Street Fighter Alpha 3 Max (PlayStation Portable)
Let’s get this out the way quickly: Alpha 3 Max is the best portable version of Alpha 3 available. It’s even one of the best ports of Alpha 3 among the numerous ports of the game. It has everything that its big brother consoles have and then some, with the massive final updated roster that each successive entry has introduced, and improvements made to the different established modes.
The graphics are nice and large, and the music is still as top notch as ever. But there is a catch because there always is: This is only available for the PlayStation Portable. So, if you can track down that defunct system, get this to have it on the go and have a blast as only one can with Alpha 3 in its final form glory. It’s worth a look just for the complete roster alone.
Score: 4 out of 5
——————————————————————————————————————–
Street Fighter Alpha Anthology (PlayStation 2)
This collection of Street Fighter Alpha games is sublime, especially if you have a PlayStation 2 laying around. It features all the Alpha games, remixes and arranged versions, the Alpha 2 Gold revision and a nice port of Super Gem Fighter Mini-Mix. The best part of the collection is that it plays nicely in every game. It plays like a dream and handles well with a good PS2 controller or joystick.
Even better is the included Hyper Street Fighter Alpha, which allows pitting different Alpha characters against each other using that specific game’s mechanics and rulesets. Think Alpha 2’s Rose versus Alpha 3 V‑ISM Rose. That’s the hidden draw of the game, one that’s not advertised and that you won’t discover without time invested. However, with smooth play and convenience much like 30th Anniversary collection, this is a must buy for the PS2 collection.
Good but not great. That’s what Street Fighter Alpha 2 represents for me. I don’t hate the game these days. After a mature return to the game after many years spent adoring Street Fighter Alpha 3, I can honestly say the game is a good setup for the king of the hill that is Alpha 3.
Because Capcom has advised that Street Fighter Alpha 2’s story supersedes Alpha’s story, we’re not rehashing anything here. Just know that everyone is after M. Bison at this point because he’s up to no good as he always is and will be, and Akuma enters the chat because he supposedly killed Ryu and Ken’s master Gouken. Everything that happens in Alpha 2 sets Alpha 3 up in a way that explains why M. Bison is so powerful by the end of the series and why he’s significantly weaker during Street Fighter II. It’s compelling even if you’re a casual fan of Street Fighter.
The graphics haven’t made a significant leap between Alpha games and yet they somehow look cleaner. They’re chunkier and larger, and you can tell they’re getting closer to the Alpha 3 streamlined version that became the hallmark of the Street Fighter experience in the early to mid-2000s before the advent of Street Fighter IV.
Thankfully, while there isn’t a big leap forward in the look between games, there is a sizable improvement in the soundtrack of Alpha 2. Quite a few tracks stand out and it’s worth hunting down the playlist because there are some gems. It’s still not at the Alpha 3 level but it’s getting there if you need reassurance.
What I didn’t care for in Alpha has improved in Alpha 2: how it plays. The play feel has improved with the introduction of Custom Combos, and while clunky to execute, it’s a nice change of pace for the series. They’re in their infancy here so don’t expect the absolute dominance of Alpha 3 V‑ISM but they are cool to see and it’s satisfying to get them to work consistently in play once you know what you’re doing. Watching high-level play shows how Alpha 2 is meant to be played, and it demonstrates Alpha 2’s strengths: Nuanced strategy and a clean engine.
Alpha 2 does have its quirks, though. Sometimes the game just doesn’t feel quite right and by that I mean, I don’t like how it feels sometimes. It can simultaneously feel slow and sluggish but then it course corrects and the game plays like a dream. Combos work but then sometimes, I struggle to get things going. I can’t place my finger on it, even years later, but there’s something off about Alpha 2 but I’ve learned to accept it for what it is and overall just accept Alpha 2. It may be because I didn’t start the series until Alpha 3, but Alpha 2 doesn’t always feel right. I still prefer to play Alpha 3 in every respect, but acceptance of Alpha 2 is a sign of maturity.
Alpha 2 is the midpoint of the Alpha series and that’s OK. It’s got its growing pains but the growth is there and it’s still regarded as a strong fighting game. Alpha 2 has value and as the middle child of the series, it’s got a lot to offer and a certain charm that is brightened by the fact that Capcom learned its lesson and seemingly learned to count to three. Alpha 2 is a good bridge to greatness.
Street Fighter Alpha sets the tone for spinoff franchise
I promise I can see the potential in the original Street Fighter Alpha: Warriors’ Dreams. I can look down from my high perch of love for Alpha 3 and accept that the series came from somewhere. After all, every series must have a start. But it’s a long hard stretch to say it’s an all-time great start.
Street Fighter Alpha establishes the series’ story: After Ryu wins the first World Fighting Tournament (as depicted in Street Fighter), he returns home to find his master Gouken murdered and sets out to get revenge. At the same time, Chun-Li, Guile and Charlie — along with other various members of the cast such as newcomer Rose — work together to take down M. Bison, who is working to establish his empire and achieve world domination. Know two things about the story: One, it’s a sequel to 1987’s Street Fighter and a prequel to Street Fighter II; and, two, its storyline is supplanted by Street Fighter Alpha 2. Capcom deployed this strategy with the Darkstalkers/Vampire series as well, which was coincidentally created around the same time as Alpha. And this isn’t the only instance of crossover concepts, either.
Alpha plays and feels much like early Vampire as well. The new additions of multi-level super combos and air blocking are here, too, and like Vampire, represent an upgrade from the days of Super Turbo. But, as much as I like the upgraded mechanics, I don’t like how Alpha plays. It feels clunky and slow with a molasses edge to the movesets. While the series did eventually improve with time and speed adjustments, it’s painfully obvious here that it needed a speed boost.
Alpha also resembles Vampire in presentation. The graphics are nice and big, and the sprites are nicely drawn. It’s an early version of the Alpha 3 presentation that we’ve come to know and love, and it’s pleasing to see it here. The music isn’t at the Alpha 3 level yet, but there are a few tracks that might make you tap your toe.
What I wanted from the first game in the Alpha series shows up later in the final game, but the start isn’t terrible. It needed some work and given that Alpha 2 made improvements on this solid foundation in Alpha, I think it’s safe to call this the beta of the Alpha series.
There was a time when all the early generation Street Fighter games weren’t available in the same place. Us old-timers had to own multiple systems and collections on those systems to complete the library of fighting street games. But then along came the 30th anniversary of the landmark fighting game franchise and wouldn’t you know, Capcom thought it prudent to offer a bonanza of Street Fighter. Whether or not it’s a bountiful buffet is still up for judgment.
Street Fighter 30th Anniversary Collection aims to do one thing: Give you all the Street Fighter you can shake a stick at. Included out of the box are: Street Fighter, all versions of Street Fighter II (including Tournament Battle, exclusive to the Nintendo Switch); Street Fighter Alpha, Street Fighter Alpha 2 and Street Fighter Alpha 3 Upper; and, Street Fighter III: New Generation, 2nd Impact: Giant Attack and 3rd Strike. This essentially covers all the bases for early Street Fighter, which is great. Give me everything in one package and let me choose what I want to play. But alas, there is a catch: All the versions included are the arcade versions of the games. That means, for example, with Street Fighter Alpha 3 you aren’t going to get World Tour Mode. Whatever you received in the arcade is what you’re getting here so I hope you like the vanilla versions because that’s what’s served here. That’s not a bad thing if you love Street Fighter, and it’s the smart solution because including the home additions would have pushed this collection to double discs or more.
The package is fine graphically. The games included are going to look exactly the way they did when they were released, which is exactly how they should here and isn’t the focus. What should be the focus is the surrounding package and it’s nice. The graphics look clean, and menus are inviting. However, I do have a gripe with the menus: Capcom is in dire need of a copy editor. I found at least one error in the text (Akuma’s bio in Super Street Fighter II X for the curious), and this isn’t the first time I’ve found this type of thing (there’s an error in Super Street Fighter IV’s text as well).
As a former professional editor, this type of thing in video games gets on my nerves. Capcom is a billion-dollar company; hiring a copy editor to spell check the menus and text shouldn’t be a problem. It reeks of sloppiness, though I shouldn’t be surprised as this is the same company that refuses to translate the board game in Project Justice or the dating sims in both versions of Rival Schools. But I digress. The presentation is good, and it looks fine on modern systems.
The music is the same as the graphics: just as you remember it and perfectly fine. There is a sound test and that’s helpful if you don’t already have any of the tracks in your music collection. There are a few remixes in the menus that you may not have heard before, but there isn’t anything noteworthy like say Mega Man X Legacy Collection. The extras are mid, though some of the artwork and the official timelines provided are neat. It’s just that there isn’t a lot of it and there should be with this many games included.
And just like the presentation, the playability is just as good as you remember. I was able to finish several games in the arcade mode — once I adjusted the difficulty, which is a godsend — and everything felt great even with a PlayStation 4 Pro controller. I also jumped online to test the netcode, and it was decent. However, with the superior Fightcade now in full swing, fighting online with 30th Anniversary has been made irrelevant.
This is the collection to end all Capcom collections for their fighting games. Yes, Capcom insists on releasing other collections with these games, but this is a good stop gap if you want the mainstream stuff all in one place. Come for the nostalgia and the convenience and maybe stay for the extras. Three decades of Street Fighter should be a spectacle to behold but it’s lacking in the knock your socks off draw-ins. It’s still a rad street fight, however.