Sunday, February 18, 2024

Street Fighter III: 3rd Strike (Arcade, X-Box) Review

 (Originally posted on December, 2016)

                                       

(1999, Arcade/2005, X-Box)

For anyone growing up with the explosion of the fighting genre in the 90s, it was tremendous to experience the spectacle of Street Fighter 2 and Mortal Kombat, whether in a crowd huddled around an arcade cabinet, or alone in one's room awed by a convincing version running on their SNES or Genesis. That was just the beginning...spending the decade sampling almost everything Sega, Namco, SNK and others had to offer, I ended up putting the most time and energy into the quietly released Street Fighter 3: 3rd Strike. Usually a casual fighter fan, the game and it's local communities quickly sent me into the deep end of researching the internet for strategies against specific characters, priority charts, frame data and even paying over $150 to immediately import the Dreamcast editions for practice at home, as if I wasn't already at the arcade enough...

Usually I'd frequent the closest location near a busy, recently developed mall area where a Sega-operated arcade held a weekly $10 lock-in with a small, friendly community. Sometimes I'd selfishly convince my parents to drive me to an old, run down part of town...a huge, dark and dilapidated shopping center contained a seedy independent arcade with the city's toughest competition spread over dozens of cigarette-burnt control panels. After nights of being defeated by the local champions and prominent players visiting from the competitive hot spot of California (but still winning an occasional round), I always made it out safely, but not without smelling like a tobacco farmer. Years later I'd visit a local game store whose owner loved the game so much, he bought his own cabinet for the business. Wanting to save some quarters, he would unlock the door to give himself some credits, only to then come dangerously close to shattering the screen (or his hand) after my Hugo would barely defeat his Akuma.

Having already been a fan of the series since New Generation, 3rd Strike is a huge overhaul from the first two games with an additional 5 characters, the universal overhead attack (which further encourages offensive-based tactics), overall speedier action, a deeper parrying system and countless other small additions and tweaks. Just walking up to the game, it immediately impresses with a fast-paced, gritty into celebrating the cool new characters, the reluctantly embraced weirdos and the well aging veterans in Ryu, Ken, Akuma and Chun-li, all seemingly as powerful as ever. The biggest immediate distinction is the handful of full fledged hip-hop tracks prepared for the attract, character select, bonus game and credits/stage select screens. Even people who don't care for rap could appreciate how bold and fun it is, especially since the style was very rarely explored in any previous fighter. Continuing into the game, the single-player is more involving with the 'car stage' revived in glorious CPS3-powered animation & color, as well as the minor but much appreciated touch of getting to choose from two possible opponents for each match. Whether you want to experience a certain opponent's fighting style or just enjoy their stage/music, getting a choice adds a constant drip of extra suspense and satisfaction while waiting for someone to roll up to the cabinet (or challenge you online)  There are even all new endings prepared for the respectable roster of 20, if you can manage to get past Gill, who was tough enough before...and now literally radiating with power in his last stand.

If the first two games in the Street Fighter 3 trilogy offered clues of impending doom and unexpected waves of paranoia within their beautifully illustrated worlds, 3rd Strike is the in your face, cold aftermath of destruction. The menus and interface is dominated by rusts, reds and blacks. The stages are either desolate, uninviting, bizarre or almost mockingly drawn with ultra realistic spectators, puzzlingly pretty water colors, or the occasional over-abundance of light amongst the usual dreariness. No longer the usual jazzy and fun mid-90s Capcom sound, the music is hard-hitting, energizing but never particularly cheery. Seemingly indifferent towards outer appeal (but still often attractive anyway), the only purpose of 3rd Strike's art is to pump you up for the fight...


Ryu Stage: It's wonderful to see Capcom once again have the courage to commit to an all new Ryu theme, knocking it out of the park with one of the game's best tracks in 'Kobu', working just as well during a long set of squats at the gym as it does in the game. Reflecting the meditative, dramatic tone of the music, Ryu seems at the peak of his power and to this day I wonder what happens to him after training under Oro. In an ode to his SF2 stage, you once again fight on a Japanese castle, this time in blinding, broad daylight. A nearby giant crow is susceptible to being agitated but continues to hold down the castle as the long spectator.

Oro/Sean Stage: Set on some fairly uneventful Brazilian loading docks during noon and sunset, this is one of the dullest stages in the game. The music is infectious with a fun saxophone lead, but not particularly exciting to fight to. I never cared for Sean's new half-hearted Shoryuken animation, which really puts the cherry on top of him being weakened for this game.

Dudley Stage: Dudley's pleasant, if overly placid stage is full of more English stereotypes and an almost disorienting amount of water coloring.  The upbeat groove of "You Blow My Mind" still makes it well worth playing. The arranged version is even better as round 3 adds some light female vocals that complement the foundation perfectly.

Elena Stage: Set in the burning red Savannah, where the silhouettes of giraffes and elephants melt in front of the gloriously huge sun, the music of "Beats In My Head" sounds absurd to sit and listen to, but will make you want to jump up and down while fighting. The breakdown followed by the invigorating drum build-up at round two is tremendous. Elena's new special attack, a 'flare' dance kick which tangles opponents into taking several hits, is always satisfying to pull off.

Hugo Stage: One of my favorite characters to use, Hugo is a treat to play as otherwise skilled players frequently implode if they can't adapt to how dangerous he is up close. Hugo's loft is twisted and full of fun. Cast in an eerie green light of an old television, his Christmas decorations, wrestling belts/trophies, childish toys and half eaten food are all strewn about the floor, ready to be sent flying around the screen after slamming his opponent to the ground with a flying pile driver. "The Circuit" is particularly energizing: full of guitars, voice samples and wailing sirens. The only refined aspect of this fun house is the painstakingly built architecture you can just vaguely make out from the huge window on the room's opposite end. If you're a pro wrestling world champion, you don't have to apologize for being so eccentric.

Ken/Alex Stage: Alex's 'Jazzy NYC theme' is further energized with more powerful, pleasing drum beats that perfectly synchronize with the saxophone as turntables lead the music transitions between rounds. I've never been so excited to hear xylophones as I am when playing this stage. The empty New York City subway changes it's lighting and foreground elements depending on if Ken or Alex are fighting, but is rather dull to look at either way.

Yun/Yang Stage: Switching lighting and weather depending on the character, Yun and Yang's stage is set on the roofing above the bustle of a busy Hong Kong market. Giving off a creepy Ghibli vibe, the slight movement of the hundreds of people just below is right in your face but too easy to miss amongst all the neon lights and giant Chinese lettering. "Crowded Street" is methodical and sinister yet not something that could be described as sounding evil.

Remy Stage: This brilliant, gritty steam punk stage was no doubt inspired by FFVI's Narshe or FFVII's Midgar, taking place outside of a nightclub as an uncomfortably realistic audience watches. Looking out of place in 2016 but a perfect product of late 90s American pop culture, Remy is designed like a mixture of the Hardy Boyz and Marilyn Manson while filling in the role of a Guile/Nash style charge character, one handed sonic booms included. The already lively music gets groovier in round 2.

Chun-Li Stage: Considered one of the most powerful characters in the game, Chun-Li is back with an instantly infectious, upbeat and entirely original music track to match the excitement of her return. The action is set in a remote, rural village that's run down but made inviting by the happiness and contentment of the locals.

Makoto Stage: Makoto was my main character, confusing many Ken/Ryu/Akuma users with her unorthodox special moves, high pressure normals and the strong, confident animations flowing from her un-intimidating frame. So much fun tormenting opponents who made the mistake of throwing a fireball by countering with the #2 Super Art and even getting in a few juggle hits after they've been launched. The fight is set in front of her empty family dojo, as Makoto entered the tournament to help bring up attendance. Her stage, even if desolate, is one of the most comfortable in the game. Lots of neat details like the carefully drawn persimmon trees, illustrations of fall and an almost tangible sense of warmth illustrated by the kindling. She has one of the most distinctive music tracks that's both 'cute' and hard hitting.

Twelve/Necro Stage: Necro and Oro were criticized for being weird, but Twelve might as well be an alien. The 'successful' bio-weapon that Necro was meant to become, Twelve is considered one of the weakest characters in the game, but is still fun to try just to control his shape shifting animations.  Taking place behind St. Basil's Cathedral, the coldness of Russia is felt with each note of what sounds like a jug instrument, constantly poking and probing over the saxophone and the drum and bass.

Akuma Stage: This run down Japanese road is scary and without an animation in sight, but still so inviting. I'd love to step in the world for a closer look at the huge moon, solemn jizo statues, overbearing trees and to search where all those odd lights are coming from. Full of devilish energy, this really fun track contains some of the game's most aggressive drum beats. Round 3 is the best part, getting quieter and allowing more eeriness and danger to seep in. No longer a hidden character, Akuma  is particularly interesting in that he's the only one who lacks the ability to perform EX moves, but always has three Super Arts at his disposal.

Urien Stage: The painful sunlight, aggressive plant growth and powerful ancient faces within Mexico's Olmec ruins are a great match for Urien's abrasiveness. The music sounds like a bunch of noise at first listen, but of course that has it's way of working well in violent battle.

Ibuki Stage: Having played very little of the original Street Fighter, I was surprised to learn this is a remake of Geki's stage,  now with lots of fun little touches like snakes falling from the lakefront trees.  Even amidst all the fighting, you can get lulled to sleep by the brilliant sunset, deliberate beats and long, powerful notes of the flute. Round 3 in the home version has an excellent breakdown.

Gill Stage: Your character now proceeds past a whole row of druids to meet the NWO leader, now with the grandest super in the game. His stage tries to intimidate not with lava or shooting stars, but with the mystery of it's collection of buildings, the persistent flickering of light down the long hallway and the reflections of the water dancing many stories up the wall of a high rise. His minute long ending crams in almost as many religious references as 100 hours of playing Xenogears.

Q: Only appearing as a guest in other stages, Q is rather awkward and unorthodox to use but all the more fun when you get the hang of him. Growing ever mysterious and cooler as time goes by, he's currently one of the most requested characters to make a return in SFV.

Still the 'latest' game in the story, 3rd Strike feels like a true passage of time with the small returning cast showing up stronger than ever and not clinging to past glories, be it their music or move sets. The game's aesthetic sense may not be as 'fun' as many others, but still enjoyable in it's uncompromising harshness. The dark new world was lovingly packed with brilliant touches such as the timing of the characters flashing their taunt a blink of an eye after trashing a car, to the special openings which are either just plain stylish (Makoto vs. Ibuki) or generously clever tributes (Alex vs. Hugo). Backed by the deep, refined gameplay, it all weaves together into something magical: Unlike any other fighter I've played, when suited with a good opponent, 3rd Strike transforms from just a video game to a medium for the ever important battle of wits, will and skill against another player. After putting in what must be hundreds of hours, to this day it's still surprisingly fun to experiment with alone. Definitely give this a try if you're remotely interested in 2D fighters. If all the systems and mechanics seem like too much, don't be afraid of dipping your feet into the more inviting waters of the prequels. I hope Capcom can one day top this, which Street Fighter 5 hasn't quite done (yet). Until then, Street Fighter 3: 3rd Strike has left an everlasting mark on a still sizable community that gathers in homes, (b)arcades and online to keep the 'Fight for the Future' alive.

No comments:

Post a Comment