Ah,
strategy guides. To gaming purists they destroy the point of ever having bought the game
in the first place: to figure it out for yourself, prove what youre made of, indeed
to ascend to the level of Superspy, Ultimate Fighter, or Defender of the Crown. To less
dramatic gamers they are simply a frustration saving device, keeping them out of therapy
and Rogaine. Either way if one is to shell out another $13 in addition to already having
purchased the game, it better be worth it. Unfortunately, due to a poorly constructed
instruction manual, the Street Fighter Alpha 3 Official Fighting Guide is practically a
necessity.
Let me start by saying that Street Fighter
Alpha 3 is not just your average beat em up. It is the culmination of every Street
Fighter incarnation before itabout a decades worth of evolutionand the
single most customizable fighting game I have ever seen. Before you ever step foot in the
ring you must choose a game mode: Arcade, Vs., Training, World Tour, Team Battle, Survival
Battle, Dramatic Battle, or Final Battle. Then you pick from a list of 33 characters,
three fighting modes (Classic, Saikyo, or Mazi), and three fighting styles, or ISMs
(A-ISM, X-ISM, or V-ISM. If you are anything like me, you probably have no idea what the
hell an ISM is, let alone which one to pick. You might think that the instruction
manual included with the game would cover all of this. Let me put it this way: it spends
more time telling you how to turn your Dreamcast on than it does explaining its fighting
styles. There is no explanation of the Classic, Saikyo, or Mazi fighting modes whatsoever.
Perhaps to die hard Street Fighter fans, SF Alpha 3s name recognition is all the
information that they need. I, however, have been out of the Street Fighter loop for some
time, and found much of the jargon to be indecipherable. And probably due to the
familiarity of this titles target audience, an Internet search will turn up cheats
and hidden options, but little in the way of gameplay information.
Brady Games has alleviated this problem by
constructing an informative and well-organized fighting guide. The first section is
devoted to getting you into the ring. They describe in clear and concise language each
game mode, fighting mode, and fighting style, as well as other recent additions to the
Street Fighter library, such as Alpha Counters and Air Defenses. For me, this proved to be
the most essential part of the guide, and quickly gave me all of the information I needed.
All but four pages of the rest of the 143-page guide were devoted to the characters. Each
characters story, techniques, specials, combos, and super combos are packaged with
beautiful illustrations as well as screen shots of every costume, and more importantly,
every move. Also, scattered throughout are useful tidbits on such topics as "The
Universal Charge," "Turtling," and "Boss-ISMs." The remaining
pages explain the World Tour, including diagrams of how to attain the abilities you
desire.
Brady Games has included everything one
could need or want in a fighting guide. Yet, in the end, I am not as much impressed with
their efforts as Capcoms disappoints me. Sure, the guide addressed all of my
gameplay issues in the first five pages, but those are five pages that should have been in
the instruction manual. The dissection of the World Tour is helpful, but far from
necessary. And as far as story goes, lets be honestM. Bison is a dirty,
rotten, cheating scoundrel who is in need of a good ass-whoopin and the rest of the
characters are just the ones to do it. Nuff said.