The lights are on
What new ideas the game brings to the table and how well old ideas are presented.
How good a game looks, taking into account any flaws such as bad collision or pop-up.
Does the game’s music and sound effects get you involved or do they make you resolve to always play with the volume down?
Basically, the controller to human interface. The less you think about the hunk of plastic in your hands, the better the playability.
Flat out, just how fun the game is to play. The most important factor in rating a game.
It’s hard to believe, but it’s been nearly two decades since a Street
Fighter game has appeared on a Nintendo system. More astonishingly,
Capcom decided to break that dry spell by releasing Super Street Fighter
IV on a portable system. The result is no simple gimmick, either.
has shown a remarkable amount of restraint in using the hardware’s 3D
effects. Dynamic Mode presentation adds visual depth by moving the
action closer and positioning the camera behind characters’ shoulders,
but the changes won’t make Blanka’s eyes pop out in disbelief. Purists
can enter the options and shut off 3D entirely – a move that doubles the
refresh rate from 30 to 60 blisteringly fast frames per second. I
expect people to use Dynamic mode to show off the game to their friends
for the first time, then to switch to the traditional side view.
if you haven’t kept up with Street Fighter movesets, you can do more
than watch thanks to a new “lite” control option. This scheme allows
players to turn the touchscreen into a series of customizable one-button
triggers, letting even the greenest fighter pull off hadoukens and
ultra combos with a single tap. Even if you’re not a complete novice,
it’s a great way to learn how to play unfamiliar characters. If you’re
concerned about people dominating online with their newfound expertise,
you can filter out players using lite controls through matchmaking.
might scoff at that kind of control scheme, and they can choose to
stick with Pro controls. The touchscreen is still used, but it’s mapped
for more mundane tasks such as three button-press combos and focus
attacks. Even with the relatively limited number of buttons on the 3DS, I
pulled off moves in pro mode without a hitch. The system’s circle pad
is a godsend for rotation-based moves like Zangief’s spinning
piledriver. The positioning of the d-pad makes it easy to swap between
it and the circle pad depending on the circumstances.
A few things
were lost in the transition to the portable space, most disappointingly
in the game’s stages. They’re all there, but the charming background
activities were scrapped entirely. The kids who used to scamper and
cheer on the fighters in the underpass level are now rigid 2D facades,
for instance. A few other minor graphical details are missing, too, but
you have to squint to see them. Rufus’ belly might not jiggle quite as
enthusiastically, but other graphical flourishes, like Hakan’s
oil-soaked shimmer and the translucent sleeves in Chun Li’s alternate
costume, are intact.
Unlike the iPhone version of Street Fighter
IV, which was an admirable effort that ultimately felt like a proof of
concept, Super Street Fighter IV 3D Edition is a complete game. Super
Street Fighter IV is one of the best fighting games around, and players
owe it to themselves to give it a shot.
Email the author Jeff Cork, or follow on Twitter, Google+, Facebook, and Game Informer.