Marvel Super Heroes vs. Street Fighter — Issue 55

Miss Mar­vel: Apoc­a­lypse retread should be skipped

Extra­ne­ous. Super­flu­ous. Unnec­es­sary. Fight­ing game sequels should be doing some­thing to move the nee­dle, whether it be new sys­tems or char­ac­ters to break up the retread. Retro fight­ing games espe­cial­ly had to bring some­thing new with every entry lest they be left behind in a mar­ket where con­sumer choice is king. Mar­vel vs. Street Fight­er did absolute­ly noth­ing new and it shows in the mod­ern fight­ing game scene.

Mar­vel vs. Street Fight­er is the sib­ling of the Ver­sus series that is the for­got­ten child. Using basi­cal­ly the same sto­ry as direct pre­de­ces­sor X‑Men vs. Street Fight­er, MvSF intro­duces one mechan­ic (Vari­able Assist — call­ing your part­ner to assist) and swaps some char­ac­ters. The boss, Apoc­a­lypse, is a retread from the pre­vi­ous game. That’s about it. It plays the same as X‑Men vs. Street Fight­er and gen­er­al­ly fairs less favor­ably by com­par­i­son because of the char­ac­ter swaps and the unnec­es­sary inclu­sion of come­di­an Nori­take Kinashi’s joke char­ac­ter Nori­maro and Cyber Akuma.


And while it leans heav­i­ly on XvSF, the game does­n’t play near­ly as well. It feels slow­er and more plod­ding, just a chore to do much of any­thing. Assists don’t real­ly add any­thing to the game­play flow and gen­er­al­ly can get tagged as soon as they come out. And you can’t choose what move the assist does, some­thing that did­n’t come into play until Mar­vel vs. Cap­com 2. That lack of advance­ment feels lazy. It feels like Cap­com put out a game to check box­es and ful­fill a con­tract. And it shows in the mod­ern fight­ing game tour­na­ment scene where XvSF still enjoys a healthy engage­ment, but no one plays MvSF.

One area where it does do well is the sound depart­ment, though there are a few recy­cled tracks here, too. The sound­track car­ries the game and has some bangers that work for the atmos­phere of MvSF, but you’ve prob­a­bly already heard them (Edi­tor’s note: See this issue’s Beat.Trip.Game for our sound­track choices).

If you’re play­ing Mar­vel vs. Street Fight­er, know that you’re get­ting warmed over Ver­sus series. It’s not ter­ri­ble but it’s not the best that Cap­com is capa­ble of when it comes to the Ver­sus series. Skip this one and jump straight from X‑Men vs. Street Fight­er to Mar­vel vs. Capcom.

Marvel vs. Capcom 2 — Issue 55

Mar­vel vs. Cap­com 2 a new age of frustration

I have a polar­iz­ing rela­tion­ship with Mar­vel vs. Cap­com 2. While it’s revered as one of the great­est games of all time, and I spent a lot of time play­ing it, I don’t love it as much as I once did. There are rea­sons for my trans­ac­tion­al love for the Cap­com stal­wart, and there are rea­sons why it’s tak­en this long for Gam­ing Insur­rec­tion to engage.

Mar­vel vs. Cap­com 2 rounds up every­one who was present in the Ver­sus uni­verse, adds a few new faces and throws them togeth­er to cre­ate a mashup of epic pro­por­tions. Vet­er­ans such as Mag­ne­to, Dr. Doom, M. Bison, Ryu and Chun-Li join new­com­ers such as Ruby Heart, Cable and Amin­go. The rag­tag mot­ley crew join forces to take on new vil­lain Abyss, whose main goal is world dom­i­na­tion through decay. The sto­ry is engag­ing enough to jus­ti­fy the col­lid­ing of the respec­tive uni­vers­es but not too deep to jus­ti­fy any sort of lore research.

The mashup, how­ev­er, is what is most impor­tant. The meld­ing of realms and reunion of the pre­vi­ous games’ ros­ter brings togeth­er 56 char­ac­ters to make three-char­ac­ter teams. The over­pow­ered gods of pre­vi­ous out­ings return to set up shop in the upper ech­e­lon of the game’s tiers, and the joke char­ac­ters and non-essen­tials also return for the ride. 

All of this is wrapped up in a futur­is­tic seri­ous-look­ing bow, com­plete with a seri­ous announc­er that lacks com­ic book trap­pings. The back­grounds are mod­eled well and are an impres­sive leap from the pre­vi­ous hand-drawn entries. The sound­track is also OK. I’m not one of the legions that appar­ent­ly hat­ed the sound­track back in the day, and it’s fine now. The smooth jazz has always fit the action, and I nev­er saw what the prob­lem was with it. Jazz has always been a part of the Ver­sus series expe­ri­ence, and it did­n’t seem dif­fer­ent this time around than any of the oth­er games in the series. I’ve always felt the response to the sound­track was overblown and sil­ly. Focus on the more impor­tant things that are wrong with the game.


And here’s where I want to put that focus and explore why it’s the source of my ire and apa­thy with MvC2. For a game that touts 56 char­ac­ters, in hind­sight, only 10 are viable tour­na­ment options. Yes, tour­na­ments have been played with the low tier char­ac­ters, but his­tor­i­cal­ly, the major tour­na­ments of the day have always fea­tured teams that have the Mar­vel 2 gods involved. You’re going to see a Cable, Storm, Sen­tinel, Mag­ne­to or Iron Man in the top 3. You’re going to see the same assists anchor­ing those teams as well. That’s a prob­lem. With that many char­ac­ters avail­able, the same hand­ful of names should not be dom­i­nat­ing. There should be vari­ety. This has been a prob­lem in the Mar­vel 2 tour­na­ment scene since the first six months post release when every­one fig­ured out the ini­tial tech and real­ized Tiger Knee Hyper Viper Beam and Fly­/Un-fly com­bos were the way to vic­to­ry. And, yes, I real­ize it’s been 25 years since the game was released, new tech still pops up that makes char­ac­ters look bet­ter than they ever did, and ambas­sadors such as Justin Wong use dif­fer­ent teams to high­light this dis­par­i­ty. But it was a mas­sive prob­lem back in the day and ruined the expe­ri­ence for me going forward.

Mar­vel vs. Cap­com 2 gets near­ly every­thing right: Evolved game­play with assists, clean­er visu­als and a gigan­tic ros­ter with famil­iar faces and cool addi­tions. How­ev­er, that near­ly is what breaks the game for me. I can’t rec­on­cile my nos­tal­gia for the game and the time spent trav­el­ing, meet­ing new peo­ple, the gift of Ruby Heart and lov­ing the Ver­sus series with the absolute fool­ish­ness that is the game­play. This is the point of the Ver­sus ride where I get off.

Street Fighter 6 — Issue 53

Street Fight­er 6

Cap­com, 2023

Per­fect Street Fighter

We love to say that this isn’t your old man’s what­ev­er when­ev­er some­thing has changed. As cliché as this is — and make no mis­take this is cliché — Cap­com’s newest entry in the old man fight­ing game that is Street Fight­er isn’t your dad­dy’s Street Fight­er. It isn’t even your broth­er’s Street Fight­er, where he used to let you beat him up in ver­sus mode and hit you with Flash Kicks to mag­i­cal­ly come back and win. No, this is the young man and casu­al’s Street Fight­er. This is a new era of fight­ing designed to get every­one involved whether they’ve exe­cut­ed a Hado­ken or not.

Street Fight­er 6 came out with a fresh coat of paint, new mechan­ics but some­thing dif­fer­ent under the hood. It plays like Street Fight­er V, but with­out the V‑Trigger mechan­ics. Now, it’s back to the basics and Dri­ve Gauge, a new mechan­ic that can turn the tide of a bat­tle quick­ly. The Dri­ve Gauge rewards offense and cre­ativ­i­ty in com­bos while dis­cour­ag­ing defen­sive turtling. This plays into the larg­er, estab­lished Street Fight­er reper­toire of super arts and par­ries. It’s nice for a vet­er­an because it’s some­thing new and good for new­bies to the world of Street Fight­er because it’s not super com­pli­cat­ed to learn.

Some­thing else new that ben­e­fits every­one is the intro­duc­tion of three types of con­trol schemes: Clas­sic, Mod­ern and Dynam­ic. Clas­sic plays much like the old Street Fight­er of yore with a six-but­ton lay­out (Jab, Strong, Fierce, Short, For­ward, Round­house), Mod­ern has a sim­pli­fied four-but­ton lay­out (think Mar­vel vs. Cap­com 2) and Dynam­ic is an offline only slant where the CPU choos­es the most appro­pri­ate but­ton press­es for moves. It’s a strong, smart deci­sion designed to open the door for more play­ers to get involved in your long-run­ning series that seems over­whelm­ing and daunt­ing at first.
Anoth­er smart deci­sion includ­ed is the tuto­r­i­al and vari­ety of modes. SF6 does its darn­d­est to have some­thing for every­one, and it’s imme­di­ate­ly seen in the modes avail­able at the start. Fight Hub, a return­ing and revamped World Tour Mode and a robust train­ing mode make this a mas­sive buy and win for the fight­ing game con­nois­seur. Fight Hub is where you’ll prob­a­bly spend most of your time; it’s where match­mak­ing takes place as well as emu­lat­ed old­er ver­sions of Street Fight­er live. 

How­ev­er, I tend to live in World Tour Mode. As a devot­ed fan of the orig­i­nal mode (Edi­tor’s note: See Issue 52 for our cov­er­age of the pop­u­lar mode from Street Fight­er Alpha 3), as soon as it was announced I knew I was a day one pur­chase. And with more than two years of wheel­ing and deal­ing with my cre­at­ed char­ac­ter, I can enthu­si­as­ti­cal­ly say I love it. I enjoy run­ning around the fleshed-out Metro City (of Final Fight fame) with my looka­like fight­er. I love that they took the con­cept born of Alpha 3 and gave it a soul and per­son­al­i­ty after so many years, and I love that it’s easy to get into and plays as well as it does.

The beau­ty of this new chap­ter of Street Fight­er also lies in the char­ac­ter and envi­ron­ment designs. Street Fight­er has always looked nice and SF6 is no dif­fer­ent. The stage design is gor­geous, and the char­ac­ter mod­els look nice. Even the weird cre­ations that can come out of World Tour Mode have a nice look to them. We spent time at GI going through some of the char­ac­ters and just mar­veling over how far Street Fight­er has come with char­ac­ter design because it’s evi­dent in this game just in the char­ac­ter select screen. The new­bies in Marisa, Manon, Kim­ber­ly, Lily and JP are fun and cool, and the old­er stal­warts like Ryu, Ken and Dhal­sim look fan­tas­tic. The sound­track, while lack­ing in some areas, does have some toe tap­pers. Though I’m not a fan of Juri, I love her theme and Luke’s has grown on me. I’m almost cer­tain there will be more addi­tions to my lik­ing as more sea­sons are released and revi­sions are made.

While there is so much to like here, I do have some nit­picks to address. First, while I’m a fan of see­ing famil­iar faces, there are so many return­ing folks that don’t need to be here. We are in a post-Street Fight­er III: 3rd Strike land in-game sto­ry-wise, so why are we still deal­ing with M. Bison/Super Dead Dic­ta­tor™? Cap­com said he real­ly was dead after the in-game events of Street Fight­er V, so hav­ing him as DLC is unnec­es­sary. Like­wise, I don’t need to know what Aku­ma is up to. I want more of the 3rd Strike char­ac­ters back and I want the mys­tery of G, my favorite Street Fight­er char­ac­ter, solved. Also, Cap­com bet­ter not give us a mil­lion paid revi­sions, either. They bet­ter roll out updates as free upgrades and act like they’ve learned their les­son dur­ing the past 34 years of Street Fight­er II agency. I say this because I can see the writ­ing on the wall, and I don’t want to have to pay for the next upgrade of the main­line series.

I love Street Fight­er 6. I love see­ing the plot pay­off of old­er games (i.e. Li-Fen, the young girl in the intro of 3rd Strike, is here and old­er, which helps tie down when the game takes place), and I love to see the con­ti­nu­ity of Street Fight­er and oth­er Cap­com games com­ing togeth­er. I real­ly enjoy play­ing SF6, it’s teach­ing this old dog new tricks and I find myself ful­ly invest­ed in the future of the grand­dad­dy of fight­ing games more than ever.

Street Fighter Alpha Anthology & Street Fighter Alpha 3 MAX — Issue 52

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

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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.

Score: 4.5 out of 5

Street Fighter Alpha 2 — Issue 52

Clas­sic Cus­tom Com­bo action

Street Fight­er Alpha 2 still a com­mu­ni­ty fave

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.

Score: 3.5 out of 5

Street Fighter Alpha: Warriors’ Dreams — Issue 52

 

Start­ing at the beginning

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.

Score: 3 out of 5

Street Fighter 30th Anniversary Collection — Issue 52

A mild col­lec­tion of peak ear­ly Street Fighter

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.

Score: 4.5 out of 5

Ultra Street Fighter II — Issue 51

The sixth time’s the charm

Ultra Street Fight­er II needs to be the final final challenge

As a Street Fight­er fan of a cer­tain age, I can remem­ber the many jokes back in the day about Cap­com nev­er learn­ing how to count to three. It was­n’t a lie, though. Cap­com could­n’t count to three because they con­tin­ued to make major revi­sions to Street Fight­er II while oth­er fight­ing game series were start­ing and mak­ing sequels. More than 30 years lat­er, even after Cap­com learned what trés meant in New Gen­er­a­tion, Giant Attack and 3rd Strike, we’re still return­ing to the SFII well and I don’t know if this return trip with the buck­ets was worth it.

By now, we all know the sto­ry of Street Fight­er II: A bunch of World War­riors get togeth­er and fight the mega­lo­ma­ni­a­cal dictator/drug runner/supernatural enthu­si­ast M. Bison. Some­one among the based crew that is Ryu, Chun-Li and Guile got their revenge and faced him at the end of the sec­ond World War­rior Tour­na­ment until the ever-present Aku­ma showed up and prompt­ly took Bison out with a well-placed Rag­ing Demon. Except that giv­en the sto­ry events of Street Fight­er V: Cham­pi­onship Edi­tion, this no longer holds true exact­ly (see Bison’s res­ur­rec­tion in Street Fight­er 6’s DLC). Any­way, at the point of Ultra Street Fight­er II: The Final Chal­lengers, Bison is dead, on his way to hell with gaso­line under­gar­ments on for his var­i­ous mis­deeds. This has always been Street Fight­er II’s sto­ry­line in its basest form, and noth­ing notable has changed about it in Ultra. 

The con­trols also are the same old Street Fight­er II that’s been played and rehashed to death dur­ing the past 35 years. It’s the same shoryuken, hur­ri­cane kicks, and hado­kens you’re used to, and to Cap­com’s cred­it, that’s the best thing they could have ever done. Don’t fix what isn’t bro­ken and what gen­er­a­tions have learned to cut their teeth on. That said, if you can play Super Tur­bo, you can play this because that’s all this is in terms of how to play Street Fight­er II. And to mit­i­gate the poten­tial issues, buy­ing a Pro Con­troller is a smart idea, but you already knew that if you bought this port because there is no way you’re casu­al­ly play­ing a port of a 35-year-old fight­ing game with­out know­ing you need a decent controller.

Now, the one thing that has changed is the graph­ics. Graph­i­cal­ly, this is more in line with the weird Street Fight­er II HD Remix that fea­tured ani­me style graph­ics. It’s kind of gor­geous but also kind of not. It feels a lit­tle like a rehash of that port and not too many peo­ple were clam­or­ing for it out­side of the fact that it was one of the few ports of Super Tur­bo released in the U.S. Some of the stages look great and ben­e­fit from the art style change and some of them just look rather meh. Also, one of the few things that mer­ci­ful­ly stayed the same is the sound­track. SFII has always had an excel­lent sound­track and it, too, is untouched from the Super Tur­bo version.

The new addi­tions to this are what’s going to influ­ence your deci­sion to get this or pass. On the ros­ter side of things are new­com­ers Evil Ryu and Vio­lent Ken. Why, they aren’t new you say? Exact­ly. They aren’t new at all if you care about Cap­com fight­ing lore. Evil Ryu is a main­stay evil ver­sion of the beloved Ryu who’s been hang­ing around ever since Cap­com USA for­got to ask if he was real or not in the hey­day of Street Fight­er Alpha 2. Vio­lent Ken is a lit­tle deep­er but not by much. If you played the weird SNK vs. Cap­com Chaos — bet­ter known as SNK’s attempt in the Cap­com vs. SNK series — you’d rec­og­nize this ver­sion of Ken. He also kind of made a what-if appear­ance in Street Fight­er Alpha 3 in the arcade sto­ry mode. While I get that they’re a nov­el­ty and peo­ple love these char­ac­ters for what­ev­er rea­son, I’m not sure I under­stand why we need­ed anoth­er ver­sion of Street Fight­er II to include them. Because for the folks play­ing along at home, this makes the sixth ver­sion of the game to be released as an offi­cial port. By the time this was released, Cap­com was talk­ing seri­ous­ly and mak­ing a lot of noise about Street Fight­er V, so this is unnec­es­sary quite hon­est­ly. And throw­ing in the mori­bund and extra Way of the Hado mode does not jus­ti­fy the need for a whol­ly new ver­sion of this game.

Don’t get me wrong, I love Street Fight­er II. It was instru­men­tal and paved the way for my favorite genre of video games. I’ve played every ver­sion of SFII at this point and every spin­off of it, too. But when it comes to these high­ly unnec­es­sary retreads of the same game that Cap­com won’t let loose, I have a prob­lem. As much as I have come to love the fran­chise in my lat­er years, I can’t stand that Cap­com beats the SFII horse to death while ignor­ing their oth­er viable fight­ing game fran­chis­es such as Rival Schools/Project Jus­tice and Vampire/Darkstalkers. We get it, Street Fight­er II is extreme­ly pop­u­lar. But Cap­com has released enough ver­sions of it to last a life­time and this ver­sion is not need­ed. Cap­com real­ly needs to let this be the final chal­lenge for sure.

Street Fighter Alpha 3 — Issue 43

The Alpha of the genre wears its crown well

Street Fight­er per­fec­tion.” That’s what they were call­ing it in adver­tise­ments in 1999. Per­fec­tion it is. There are a select few Street Fight­er games that we can call per­fect, and Street Fight­er Alpha 3 is at the top of that list.
Street Fight­er Alpha 3 begins and ends with the con­cepts of Street Fight­er II and choic­es. Alpha 3 — set between 1987’s Street Fight­er and 1991’s Street Fight­er II — goes back­ward in sto­ry­line to tell the sto­ry of the future. Street Fight­er II is what it is: A fight­ing game with sim­ple mechan­ics and super moves — as of Super Tur­bo in 1994. But choic­es? In a Street Fight­er game, no less? Unheard of, until Alpha 3. 
The mechan­ics present choic­es ear­ly and fre­quent­ly. Once you pick your char­ac­ter, you then choose the fight­ing style from three main choic­es (four in the Dream­cast ver­sion). A‑ISM is straight-up Street Fight­er Alpha. It plays just like the pre­vi­ous games in the series and grants access to three bars of mul­ti­ple super moves. V‑ISM fea­tures man­u­al cus­tom com­bos, first seen in Alpha 2 and removes super moves. X‑ISM is most con­sis­tent­ly like Super Street Fight­er II Tur­bo, with access to one bar of super meter and one super move. There are dis­tinct dif­fer­ences and nuances to using each ISM, and advan­tages and dis­ad­van­tages in their styles with top char­ac­ters for each. What works for Alpha 3 the most is the fact that there is so much vari­ety for a sin­gle char­ac­ter across all three ISMs. You can make some­thing out of noth­ing with almost every­one on the ros­ter, even the low­er-tier characters.
And the ros­ter is some­thing to behold in this game. The arcade ver­sion has a nice ros­ter of who’s who in Street Fight­er up to this point but get­ting it home for the con­sole ver­sions adds even more playable char­ac­ters. Favorites like Evil Ryu, Shin Aku­ma and Guile join in the fun and make it an even more round­ed cast. Basi­cal­ly, if they were in Super Tur­bo or men­tioned in Street Fight­er they’re here with a few new addi­tions like Cody, R. Mika and Karin.
The ros­ter plays nice­ly as well. The mechan­ics are easy to under­stand, espe­cial­ly if you have pre­vi­ous expo­sure to Street Fight­er in any form. It plays beau­ti­ful­ly and han­dles well in all of its var­i­ous modes.
And a vari­ety of modes there are. While some have to be unlocked — such as Final Bat­tle and Dra­mat­ic Bat­tle — the oth­er modes are fun to play and are well-inter­con­nect­ed. One of the best modes avail­able from the out­set is World Tour Mode. This is where you should spend most of your time because it’s fan­tas­tic. Trav­el­ing around the world fac­ing var­i­ous Street Fight­ers with spe­cif­ic con­di­tions that uti­lize the dif­fer­ent ISMs is the per­fect way to learn how Alpha 3 works. Using World Tour Mode effec­tive­ly blows the game wide open and is fun to play through with a ton of replay value. 
Also adding val­ue is the sound­track, one of Cap­com’s mas­ter­pieces. The game is set in the mid-to-late 1980s and it sounds appro­pri­ate to that era. Beyond the bangers for mul­ti­ple char­ac­ters — Sagat, Bal­rog and Juli/Juni instant­ly come to mind — even the nar­ra­tion deserves praise. It’s over the top but it fits per­fect­ly. The sound­track also works well with the graph­ics. The sprites are big and col­or­ful as are the detailed and stun­ning stages. It’s one of Cap­com’s bet­ter-look­ing games and is a mas­sive improve­ment from the rest of the Alpha series. It almost looks like it belongs in an entire­ly dif­fer­ent game series.
A per­fect sound­track, visu­als and game­play expe­ri­ence is what Street Fight­er Alpha 3 brings to the table. As usu­al, it took Cap­com to get it right by the count of three, but right is an under­state­ment. Even after near­ly 25 years, this is tru­ly Street Fight­er perfection.

Street Fight­er Alpha 3 Dream­cast version
The Dream­cast ver­sion war­rants men­tion because it is sig­nif­i­cant­ly dif­fer­ent from the PlaySta­tion and Sat­urn ver­sions. The Dream­cast ver­sion is enhanced with the addi­tion of an online mode and lat­er the Japan only Match­ing Ser­vice, which allowed online play as Cap­com had with sev­er­al oth­er fight­ing game titles such as Vam­pire Chron­i­cles, Mar­vel vs. Cap­com 2 and Super Street Fight­er II X.
The most notable and use­ful changes are the secret char­ac­ters Guile, Evil Ryu and Shin Aku­ma are already unlocked for use and the addi­tion­al ISMs and ISM-Plus mechan­ics avail­able to unlock. The PlaySta­tion ver­sion was plagued by a bug that pre­vent­ed some ISM-Plus items unlock­ing in World Tour Mode. These were made avail­able for the full expe­ri­ence, and the S‑ISM that CPU-con­trolled Final M. Bison uses was also made available.
Final­ly, the Saikyo Dojo mode is avail­able here. This mode pits a weak char­ac­ter against two strong oppo­nents. It imi­tates the Saikyo char­ac­ter select mode avail­able in the PlaySta­tion version.

Ports of Street Fight­er Alpha 3
Street Fight­er Alpha 3, Sony PlaySta­tion, 1999
Street Fight­er Zero 3, Sega Sat­urn, 1999 (Japan only)
Street Fight­er Alpha 3: Saikyo Dojo, Dream­cast, 1999
Street Fight­er Alpha 3: Saikyo-ryu Dojo for Match­ing Ser­vice, Dream­cast, 2000
Street Fight­er Zero 3 Upper, Arcade, 2001
Street Fight­er Alpha 3 Upper, Game Boy Advance, 2003
Street Fight­er Alpha 3 MAX, PlaySta­tion Portable, 2006
Street Fight­er Alpha Anthol­o­gy, PlaySta­tion 2, 2006
Street Fight­er Alpha 3, PlaySta­tion Clas­sic down­load, 2011
Street Fight­er 30th Anniver­sary Col­lec­tion, mul­ti­ple con­soles, 2018

Street Fighter Collection — Issue 43

World War­riors col­lect­ing mad mon­ey in this bundle

Let’s be frank and call Street Fight­er Col­lec­tion what it real­ly is: A mon­ey grab of the finest order. Thank­ful­ly, it’s a good mon­ey grab for the time peri­od it was released in but make no mis­take that you’d have to be a hard-up Street Fight­er devo­tee to grasp the inher­ent val­ue of the con­tents from Capcom.
Street Fight­er Col­lec­tion fea­tures three games: Street Fight­er Alpha 2 Gold, Super Street Fight­er II and Super Street Fight­er II Tur­bo, two cer­ti­fied hits then and now and one that could have been left at home in com­par­i­son with the others.
Street Fight­er Alpha 2 Gold is a slight­ly more enhanced port of the cus­tom com­bo clas­sic, fea­tur­ing Cam­my as a secret char­ac­ter and the peren­ni­al sec­ond-best evil shotokan Evil Ryu. There isn’t much else dif­fer­ent in this port, and Alpha 2 is what it is: a bet­ter ver­sion of War­rior’s Dreams. Take that for what it’s worth if it’s the decid­ing fac­tor in purchasing.
The oth­er side of the coin are the Super Street Fight­er II games. Plain old New Chal­lengers is here, and it’s instant­ly made irrel­e­vant by includ­ing Super Tur­bo. Super Tur­bo is every­thing New Chal­lengers hoped to be with super moves includ­ed, so the col­lec­tion real­ly did­n’t need New Chal­lengers. The only pos­si­ble rea­son that both revi­sions were includ­ed in the col­lec­tion is because it was a way to have the most recent Street Fight­er II revi­sions in the lat­est gen­er­a­tion at the time. Super Tur­bo was­n’t released for home con­soles for obvi­ous rea­sons — no one was spend­ing $70 for anoth­er Street Fight­er revi­sion when New Chal­lengers had just been released in 1993 for the dom­i­nant Super Nin­ten­do. Cap­com might have been fool­ish, but they weren’t try­ing to push their luck, either. Make no mis­take, Super Tur­bo is the draw here, just by its exis­tence alone.
Because this is a col­lec­tion of already exist­ing games, we’re not touch­ing on the graph­ics, sights and sounds, because you’re already famil­iar with Street Fight­er II and Street Fight­er Alpha 2. None of that changed for these ports and that’s actu­al­ly a good thing.
If you’re going to buy this col­lec­tion, buy it because it’s arcade per­fect for Super and Super Tur­bo. Sure, you can find oth­er ver­sions of these games these days and in faster, bet­ter for­mats, but this isn’t a bad col­lec­tion if you remem­ber what exact­ly they stood for: Acces­si­ble Super Street Fight­er II revi­sions and an exer­cise in Cap­com cash grab mechanics.