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There is always an air of caution when approaching a fighter on a handheld device. Fighters don’t have a great track record on handhelds, they seldom make the journey intact and the necessary compromising affects the overall quantity. Not so in this game, one of the many iterations of the beloved Street Fighter franchise. This version could easily be called Super Street Fighter IV Spot the Difference to the Big Brother Versions: 3D Edition.
Ok, so I’m getting carried away, there are some differences between the 3DS version and the home console versions. For starters the backgrounds are a little more quiet and static but should you really notice that in the heat of battle? The characters are more important than the backgrounds and they don’t disappoint at all. Secondly... nope, I’m all out of differences.
Other than the backgrounds, everything is present and correct. All the fighters are available, all their moves are available, offline and online modes are both here. The super combos, the ultra combos, the EX moves, all available. This is a proper port of one of the best fighting games available and graphically it impresses, you certainly don’t feel short changed coming from the xbox 360 or PS3 versions to this. Capcom have done a grand job of giving us a real Street Fighter experience in the palm of our hands. The game flows, moves and plays just like it should.
Where Capcom might have met their match is in the control scheme. Most Street Fighter purists will favour an arcade stick over a control pad and unfortunately the 3DS doesn’t have that option, you have to work with what you have. The general layout of the buttons isn’t any different to a control pad but the 3DS buttons are smaller, closer together and L1 (for a hard punch) isn’t as comfortable to use. The d-pad is also small which makes the likes of quarter circle moves a little awkward. The c-pad is much better suited to this but I was surprised to find I’d over do it and end up jumping diagonally forward instead of pulling off the desired hadoken move. And a dragon punch was impossible.
From an initial impression, the controls instantly spoiled the experience, how can I play this if I can’t be certain of some of the basic moves? But practice makes perfect though and whilst I’ve not perfected yet, I believe I am only marginally less accurate than I am with a 360 pad and it is certainly worth the initial setback. My dragon punches are still a bit wobbly though. The issues aren’t so obvious with all of the characters, it really just depends on their move set.
A touch of common sense has been added to the game for the controls though. The purists will feel ill at the thought of this but the amateurs amongst us will be glad of the touch screen. The touch screen is split into 4 button slots, each of which can be assigned to a physical button, one of the character’s moves or even the super and ultra combos. It is a godsend for some but I do appreciate the arguments against it. It does make the game more accessible but you still need to be able to time it, just because you can pull off an ultra with the touch of a button doesn’t mean you’re going to land it. I was always a fan of Chun-Li on the Megadrive but on the Xbox 360 I simply couldn’t pull off her super or ultra combos and I therefore pretty much ignored her. The 3DS however has given us a happy reunion.
The touch screen use is split into Pro and Lite categories. The difference between them is that in Pro, you can’t use the touch screen for super or ultra combos. Whilst I’m sure the purists would argue that a Pro doesn’t need the touch screen at all, it is still a sensible distinction to have. It is a feature that will divide opinion but I don’t see that Capcom had much option and it is afterall, only an option.
The 3D, in normal side on view, adds a touch of depth but you don’t need it, playing a proper version of Street Fighter IV on the move is impressive enough.
Multiplayer takes the usual form of adhoc and online. For adhoc, your fellow 3DS owners don’t even need the game, the match will be restricted to Ryu vs Ryu but it is still good to see the option. For the online mode, the purists can opt to ignore those who use the ‘lite’ controls to pull of supers and ultras. As with all handheld gaming online, numbers aren’t what they are on the home consoles which is disappointing as multiplayer is the main part of a fighter. It becomes more annoying when the 3DS does find a game to join and you are beaten to it and have to start searching again.
Challenge and Training modes are present for those that want to work on their preferred characters. The bonus stages are also available to replay outwith the Arcade mode.
Capcom have added extras to exploit the unique features of the platform. First up is the Dynamic view to enhance the 3D effect. This gives the player an isometric view point and whilst impressive on the 3D front, it’s not the most practical view for playing.
The game gives you the opportunity to spend all of your hard earned 3DS coins. You can assemble a figurine collection to allow for some battles via Streetpass when the 3DS is in sleep mode. When you pass someone else who has the game, your figurines will battle with your opponent’s figurines. It is an interesting idea but not one I’ve been able to make use of, my 3DS is somewhat lonely in my home town.
It was never going to be perfect but Capcom have certainly surprised. This is a very good advert for what the 3DS can do but most importantly, a marvellous conversion which is only hampered a touch, just a touch, but the control scheme.
9
There is always an air of caution when approaching a fighter on a handheld device. Fighters don’t have a great track record on handhelds, they seldom make the journey intact and the necessary compromising affects the overall quantity. Not so in this game, one of the many iterations of the beloved Street Fighter franchise. This version could easily be called Super Street Fighter IV Spot the Difference to the Big Brother Versions: 3D Edition.
Ok, so I’m getting carried away, there are some differences between the 3DS version and the home console versions. For starters the backgrounds are a little more quiet and static but should you really notice that in the heat of battle? The characters are more important than the backgrounds and they don’t disappoint at all. Secondly... nope, I’m all out of differences.
Other than the backgrounds, everything is present and correct. All the fighters are available, all their moves are available, offline and online modes are both here. The super combos, the ultra combos, the EX moves, all available. This is a proper port of one of the best fighting games available and graphically it impresses, you certainly don’t feel short changed coming from the xbox 360 or PS3 versions to this. Capcom have done a grand job of giving us a real Street Fighter experience in the palm of our hands. The game flows, moves and plays just like it should.
Where Capcom might have met their match is in the control scheme. Most Street Fighter purists will favour an arcade stick over a control pad and unfortunately the 3DS doesn’t have that option, you have to work with what you have. The general layout of the buttons isn’t any different to a control pad but the 3DS buttons are smaller, closer together and L1 (for a hard punch) isn’t as comfortable to use. The d-pad is also small which makes the likes of quarter circle moves a little awkward. The c-pad is much better suited to this but I was surprised to find I’d over do it and end up jumping diagonally forward instead of pulling off the desired hadoken move. And a dragon punch was impossible.
From an initial impression, the controls instantly spoiled the experience, how can I play this if I can’t be certain of some of the basic moves? But practice makes perfect though and whilst I’ve not perfected yet, I believe I am only marginally less accurate than I am with a 360 pad and it is certainly worth the initial setback. My dragon punches are still a bit wobbly though. The issues aren’t so obvious with all of the characters, it really just depends on their move set.
A touch of common sense has been added to the game for the controls though. The purists will feel ill at the thought of this but the amateurs amongst us will be glad of the touch screen. The touch screen is split into 4 button slots, each of which can be assigned to a physical button, one of the character’s moves or even the super and ultra combos. It is a godsend for some but I do appreciate the arguments against it. It does make the game more accessible but you still need to be able to time it, just because you can pull off an ultra with the touch of a button doesn’t mean you’re going to land it. I was always a fan of Chun-Li on the Megadrive but on the Xbox 360 I simply couldn’t pull off her super or ultra combos and I therefore pretty much ignored her. The 3DS however has given us a happy reunion.
The touch screen use is split into Pro and Lite categories. The difference between them is that in Pro, you can’t use the touch screen for super or ultra combos. Whilst I’m sure the purists would argue that a Pro doesn’t need the touch screen at all, it is still a sensible distinction to have. It is a feature that will divide opinion but I don’t see that Capcom had much option and it is afterall, only an option.
The 3D, in normal side on view, adds a touch of depth but you don’t need it, playing a proper version of Street Fighter IV on the move is impressive enough.
Multiplayer takes the usual form of adhoc and online. For adhoc, your fellow 3DS owners don’t even need the game, the match will be restricted to Ryu vs Ryu but it is still good to see the option. For the online mode, the purists can opt to ignore those who use the ‘lite’ controls to pull of supers and ultras. As with all handheld gaming online, numbers aren’t what they are on the home consoles which is disappointing as multiplayer is the main part of a fighter. It becomes more annoying when the 3DS does find a game to join and you are beaten to it and have to start searching again.
Challenge and Training modes are present for those that want to work on their preferred characters. The bonus stages are also available to replay outwith the Arcade mode.
Capcom have added extras to exploit the unique features of the platform. First up is the Dynamic view to enhance the 3D effect. This gives the player an isometric view point and whilst impressive on the 3D front, it’s not the most practical view for playing.
The game gives you the opportunity to spend all of your hard earned 3DS coins. You can assemble a figurine collection to allow for some battles via Streetpass when the 3DS is in sleep mode. When you pass someone else who has the game, your figurines will battle with your opponent’s figurines. It is an interesting idea but not one I’ve been able to make use of, my 3DS is somewhat lonely in my home town.
It was never going to be perfect but Capcom have certainly surprised. This is a very good advert for what the 3DS can do but most importantly, a marvellous conversion which is only hampered a touch, just a touch, but the control scheme.
9