flawed as 3S needs it's moment in the sun sometime. Hopefully players will see it for the flaws it and learn from them rather than seeing it as the trumped up masterpiece some quarters like to refer to it as.
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Having said that I've never played with an arcade stick because I cannot justify the purchase to "her indoors".
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CWY MOAR!!!
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1) "By 1999 ennui had set in, not only amongst the general gaming public, but also within the core fighting fan base."
3s was played by the hardcore FG players.
2) Constant mention of parries being reaction based - they are far more about reads, or option selects, than reactions. You literally *can't* parry Chun's SAII on reaction, for instance, so the main example that you used disproves the statement.
3) 3s has a Guard Crush system? What?
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Having said that I've never played with an arcade stick because I cannot justify the purchase to "her indoors".
Why do you have to justify it? She shouldn't be able to see your gaming room from the kitchen...
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Which of the 8 million iterations of the game do you mean exactly, considering MANY were far from decent as even the biggest SF fanboys acknowledge ?
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Stop acting like a complete twat. Multiple fighting game franchises go through the same thing, so your bitching about iterations is invalid. Blazblue, Guilty Gear, Tekken, VF, and many more...they have all had multiple revisions.
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The same joke said repeatedly gets old very quick. Capcom having been adding superlatives to their titles for 20 years now. No need to point it out again and again and again and agian and agin (see what I mean?)
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That video you provided was infinite times less exciting than the legendary EVO moment, so of course you get neg repped. Plus you sound all elitist about the EVO moment like it was nothing special and you could do it in a tournament setting all the time, that might be it too.
But it's the same for any sports too, like football: special goals tend to get remembered when they are scored by special players on special occasions, and later if someone scores a way better and technically superior goal on a less special occasion, it doesn't get noticed.
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What ever suits your opinion sir. It may have been less exciting to you, but I was there in person at the time, and even though the video don't project the same level of hype, it still had the same feeling. You just had to be there, like they all say. Oh, and yes, I will say that I sounded elitest, but I don't particularly care. All I want is for everyone to see that the EVO moment was not just having the skill to do it under pressure, but there were a LOT of mind games behind it. Everyone has their views, but i'm done with that matter.
And to quote AGAIN, I did say to do that moment under pressure was the best thing about the whole thing. I never said or given the impression about me being egotistical to the matter. The vid has its place, but the game has evolved since then. It's ok though...it's all opinions.
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I got nothing on your arguments as i've never played SFIII:3S but a 6/7 in 1999 meant it was an above avarage good game while a 6/7 today for some reason means below avarage..
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Since then I have had SSF2-HDremix, Blazblue and MvC3 and got soundly pummelled in all of them.
In short I dont need another fighting game that Im crap at and especially not one that others have been playing for years and will already have a massive advantage at.
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3S to be quite honest, scares me, I find SSFIV quite technical already, with so many combos above my skill level, the thought of an even tougher game is quite scary.
then again, a SF game with no turtling? where rushdown and skill is rewarded over holding down back and mashing in opponents combos certainly has an appeal.
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I too hope @Ryze wasn't negged for the Blanka love; Jimmy Blanka rules.
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I was negged because it looks like I was hating on 3S.
I just re-read it, and TBH it reads that way, even though the intention was to express what the 1st impression of SFIII was, from an 'average' gamer. But hey - I'm 'busy' at work in the daytime.
SFIII didn't set the world alight at the time of launch, because it had no immediate wow factor, and in fact didn't even look like a 'Street Fighter II' game, with those new characters.
They made it too easy to ignore and move onto other games instead. I then mentioned the types of things they could have done to draw people into the home conversions of the game, instead of just slapping the Arcade machine onto a GD-ROM.
It looks like Capcom basically gave up on the genre soon after this, and have only come back to it with 2009's SFIV. If the SSFIITHDR project never got off the ground, then who knows what would(n't) have happened.
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http://www.youtube.com/watch?v=76MNVXkzHSg
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Jimmy really, really does not rule, horrible character, designed only too annoy players who like to play properly
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i would prefer street fighter alpha 3, most-played game on my PSX, probably...world tour mode was the biggest fun i ever had with these series : )
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I aprreciate these games are mainly about fighting real people but you would think after all this time they could try a little bit harder perhaps?
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I wonder if it's on XBLA? If it is, I've prob had it for years...
EDIT: CRAP. I've got the trial, but Midway went bump, didn't they? Can't unlock the full game...
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Somebody hasn't read the review and/or comments section first.
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Though technically the crown goes to VF5 for that.
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The 3rd Strike nerd in me had to address Two things
1. "The temptation must have been there for to include moves which could not be parried. But the team stuck to the vision."
The first hit of Akuma's kongou kokuretsu zan cant be parried, you can block the first hit and red parry the rest, but you cant parry the whole super. Akuma's last combo in his trials ends with a jab reset into KKZ, seeing as you cant block and can only parry in the air, KKZ will always connect on an airborne opponent.
2. "The true Third Strike aficionado will already be playing over GGPO emulation or on an original CPSIII board."
Ponder, the guy who wrote the GGPO netcode said it would no longer support 3rd Strike once 3S online came out, he did the same when Hyper Fighting hit XBL.
Just sayin
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It's great - I last played it probably 10 months ago with my copy of Anniversary collection which lives in my bedroom and runs on my other 360.
I CAN tell why I had those original bad impressions of it at face value back in the day, though. This would have been great if it ORIGINALLY was drawn in 640x480, as the animation's obviously an impressive leap over the older games.
The gameplay's fantastic, but is sufficiently different to Alpha and II to throw people who are used to those games. Couple that with a roster of characters that STILL feel alien to me (No GUILE? SAGAT?), that it feels like a different game.
In one sense - that's a massive strength, as this is a especially worthy of a download even by everyone who already owns other SF games. The roster is VERY different to other titles, but with the obvious Ryu, Ken, Chun-Li, Akuma icons in there.
I'm pretty proud of how things are going this generation. My games collection is absolutely MARVELLOUS. With GGPO online play too? Amazing.
*thumbs up*
/waits for Daytona USA online edition...
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I really LOVED this game back in the day (hence my screen-name!) and still enjoy it casually but it's just really not that good, although it very much depends on your taste for fighters. If you enjoy zoning and spacing and a balanced set of varied playstyles from the characters then this one just isn't for you. If rush downs, option selects and hit confirms are all you want, then go nuts of course. This is a very lacking review however: There's no guard crush in SF3, and why is the least balanced Street Fighter of all time being complimented for balance? O_o Also why no mention of the various gaffs I discovered playing this all last night: Ranked match is messed up somehow (@15 mins to get 1 match - and I am on open NAT and play SF2 HDR without any problems all the time - Remy77077 - hi to those that know me
My best SF3 'EVO' moment: Entering it for an SVB heat a couple of years ago (I was there for HDR but played this for a laugh) and being asked what character I was going to play when I was entered under the name "Remy" - I just laughed and said "guess?"
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SF 3rd Strike will keep you coming back for more and more as you discover the deeper side of executing, parrying, defending moves. Nothing like a finishing Shadow Move after a great parry - feels so great!