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.

Street Fighter V — Issue 41

Don’t call it a come­back: SFV cleans up after launch

I’m going to be intense­ly per­son­al for a minute: My life by the time of my mid-30s was not fun. It was a time of change, reboots in near­ly every area (part­ner, career, school again), loss and learn­ing from the mis­takes of my 20s. I’m good now, but it wasn’t with­out strug­gle and pain.
And the old­est entry in the fight game can com­mis­er­ate with me because they know what that time is like. Street Fight­er V is sit­ting at the bar with me, drown­ing its sor­rows because it and the series, too, went through it in its mid-30s and like me is doing much bet­ter than one could expect after the struggle.
SFV didn’t start out as mag­i­cal as it has become. The launch was mired in prob­lems and things just weren’t where they should be. The game’s sto­ry mode didn’t launch along­side the actu­al game and the net­code was ter­ri­ble. But what a dif­fer­ence time makes. 

The sto­ry, while still not as engross­ing as past entries, has improved. It moves the SF world mythos along and makes sense if you know the series’ past. Tak­ing place between Ultra SFIV and SF3: 3rd Strike, Char­lie wakes up in a tomb and is guid­ed to steal an item from Guile, which would help him defeat M. Bison. Third Strike boss Gill dri­ves the plot over­all, tying up the loose ends between SFII and the endgame of 3rd Strike, which is the known end of the series sto­ry­line-wise. I love that Gill is tied into this as it always seemed like he was out of place as the end of SF lore. I nev­er ful­ly under­stood why he was the boss of that tril­o­gy of games except as some­thing new for Cap­com to try because every­one was sick of M. Bison by that point.

While I’m impressed with the sto­ry, I’m more impressed with the pre­sen­ta­tion. Much like its pre­de­ces­sors, SFV looks gor­geous. The back­grounds are beau­ti­ful as are most of the char­ac­ter designs. Even the menus look good. Some­times, when I start the game, I take a sec­ond just to mar­vel at the main menu and how the modes are pre­sent­ed. And let’s talk about the sound­track for a sec­ond. The music is all-around amaz­ing. Every time I get in-game, I dis­cov­er anoth­er track that I feel like I haven’t pre­vi­ous­ly heard, and I fall in love all over again. It’s so good that it’s worth track­ing down and adding to your music collection.

While I love the game, there is a big sec­tion I don’t care for: the play style. I’m an Alpha purist, specif­i­cal­ly SF Alpha 3. That’s my Street Fight­er style and has been for years. How­ev­er, SFV plays kind of stiff — a lot like SFIV — and that’s hard for me to grasp. It’s playable, obvi­ous­ly, but it’s not my style of Street Fight­er play. And that’s OK. It real­ly doesn’t detract from the game’s abil­i­ty to shine or be Street Fight­er, but it’s not my per­son­al pref­er­ence to play. It is a lot of fun to watch being played pro­fes­sion­al­ly, though.

Street Fight­er V has come a long way as the most cur­rent entry in the series. Game ele­ments have got­ten a lot of pol­ish, whether it’s fix­ing the net­code or expand­ing the ros­ter with old favorites and skins allud­ing to long-dor­mant char­ac­ters. It’s now the flag­ship game it should have been, and it’s still rul­ing the fight game roost while every­one waits for the announced Street Fight­er 6. 

Some­times, with the strug­gle comes the rewards and SFV has more than earned its life fight money.

Super Street Fighter II4Q2020 issue

Super fight­ing fun again

Though I play a lot of fight­ing game series, I keep com­ing back to Street Fight­er. I don’t know if it’s out of habit or because I’m com­fort­able with the series’ sys­tems, but I find myself inti­mate­ly famil­iar with the Cap­com cre­ation. It start­ed with Street Fight­er II for SNES, not the arcade. As the series moved along incre­men­tal­ly, so did I and I dis­cov­ered the upgrade. The home port of Super Street Fight­er II for SNES was one of the best and that acco­lade still stands after near­ly 30 years.

Though Cap­com still hadn’t learned to count to three and Super Street Fight­er II reeks of milk­ing the fran­chise for all it was worth, it’s tech­ni­cal­ly a good port. This is the best ver­sion of the arcade expe­ri­ence before Super Tur­bo, and the SNES, despite its prob­lems with cen­sor­ship, is the best ver­sion you’re going to get. Super is where you’re intro­duced to the four new chal­lengers, who add some inter­est­ing ele­ments. Each of their fight­ing styles are already rep­re­sent­ed in the game with oth­er stal­warts, but they’re fun to play, nevertheless.

The music has hit its peak here, too. It’s the same as the orig­i­nal Street Fight­er II and Hyper Fight­ing, but it’s Street Fight­er at peak Street Fight­er. That also applies to the con­trols. It’s the Street Fight­er that you know and love but cleaned up just a tad.

My main gripe with the game is the fact that it’s not Street Fight­er III, which it would have been if not for the insis­tence of Cap­com not count­ing ahead. Cap­com knew it had a win­ner on its hands but repeat­ed­ly milked the fran­chise until there was noth­ing else to wring from it. Super would absolute­ly have been great if not for the fact that Super Tur­bo came a year lat­er and there had already been two oth­er incre­men­tal iter­a­tions of the game pre­vi­ous­ly. That cheap­ens Super to a degree all around. How­ev­er, giv­en that Super Tur­bo did not come home from the arcades for the SNES, Super gets a boost in nos­tal­gic factor.

What you need to take away from SSFII is the refine­ment of the Street Fight­er II expe­ri­ence, and this is where it shines. Every­thing about Street Fight­er II was at peak con­di­tion and refined to a tee with this iter­a­tion. Yes, this is pre-Tur­bo super moves and spe­cials but in a way that makes it the last true unspoiled Street Fight­er II expe­ri­ence. It was so good that lat­er Street Fight­er games attempt to repli­cate this ver­sion with modes that play like Super with no super moves and most, if not all, of its mechan­ics. That’s how you know it’s a defin­ing moment in a series’ lifes­pan. It’s a super fight­ing game for a super sys­tem that still holds up.

Super Street Fighter IV Arcade Edition — 3Q2018 issue

Father of fight­ing games gets super upgrade

Gone are the days of roam­ing a local arcade to play the throng of would-be chal­lengers and pre­tenders to the throne of the best local fight­ing game cham­pi­on. In its place are home con­soles designed to push the pow­er of the arcade. Fight­ing game fran­chis­es have had to keep up or suf­fer irrel­e­van­cy or, worse yet, extinc­tion. The ear­li­est king of the genre, Street Fight­er, has had a chal­lenge of sorts: con­tin­ue for­ward or go the way of its ride-a-longs of the ‘90s. Super Street Fight­er IV attempts to con­tin­ue the tra­di­tion with most­ly success.

Super SFIV, at its core, is a fight­ing fan’s dream. A robust engine with plen­ty of options for either the novice or the advanced, SSFIV makes play­ing a fight­ing game easy. Even if you haven’t played since the hey­day of SFII, there’s a lot of com­pelling con­tent here to draw you in and get you start­ed in the world of com­pet­i­tive dig­i­tal fight­ing. Var­i­ous modes are here, ready for a deep dive, and there are more than enough new char­ac­ters and old stal­warts to make fight­ing inter­est­ing. The gen­er­al rule of thumb is, if the char­ac­ter was in SFII and its deriv­a­tives, SFIII or SF Alpha, there’s a good chance they are avail­able for play in SSFIV.

Fight locales asso­ci­at­ed with many of the char­ac­ters are avail­able with a great sound­track accom­pa­ny­ing them. SSFIV does an excep­tion­al job of remind­ing more expe­ri­enced fight­ing enthu­si­asts of the Street Fight­er ori­gins and piquing the curios­i­ty of new­er fight fans. The con­trols also hear­ken to the old days, so much so that it’s easy to pick up and play and learn about the dif­fer­ent sys­tems afford­ed to each char­ac­ter. Most new char­ac­ters will play like an old­er char­ac­ter on the ros­ter so it’s easy to learn the nuance of fight­ing with a new­com­er if you’re expe­ri­enced with pre­vi­ous SF games. If you aren’t expe­ri­enced, there’s a great tuto­r­i­al mode that runs through com­bo and movesets of each char­ac­ter to teach the basics. That var­ied lev­el of depth goes a long way toward replay value.

My one gripe out of all the love­li­ness that is the mixed nos­tal­gia fest of SSFIV is that it’s Cap­com being Cap­com as usu­al. For the unini­ti­at­ed, Cap­com gained a rep­u­ta­tion in the ’90s for hav­ing a sol­id fran­chise in Street Fight­er II but not being able to count to three. The con­stant upgrad­ing and reis­su­ing of SFII got old quick­ly. And, quite frankly, Cap­com hasn’t learned its les­son because Street Fight­er IV should not have mul­ti­ple retail ver­sions of its upgrades. Arcade Edi­tion should have been an update that could be bought dig­i­tal­ly and down­loaded to patch the game up to what­ev­er ver­sion Cap­com want­ed con­sumers to have. Even when the orig­i­nal ver­sion was released, the capa­bil­i­ty was there. This just screams of cash grab and Cap­com being igno­rant of tire­some tac­tics wear­ing on the fan base. The fact that Ultra Street Fight­er IV — one more ver­sion beyond this one — exists is proof pos­i­tive of this.

Oth­er than the fias­co of mul­ti­ple ver­sions, Cap­com has a sol­id win­ner on its hands with the fourth entry in the long-run­ning series even as it fades into the back­ground in favor of SFV. If SFV is not your cup of tea, but you want to stay cur­rent with the world of Street Fight­er, SFIV is a good bal­ance and at the right price now to delve into the world of Ryu, Ken and Chun-Li.