I have a soft spot for fighting games. Even though my multiplayer game time has dwindled to almost nothing, I relish the chopsocky action too much to quit entirely. My interest has further grown alongside the genre's worldwide revival, sparked by 2009's Street Fighter IV, which produces more and more games that exhibit extravagant martial arts action with tournament balance. This pleases me.
Not content to milk just Street Fighter IV year after year, Capcom's digging deeper into its past to re-release what many consider its finest fighter, Street Fighter III: Third Strike. The fan favorite finds its way onto Xbox Live Arcade and PlayStation Network as Street Fighter III: Third Strike Online Edition, adorned with bells and whistles that appear to go beyond what fans would expect from a modern port. SF3:TSOE boasts visual filters, remixed music, concept art, detailed tutorials, expert trials, Youtube match uploads, and even renowned GGPO netcode that promises smooth and customizable online performance.
I have played Third Strike a few times in days long past. I remember some of the game-specific basics, like parrying, but am unfamiliar with most characters. I'll see what the trials can teach me about the game's mechanics beyond parrying. Next, I'll see what trials are available for Dudley, a boxer I recognize from Super Street Fighter IV but have never used in Third Strike. Finally, I'll check out Arcade mode and see what the game has to offer as a singleplayer experience.
Check out five minutes of parries, Corkscrew Blows, and everything else that makes up gentlemanly fighting.
Announcing the 2010 Game of the Year Awards from the First Hour! We published over 60 full reviews this year, tripling our output from last year. Of course, our writing staff has grown quite a bit also. I personally beat 30 games, undoubtedly making 2010 my most productive video gaming year ever. We also played over 55 first hours, keeping up a steady pace of one a week. We have not been lacking for great games or content this year.
This isn't your normal Game of the Year awards, we cover everything from older game of the year to worst first hour, so keep scrolling all the way to the bottom! If anything, our game of the year picks are the least interesting decisions. The writers here also don't vote on the categories, instead, everyone is welcome to submit their picks as their own definitive decision.
As mentioned in my previous article, Street Fighter 4 has become THE fighting game phenomenon of recent years, and with good reason. Released to consoles early 2009 and backed by a fantastic media campaign, Capcom gave fans a stunning, well-balanced mix of old and new. Refreshing the memories of old fans while simultaneously creating new ones, the fighting game was resurrected.
Its update/sequel/expansion recently hit stores in April, offering new characters, new ultras, and a fantastic replay system along with improved online matchmaking and play. As I do not actually own a copy of the game, this article will only be my initial impressions on these topics. Currently released on 360 and PS3, an arcade version is planned for the near future, with a PC version yet unannounced and conspicuously absent.
What more can one say about Street Fighter? As explained in my previous review of Street Fighter: The Movie, the franchise is one of the most popular in gaming history and has permeated almost all aspects of society. It requires little backstory here, so let's head straight to the latest iteration.
Street Fighter IV released in arcade around the fall of 2008, with console ports the following February. Through hype, word of mouth, relatively balanced play, online play and catering to players of all skill levels, the game was a smash and is now a phenomonon of no other in the fighting game world, aside from the original SFII and perhaps Marvel vs Capcom 2. With new hybrid 3d celshaded graphics, dazzling ultra moves and a cast of old favorites along with new contenders, players of all different types and generations flocked to the new release. Its expansion, Super Street Fighter IV is on its way (currently slated for spring), and the franchise shows no signs of slowing.
So what exactly is so good about the game and why does it appeal to so many people? It seems like they made almost every decision and move to connect the past and the future, to leave no one behind while still progressing as a series.
Ah, yes, the Street Fighter movie. No good phenomenon is safe from Hollywood's prying eyes, and Street Fighter was no exception. Street Fighter II was released in arcades in 1991, on consoles in 1992, and it quickly became a smash. Supremely polished with well-balanced 1v1 play, SFII jump-started the fighting game craze of the 90s, packing arcades as well as basements around the world. Capcom ultimately released 5 or so additional iterations of the game before moving on to Street Fighter Alpha and a continuation of the numbered series (along with a puzzle game, a simplified for-kids title and an outsourced 3d line).
Along with Street Fighter mania arrives the inevitable movie deal. Starring the Muscle from Brussels himself, the movie was pitched and billed as a good vs. evil tale. At this time, the Street Fighter storyline was not fully set it stone out and the screenwriters' eyes gleamed to this, taking heavy liberties with the plot arc and character backstories. It essentially took each the characters from Super Street Fighter II (minus Fei Long, who was somehow twisted into Captain Sawada). Each were then designated as either good or evil (allowing for swaps along the way) and they seemingly wrapped a story around that.