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Jan 19, 2011

Super Street Fighter IV 3D Kicks Ass

The best launch "window" title? Very likely.


I've always been of the opinion that there are two types of people that want to play fighting games. Those who study those games as if they were cramming for a mid-term, and those of us (like me) who just want to kick around and have fun for a few hours. What's remarkable about Capcom's Super Street Fighter IV 3DS is that while it seems very much intended for gamers like myself, it's honestly going to still appeal on some level to the hardcore folks looking for a portable version of the game they love.

Make no mistake about it. The 3DS version of Super Street Fighter IV is the real deal, complete with all 35 characters from the home console versions. Capcom has effectively ported the game over, and what differences there might be visually are easily covered over by the smaller screen format. And it's also gorgeous in 3D.

To build upon the established quality of Super Street Fighter IV, Capcom is adding several features. The first is what they're calling "3D Mode," which isn't to be confused with the notion that the entire game can be played in 3D. This mode shifts the camera perspective during a match by about 10-20 degrees. All else remains the same, including controls. At first this might sound utterly bizarre, but in practice it's absolutely effective. After a few minutes I found myself almost preferring this mode, simply because it was visually fresh - a bold change from what we've all come to expect from fighting games.

This next mode, while perhaps a little cheesy in concept, almost has me more excited than the core game itself. Capcom is effectively taking the idea of Pokemon, simplifying it, and cramming it into the Street Fighter franchise. Taking full advantage of the 3DS's passive wireless communcation, called StreetPass, players will be able to trade and battle figurines they earn during single player campaigns. These figurines can also be leveled up, unlocking the ability to increase battle statistics and acquire advanced character figurines. Including these advanced variants of characters, there are still over 500 for a player to collect. What's more is that while players are able to adjust statistics and create their "battle teams," the actually fighting happens when the 3DS is in sleep mode or simply operating some other function. Players do not have to actively engage in figurine battles, and can simply observe the results and reap the rewards.

Let's jump back to making what is inherently a complex genre into something that is a bit more accessible. Capcom is introducing features that take advantage of the 3DS's touch screen capabilities. Particularly considering that the 3DS has a button scheme that's not quite suited for a six-button fighting game, a little help can go a long way. That help comes in two forms. A "standard" scheme allows players to use one of four touch pads to map certain button combinations, such as all three punch buttons. This is particularly helpful to those who have primiarly played with arcade sticks their entire life. The second, which is being called "Light Mode," allows players to map entire specials or hyper combos to the screen, ready to be summoned at the slightest touch.

No doubt these ideas come with some controversy. How can players wanting to play in a more competitive environment truly deal with people that can save dozens of button presses in mere minutes? Simple. Don't battle them. Capcom is including a match-making option that will allow you to only find matches with players that are using the same options as you. Problem solved.

I'm not even done describing the amount of awesome packed into this game. In addition to local and global multiplayer, a special spectator mode will allow people to, you guessed it, watch others fight it out. It's just like the old arcade experience in the palm of your hand. Players will also be able to accept challenges from players across the world while playing some other aspect of the game. No more sitting in lobbies!

One of the most incredible parts of Capcom's 3DS fighter is its ability to share. Say I have friends who aren't sold on Street Fighter IV, but I have a copy. I will be able to send what is effectively a limited demo to my friends, who can then sample the game, albeit with Ryu as the only playable character. Even better? I can walk away. I don't have to be present, and my friends can keep playing.

Super Street Fighter IV 3D could have been a simple port. It would have brought the console version over, slapped on some 3D and online components and called it a day. But Capcom wasn't willing to do that, and instead the game's developers have added feature after feature. Though we're still a couple months out from the 3DS launch, I already feel quite confident in saying all gamers should have their eyes on this one. It's already that good.

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