Review – Super Street Fighter IV 3D Edition

With the 3DS finally released and the launch window now open, many games have been flooding to the system. Some good, some not so good. The launch line-up hasn’t been the strongest we’ve ever seen for a Nintendo system, but Capcom are here to lend a hand with a picture perfect adaptation of their hit console game, Super Street Fighter IV. Can it make as much of an impact on the 3DS as it did on the Xbox 360 and PS3? Ono-San of Capcom certainly believes so, and so do I. Hit the jump for the full review of Super Street Fighter IV 3D Edition!

Super Street Fighter IV 3D Edition
Developer:  Capcom
Publisher: Capcom
Platform: Nintendo 3DS
Genre: Fighter
Release Date: Out Now!


With the exception of a few minor details, Super Street Fighter IV 3D Edition, SSFIV 3D for short, is the exact same game fighting game fans have been playing for the past year. The 35 character roster also remains, including familiar faces such as Ryu, Ken, Chun-Li and Guile. Super Street Fighter IV introduced 10 new characters that didn’t feature in the original Street Fighter IV, as well as two brand new characters to the series, Juri and Hakan. With such a wide roster, there’s plenty of variety (outside of Shoto fireball characters that is) to be had. Quite fond of Dudley and M.Bison myself actually.

The console version of Super SFIV gave us a truck load of new features. Incase you’ve forgotten, here’s a refresher. Brand new stages, more characters, the revival of bonus stages, a revamped online system and the ability to choose between two ultra combos. Although it goes without saying, it also featured some balancing, helping nerf the overpowered characters and giving a helping hand to those who struggled at the bottom of the tier list. Except Dan of course. SSFIV 3D takes all of this onboard while introducing its own additions to the series.

Challenge Mode makes a welcome return in SSFIV 3D, bringing along the car crusher bonus stage, the barrel smashing bonus stage and the ever so challenging trials. Each character has a set list of 24 trials to accomplish, ranging from simple moves to stupidly complex combos for the advanced players. A lot of combos featured in trials aren’t very practical in a real match but it certainly helps with execution. It’s good to see Capcom decided to keep them in. Gives people a way to gauge their progress.

The biggest inclusion is the new 3D versus mode, where the camera angle changes to an over-the-shoulder perspective. This gives the game a new twist and is an interesting change to the usual 2D fighter gameplay. It’s very strange but equally unique. Quite tough to get the hang of though. The 3D effect works very well for Street Fighter, although it’s more noticeable on static images such as the character portraites rather than the fast paced gameplay. Sadly, your hadoken won’t be popping out of the screen but the effect that separates your character from the background is astounding. Certainly one of the best games so far to show off how well the 3D works.

As previously mentioned, not everything was carried over to SSFIV 3D. The online replay system has been removed and the stage backgrounds are now static images rather than fluid animations. I imagine this is due to space limitations with the current 3DS cartridges. Another feature which may be missed by some is the option to mix and match character voices. Japanese voices have been removed altogether, so you’re stuck with english voices. This doesn’t make a major impact but it may be disappointing to some people. Myself included.

Despite being a near perfect transition from console to handheld, I do have a complaint about a certain new key feature. Touch screen controls. Fighting game purists will be against the idea of shortcuts, but unfortunately there’s really no other option. The 3DS struggles to register the input of 3 buttons accurately, so it’s hard to correctly land those moves that require 3 punches or kicks. Up to 4 shortcuts can be set on the touchscreen, ranging between single button inputs and full super and ultra combos. This control scheme comes in two flavours, lite and pro. Lite mode lets you set anything, where as pro mode only lets you set the inputs, such as lp+mp+hk. It does take a while to get used to but once you’re into the swing of things, it becomes much easier.

In all honesty, I would refer to Super Street Fighter IV 3D Edition as a whole new game, rather than a port. It’s unbelievable to think that a portable version of a console game could be just as good but here we are with such a game. If you can get your head round the controls, there’s a lot of fun to be had with Street Fighter. Despite the weak launch, the 3DS is lucky it has Street Fighter supporting it. It is by far the best launch title available and worth picking up., fighting game fan or not.

Final Score – 9/10

A solid title and a rehash that’s actually worth your time. Despite being tailored to newcomers, Super Street Fighter IV remains enjoyable for everyone. A must have for the 3DS launch period.

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