Gaming, Technology, Video Games

Review of Super Street Fighter 3D Edition (3DS): Score of 8.5

I’ve only owned my 3DS for a month and a half, and I’ve only been able to buy two games for it. Therefore, I don’t have much history with the system, and I can’t tell you what the must-have titles are. However, I very much enjoy SSIV, and I would say that if you’re looking for a third-party title for your 3DS, this is the way to go. Coming from me, this is quite the compliment because I don’t particularly have an interest in the fighter genre, yet this game has captivated me for hours.

There are a lot of positive points to speak of in this game. One of which is the 3D. Initially, it hurt my eyes to look at the 3D of any game for more than a few minutes, but after spending enough time playing in short 3D sessions, my eyes have adjusted. Now that it doesn’t pain me to play in 3D, I can tell you that the 3D is a great feature; they do an amazing job at making actions and backgrounds have depth. For example, one of Zangief’s moves causes him to smash his opponent headfirst into the ground, and the legs of this person go splayed out in either direction; one pops straight at my face, and it looks like it’s really coming out of the screen.

I mentioned that the backgrounds have depth; the fighters look as though they are closer to the camera than the environment, and it fades into the horizon well. I really like the fact that playing in 3D seems to give a clearer picture of whatever I’m doing. Maybe it’s just me, but the game looks better in 3D than 2D.

I also like the fact that there are so many different fighters to choose from. I’m not familiar with any of the other Street Fighter games (or any fighting game) aside from Marvel Vs. Capcom 3, so I don’t know how this cast compares to others. I like the fact that there are so many fighting styles to choose from, from the sluggish but strong Zangief, to the flimsy but agile Chun-Li, to the balanced Ryu and Ken. Each character has a ton of costume and color variations, so one can find a preferred skin for each character, further mixing things up.

An example of the top and bottom screens, including hotkeys

The gameplay feels tight; I was not expecting this. Playing Marvel Vs. Capcom 3 felt hectic, yet it was controllable; I found it easy to learn but hard to master. SSIV 3D is the same way; I can pick up on the basic controls and do decently on a medium difficulty level, (by the way, there are 8 difficulty levels, which is amazing) but without plenty of practice, I won’t be pulling off any amazing combos. This makes it easy for newcomers to enjoy, yet it presents a challenge for the ones who want it; it appeals to all skill levels.

The great thing is, combos are accessible through hotkeys on the touchscreen; learning specific button sequences is an advantage, but these hotkey combos are great for me, as I don’t plan on learning the legitimate combos, even if they are better in a battle. Overall, I feel as though I can easily manage my fighter, and directional movement can be controlled by either the circle pad or the d-pad, which is a great feature. I thought, initially, that the d-pad would be a better fit, but I slowly learned that the circle pad is actually a great tool.

The arcade mode is typical; fight other warriors in sequence until you reach the boss. This, in itself, is alright, but after going through this mode with several fighters, it feels a bit boring; there are short cutscenes to set the stage as to why each fighter is battling, but these don’t really create a storyline. I didn’t expect a storyline, and this feeble attempt is just that; an attempt and nothing more. This is probably the only major setback I’ve found in this game so far; the main game mode can get boring quickly.

Online play is great as well, and lag is infrequent. The only problem occurs when an insanely good player (who seems like they’re cheating) absolutely destroys me, and this happens often enough, but that’s not Capcom’s fault. SSIV also includes training modes and tutorials, which would be great teachers if I decided I wanted to get decent at the game… which I don’t. However, I do appreciate their inclusion, because they help train crappy fighters like me. The fighting genre can be brutally difficult, as it requires one to see ahead to prepare for an incoming move, and it takes reflexes, agility, and timing.

Whereas I felt that this was out of place in Rayman Origins, (you can read the article here) it’s right at home in a fighting game; a real fight would require all of these attributes, and SSIV makes one feel epic after a good victory. The difference between the difficulty in Rayman and SSIV is that in SSIV, the difficulty can be altered, and defeating a difficult portion actually feels rewarding. In Rayman, clearing a difficult stage brought no joy, and there was no option to make this stage any easier; that’s why I did not enjoy the difficulty in that game. I wanted to clear the air there, as I’m praising the difficulty here but trashed it in Rayman.

In the end I feel as though Super Street Fighter IV: 3D Edition will have a permanent place in my game library, because it provides bite sized fun when I’m in the mood for a good fight. It also provides the ability to go more in depth if I were to want that option. I like that diversity and especially in a title like this (being handheld, and considering the genre). I definitely recommend it regardless of skill at playing a fighting game, whether or not you’ve played a Street Fighter title before, or any other factor. This is a 3DS must have.

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Farewell
Matt

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3 thoughts on “Review of Super Street Fighter 3D Edition (3DS): Score of 8.5”

  1. These comments are technical in nature and do not concern the substance of this post, rather it concerns the mechanics of this post.

    (1) “In the end, I feel as though Super Street Fighter IV: 3D Edition will have a permanent place in my game library because it provides bite sized fun when I’m in the mood for a good fight, but it also provides the ability to go more in depth, if I were to want that option; I like that diversity, especially in a title like this (being handheld, and considering the genre).”

    Reconsider the structure of this sentence.

    The first comma is out of place in something that is supposed to be read silently as opposed to read out loud and listened to, viz. the comma works for speech writing but is otherwise out of place since this is not meant to be delivered orally. Following this, a comma would fit between ‘game library’ and ‘because it provides’ because of how the sentence functions. The comma between ‘good fight’ and ‘but it also’ should be removed, the ‘but’ should be removed and another sentence started with ‘it also’. In starting that new sentence the comma between ‘in depth’ and ‘if I were’ should also be removed. Following the revisions I’ve pointed to thus far, the semi-colon between ‘that option’ and ‘I like that’ is unnecessary. Finally, the comma between ‘that diversity’ and ‘especially in a title’ can be removed and replaced with the word ‘and’.

    At this point the long, unduly complex and poor sentence should read:

    In the end I feel as though Super Street Fighter IV: 3D Edition will have a permanent place in my game library, because it provides bite sized fun when I’m in the mood for a good fight. It also provides the ability to go more in depth if I were to want that option. I like that diversity and especially in a title like this (being handheld, and considering the genre).

    The changes break that sentence into something much more readable and understandable. Clear writing like this is something that a reader is likely to pick up on both consciously (for people that are appreciably critical of writing) and unconsciously (for people that simply skim-read), ultimately giving the writer a certain level of credibility compared to other writers that are less clear. This happens because people tend to think that people who write clearly know what they are talking about.

    (2) You use the word ‘feel’ a lot. Take a look at your writing and look at how often you use the word ‘feel’ where you mean to use the word ‘think’.

    There is a difference between the words ‘feel’ and ‘think’ and the two should not be conflated or confused. Feeling, as I think we would agree upon, isn’t necessarily connected to thinking or anything necessarily rational. I can stub my toe and not feel angry but I can also stub my toe and feel incredibly angry, all depending on the circumstances. Thinking, of course, is something that is necessarily rational even though it can be done poorly. If someone says that they ‘feel’ a certain way, depending on the situation, we are left to parse out whether or not they have given the matter any thought at all. Did they encounter the situation and simply respond reflexively, without an attempt to understand it (feel), or did they encounter the situation and give it some thought, trying to understand it (think)?

    The reader should always be able to tell. Writing is about communication and the burden of communication is first and foremost upon the speaker. The reader/listener cannot be completely responsible for responding to a message that wasn’t as clear as it should have been, however, on the other side of the coin, they are completely responsible for responding to a message that is as clear as possible. A use loose of language will often result in unclear messages, generally resulting in the perception of messages that weren’t meant to come across but can legitimately be construed from what was said/written. This ultimately results in a misunderstanding where the writer and reader can end up talking past one another, especially without clarity, where they are responding to appreciably different messages.

    Your writing is solid, the core mechanics are there. I bring these points up in an effort to help you recognise where your writing is lacking so that you can be a better writer, communicate more effectively.

    1. Commas can be a tricky point for me, and it’s due to the fact that I was taught to use them in several different ways. In school, they taught the basics of commas, and I always scored highly on editing portions of tests concerning commas. Then I decided to work as a part time editor under an editor who used MLA this summer, and her use of commas is pretty far off from what I’ve learned in school. It threw me for a loop, and as you can see, I tend to make mistakes here and there concerning commas.

      Also, I never even realized that I was using ‘feel’ so often. It’s one of those subconscious things that translates to paper, I think because I talk like that to others. I had a few other terms that I used to confuse/overuse, so I’ll add this one to the list of words to watch out for as I type.

      Thanks for the input, again. I aspire to go to college in the English/Writing field of some sort after graduation in 2015, so anything that strengthens my writing now is a plus for me.

      1. I’d honestly be happy to help. My degrees are in Philosophy (BA) and Theology (MA), so needless to say I’ve done a lot of writing over the years. In grad school we used the Chicago style but, ultimately, both in under-grad and grad school, as long as style was consistent and writing was clear it didn’t matter.

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