I remember
a time when the name M. Bison would bring tears of frustration to the eyes of many an
arcade patron as they made a mental tally of all the money they had lost to the cheating
dictator of Shadoloo. Then Street Fighter II came home via the Super Nintendo and gamers
let out their own evil laugh. By my calculations, M. Bison has been wearing his ass for a
hat for about a decade now. And he returns on the Sega Dreamcast, underhanded as ever, for
what may be the best 2D fighter to date: Street Fighter Alpha 3.
Capcom has given Dreamcast owners an
arcade-perfect translation of Street Fighter Alpha 3. The graphics are as good as they
have ever been: crisp, colorful, and full of personality. They are by no means a
demonstration of what the Dreamcast is capable of, but hey, were working in two
dimensions here. I especially appreciate that the backgrounds in this game are rendered in
the same 2D fashion as the characters, as opposed to the unconvincing, unfinished look of
2D sprites grafted onto a 3D background (see Capcoms Plasma Sword). And gorgeous
updates of classic levels like Sagats Thailand touches the heart of a nostalgic
gamer like myself. However, I could have done without the overzealous level presentation.
Before you begin each fight they have to show you the world map, giant pin-ups of the
fighters, then a "Street Fighter Alpha 3" graphic closes over the screen, etc,
etc. All of this flashy MTV crap is a one-trick pony, the effect lost as you pound the
buttons, just trying to skip it so you can enact sweet revenge on a particularly tricky
foe. And with all of the fireworks in the middle, why are we still stuck with lackluster
in-game endings?
The sound accomplishes what it needs to, and is about what you would expect. The hammy
Capcom announcer is back, but thankfully his tone is right for this game (his presence in
Tech Romancer, however, was as intolerable as the Howard Cossell impersonator in the pod
race of The Phantom Menace).
But all of this is just surface texture. The most impressive part of Street Fighter
Alpha 3 is its seemingly unending list of options. This is by far the single most
customizable fighting game I have ever seen. For starters, every character ever introduced
to the series up to this point is available, 33 in all, and even some characters from
other Capcom games, such as Final Fight are included.
Then you have the choice of playing Arcade
Mode, Versus Mode, Training Mode, Team Battle, Survival Battle, Dramatic Battle, Final
Battle, or the best addition to the series: World Tour Mode. The first five are familiar,
I am sure, and need no explanation. Dramatic Battle is a three-player addition where one
player can take on two adversaries at the same time in any human/computer opponent
combination (i.e. Player 1 vs. Player 2 and Player 3, or two computer players, or Player 2
and a computer ally, etc.). Final Battle is you against M. Bison, one shot, no continues.
World Tour Mode goes beyond simple knockout victories and gives you some long-range goals
to shoot for. Your character of choice travels the globe, fighting each character on their
home turf. With each victory your character earns experience points which lead to
increased power and abilities. These customized characters are saved on the VMU and can
then be downloaded into other modes, so you can use him or her in a Survival Battle or
take on your friends World Tour character stored on their VMU, and so on.
Gameplay is further customizable through your
choice of Fighting Styles and Fighting Modes. The basics always stay the same, meaning
that Ryus fireball and Guiles sonic boom will work just as you remember them.
Fighting Styles, referred to as ISMs, involve different techniques of offense and
defense that have evolved throughout the Street Fighter series. There are 3 basic styles:
A-ISM, X-ISM, and V-ISM. A-ISM is based on the Street Fighter Alpha series. It includes
Air Guard, Air Recovery, and Alpha Counter as well as Super Combos (such as Ryus
Shinku Hadoken and Guiles Somersault Strike). X-ISM is based on the Super Street
Fighter II Turbo system and, so, is more limited. Fans may enjoy its simplicity,
eliminating the Air Guard, Alpha Counter and most of the crazier Super Combos. But what
the X-ISM style lacks in extras it makes up for with greater attack strength. V-ISM
includes Custom Combos like those of Street Fighter Alpha 2. A Super Combo Meter at the
bottom of the screen builds as the fight progresses. When the meter is filled, a player
can initiate a Custom Combo by pressing a punch and kick button of the same strength and
use it until the Meter is empty or the character is hit. This is balanced by significantly
lower attack strength than the other ISMs. And note: just because you choose a
particular fighting style does not necessarily mean that the other players or the computer
are limited to that style. X-ISM fighters will often find themselves matched against A- or
V-ISM fighters, so know your strengths and weaknesses.
The Fighting Modes are just as complicated.
They consist of Classic Mode, Saikyo Mode, and Mazi Mode, and are only available in the
Arcade Battles. Classic Mode is the closest to the old Street Fighter II gameplay. There
are no Combo meters, guard meters, and it automatically chooses X-ISM for all characters.
Saikyo Mode is designed to challenge more experienced players. Your character inflicts
less damage, but takes more, has a shorter Guard Meter, cannot Air Recover, and is dizzied
twice as easily. Mazi Mode may be the ultimate challenge. In a high stakes battle, your
character characters attack strength is doubled, but so is the damage he or she
receives. And no matter how many rounds you set the game for, your opponent only has to
beat you once. Fighting Modes can be eliminated altogether in the option menu.
Sound confusing? Well, sure, it is. But it takes all of the options of Street Fighters
past and lets you play the kind of game you want to play. Plus, it leads to some
interesting possibilities. If, like me, you are a fan of the less exacerbating Street
Fighter II fighting system, but your friends have given it up for the Alpha counters and
combos, now you can show them whos boss by pitting the old against the new. Or get
humiliated. The point is this game gives you the best of the Street Fighter series as a
whole, and lets you customize it all to boot.
The Dreamcast version of Street Fighter Alpha
3 is also Internet compatible. Dont get ahead of me here, as of yet you still
cant battle friends over the Internet. What you can do is download "Master
Characters," changed weekly, to do battle with your World Tour Characters. Basically,
these are suped-up versions of existing characters, which provide a new challenge and add
to the long-term playability of the game. Beware, however, of the 65-block toll they will
take on your VMU.
Considering the overabundance of Street
Fighter incarnations already available (including the PlayStation version of this game
which has been available for a year), as well as the saturation of Capcom fighters on the
Dreamcast market, you may wonder if this title is worth giving yet more money to the
Capcom marketing machine. If you have left 2D games behind in favor of the ever-evolving
world of 3D fighters, then no, it isnt. If you already have the PlayStation version,
then the upside would be better graphics, Internet capability, and access to all of the
previously hidden features. Otherwise, this is simply the culmination of every Street
Fighter game to date, and the title most likely to satisfy any 2D fighting fan.