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Thursday, August 25, 2011

Street Fighter III: 3rd Strike Reviews


The in-game achievement system keeps you informed about your current status.
The in-game achievement system keeps you informed about your current status.
Do you like Street Fighter III? If you already have an opinion on the game, then all you really need to know about Capcom's new Online Edition release for Xbox Live Arcade and PlayStation Network is that the elements surrounding the game are nicely done, intelligently designed versions of the modes and options we've come to expect from a modern fighting game. It also uses GGPO, the netcode that's often hailed as the great savior for online fighting games. It's certainly capable of playing a perfect-feeling game online. But it's probably important for you to know that Third Strike Online Editionis not going to magically turn a bad connection into a good one or anything like that.
As for the game itself, it's a more technical fighting game than most, with a parry system that puts a greater emphasis on timing. Third Strike also has plenty of things that carried right over into Street Fighter IV, like EX moves and using the two light attack buttons to throw. So if you played a lot of the SFIV series, plenty of those skills will carry over. But you'll have to brush up on a lot of characters that didn't make it into other Capcom fighters, like the robot-in-a-trench-coat, Q, or the weird, slightly gelatinous mutant, Twelve. Back when it was all new, the roster of Street Fighter III was just disappointing. Where were all the characters that people actually enjoyed using? Your Guiles, your Hondas, your Sagats? Removed from that context, though, the characters are just fine, and it's actually sort of exciting to have a "new" cast of characters and new sets of attacks to learn and protect against.
The emulated arcade game feels just fine, when compared to the arcade version. It's a standard six-button fighter, and it's best played with a proper joystick, though it has some of the most flexible and easily edited control options around, so even if you're playing with filthy animals who like their buttons in weird spots, it's easy to swap those around on the fly. Like plenty of other emulated arcade games, Third Strike has several display options, like scan lines and smoothing options to iron out some of the rough pixels of the original artwork. Personally, I like that rough, pixelated look, even if it starts to look a little too blocky when it zooms in on the game's super attacks. It has the standard sort of training modes, letting you practice your best stuff against dummies or even record inputs with one character and then try to parry the playback of those inputs with the other. A set of challenges gives you combos to learn and a set of parry challenges further drive home the importance of learning the timing on every other move in the entire game. There's also a robust replay system and a ton of additional dipswitches that essentially let you rebalance the game yourself, if you feel like you're up to the challenge.
Online, you can get up to eight players together and either play tournament style or in a simple round robin style. When building an unranked player match lobby, you can even ban up to three characters, just in case you're sick of seeing Ken everywhere you go. Ranked games are limited to two players and are played with the default settings. Winning ranked games earn you rank points, which funnel into an overall rank that gives you a basic indication, at least, of how many fights a player has won. Some of the menu flow could have been better throughout the online modes. Ranked games dump you back out to the menu instead of offering an easy "next match" option. In unranked lobbies, readying up is done as a toggle with one button, so if you don't realize that you're already ready already and tap that button, it'll automatically send you to the back of the line. Minor stuff, overall.
You can stretch the screen out to 16:9 if you're some kind of filthy monster who can't handle the proper aspect ratio. Seriously, don't be crazy, play it 4:3.
You can stretch the screen out to 16:9 if you're some kind of filthy monster who can't handle the proper aspect ratio. Seriously, don't be crazy, play it 4:3.
The performance online is totally fine, provided you're matched up with a player to begin with. Like many other Capcom games, Third Strike seems to have trouble getting people connected, and plenty of my attempts to join ranked games have been met with a "Join Failed" error, which sends you back to the menu instead of just rolling along and trying to find another opponent. It displays a ping icon when you're matched with another player, but this doesn't always mean that you'll find a smooth game. When you're fighting on a poor connection, the game begins to behave erratically. That shouldn't shock you. But the way it responds can be a little jarring. Instead of limiting you on the input side, the game quickly "rewinds" a few frames whenever it gets out of sync. This keeps the game feeling as it should at all times, but the glitchy look of these rewinds can be really crazy. It can also change the course of a fight right before your eyes.
In one especially close online fight, I landed a killing blow, and the sound effect for a KO started playing. Then it rewound a bit back into the fight and showed me what really happened: the other guy smoked me, and I lost the fight. From a latency and network perspective, this is a more accurate take on the fight that makes sense. But in the moment, I think I would have preferred a game that lied about that stuff and got latent the way other fighting games do. Either way, it looks and sounds really crazy when it starts happening and it'll take some getting used to.Every mode is tied together via an in-game achievement system that gives you unlock points for completing specific tasks. Some of these are multilevel challenges, too, so you'll get some points for throwing, like, 10 projectiles, but you'll get more once you throw 500 of them. Some of these are designed to get you into the different modes, and others are character-specific. The points you earn can be used to unlock music and concept art from a separate menu, which isn't a terrific reward, but the points system and the way they're displayed in-game give you some interesting extras to strive for along the way.
It comes from a weird spot in history, but now might just be the right time for Street Fighter III. With SFIV out there satisfying players who want to use that classic cast, there's plenty of room for a game that uses some similar ideas but gives you plenty of new characters to learn and master. And the features that live around the edges of the game are really well-done. It's unfortunate that it isn't easier to get into online matches, but overall, if you're looking for some more characters to beat around, play Third Strike. It's a good game.

In Case You're Wondering Why There Are No Porsches in Forza 4, it's Because of EA


EA has had the exclusive rights to the Porsche brand of sports cars for some time now, but that hasn't prevented other developers from sub-licensing Porsche vehicles through EA. Most notably, Turn 10managed to include 35 different Porsche models in its last simulation racer, Forza Motorsport 3.
Evidently, the days of playing friendly with exclusive licenses are over for EA (yes, I'm aware of the irony of that statement given the whole NFL thing--just go with it, okay?), as according to an interview with creative director Dan Greenwalt up at ForzaMotorsport.net, Turn 10 and Microsoft have made repeated attempts to find an equitable solution to once again sub-license the Porsche brand for its upcoming sequel, Forza Motorsport 4. However, those requests ultimately fell on deaf ears.
For Forza 4, we were looking forward to adding even more Porsche cars, and we were especially looking forward to featuring multiple Porsche experiences in our new Autovista mode. In the end, however, EA couldn’t see their way towards collaborating again. We’ve asked our contacts at EA to reconsider their position frequently and regularly over the last 18 months. We also reached out to various influential people in gaming to lobby on our behalf, and on your behalf, but that was to no avail.
The turnabout in attitude likely has something to do with the introduction of EA's Shift series, which it views as a viable competitor in the simulation racing market. Given that fact, it's not altogether surprising, if still a bit disappointing, that EA would choose to keep its licenses close to its vest, so as to avoid aiding a direct competitor.
Nonetheless, Turn 10 had hoped to work with EA once again, and was disappointed with EA's refusal to acquiesce, especially given Turn 10's own willingness to work with other developers with its own exclusive licenses.
While we respect EA’s need to run their business as they see fit, we’ve regularly collaborated in the past and hope we can find our way back to that approach. Forza had the exclusive license for all Ferrari cars, for example, on the Xbox and PC platforms. But at the end of the day, we’ve always found that we just weren’t willing to block other racing games from having Ferraris outright, as we believed that this would do nothing but hurt the racing ecosystem.
It is most certainly EA's prerogative to do as it pleases with the licenses it holds, but for as much as the Shift series attempts to dig into the sim racing market, it's arguable whether or not that series is really relevant enough at this juncture to claim that collaboration with Turn 10 would harm its stature. Suddenly blocking a developer from including an entire line of vehicles isn't exactly the kind of move that engenders good feelings within the racing game community, either.
Since it looks like there's nothing to be done about this prior to Forza 4's release, players will simply have to make do with a trio of RUF vehicles. RUF, as you may or may not be aware, is the manufacturer known for completely reworking Porsche bodies into custom sports cars. It's likely little consolation for those who had hoped to dig into any of the 35 originally planned Porsche models, but hey, at least it's something.

Monday Night Combat Just Got Super-er


More championship belts in everything, please.
More championship belts in everything, please.
The primary difference in this iteration of Monday Night Combat is that it's a free-to-play title. Anyone who downloads it will be able to play the breadth of the game for precisely zero dollars. Like other FTP titles, Uber plans to make its revenue off microtransactions for items and specific content updates.
There will be changes to the gameplay, as well. The team-based shooter will move from a six-on-six model to five-on-five, and include an all-new leveling system, designed to improve players beyond the marginal scope of the skill upgrades found in the Xbox 360 version. New environments, characters, and other upgrades will also be included.
There is a full, lengthy preview of Super Monday Night Combat up over at Kotaku, if you're into that sort of thing. Considering the success of other FTP titles like League of Legends and the recently transitioned Team Fortress 2, this seems like a wise, competitive move from Uber. What say you, Monday Night Combat fans? Will you check out this updated version on your PC? Or are you perfectly happy with the XBLA version?