Super Street Fighter IV: 3D Edition
Super Street Fighter IV: 3D Edition | |
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Single-player, Competitive multiplayer |
Super Street Fighter IV: 3D Edition is a
Gameplay
Super Street Fighter IV 3D Edition plays much like the console version, Super Street Fighter IV. It plays like a traditional fighting game, utilizing 3D backgrounds and 3D characters on a 2D plane. It has two primary modes: single-player and multi-player, the latter mode which supports both online and local play. Other modes include Team Battle, which supports up to eight players; Replay Channel, which allows players to view and share replays with others online; and rival battles, which features a dialogue sequence between two characters which depends on who they are. The battles take place between two opponents, of whom each have their own health meter that the opponent has to deplete by attacking each other. Players win a match by either depleting the opponent's health or merely having more health after the time runs out. The objective is to win two times in a match. If the opponents are on equal standing when the timer runs out, it is considered a loss for both opponents; if this occurs twice in one match, it results in a draw.
Players use the Nintendo 3DS' circle pad or directional pad to control their fighters, which allows players to jump, crouch, and move toward and away from opponents. Players use the face buttons in order to performs techniques such as punches, kicks, grabs, and "personal actions." The touchscreen can also be used to use these personal actions, which displays multiple icons for each action, though its nature depends on whether players have the difficult mode set on "Lite" or "Pro"; on Pro mode, such moves have to be performed manually. Players may filter online play opponents; this depends on whether they are playing in Lite or Pro modes. It features abilities such as "Focus Attacks" and separate meters for both "Super" and "Ultra" combos. When in the single-player mode, if toggled on, there are additional "bonus stages" which allows a chance to receive additional points, similar to the ones found in Street Fighter II. The first challenge challenges players to break a car while the second has players break as many barrels as they can. Super Street Fighter IV 3D Edition features all 35 characters found in the home console version of Super Street Fighter IV. Each character has multiple unique costumes, some of which originally appeared as downloadable content in the console version, that are included on the Nintendo 3DS game card.[4]
3D Edition introduces a number of new features. One of the more prominent features is the use of
Development
Super Street Fighter IV 3D Edition was developed by
Before 3D Edition began development, a port of Super Street Fighter IV was considered for either the Nintendo DS or PlayStation Portable; however, Ono felt that neither handheld would provide satisfaction for him.[10] He was first introduced to the 3DS by Capcom producer Jun Takeuchi, who showed him a version of Resident Evil 5 playing on the 3DS. Afterward, he "threw together a quick build" of Super Street Fighter IV in a couple weeks for the 3DS. Nintendo, after being shown the build, was impressed by it, and wanted it to be shown at E3 2010. However, Ono felt that the build was not ready to be shown; instead, he allowed Nintendo to show a couple of screenshots and talk about the game. Ono included the Dynamic Mode early on in development in part to make it appealing to casual gamers. He noted another advantage of this angle was how well it worked with Ken and Ryu, who he finds to be most commonly used by "lapsed players" who used to play the series.[3] In an interview between Nintendo president Satoru Iwata and Yoshinori Ono, the two of them discussed the touchscreen control, with the latter comparing it to New Super Mario Bros. Wii's Super Guide function. Ono added that they were intent on making a game that could make it more approachable. He added that while some may call him a "sell-out", he felt that it was advantageous to the developer as well as the gamers. When Ono learned of the pedometer function of the 3DS that rewarded coins for the number of steps taken, he decided to implement it to allow coins to be spent on figurines. He also designed the Fighter Request function, which when activated allows anyone playing the game nearby to accept this request, with the hopes of creating another community.[11]
He noted that the only misgiving he had was with the expressions of characters as they perform or get hit by ultra moves which were accomplished by a different method than the console version; however, he felt that no one would notice this on a small screen. This fact allowed them to make more simplified modes to make the game move faster. The developers also had to tweak the backgrounds as they work on the 3D effects due to them sometimes overlapping with itself. When asked why characters exclusive to the arcade game Super Street Fighter IV Arcade Edition were not featured in the game, Ono explained that it was due to timing and a desire to focus on the already proven console version. He did note however that features from the Arcade Edition could be included if there appears to be interest. He elaborated that even if he could add these features, they may not due to the more hardcore nature of the Arcade Edition, and that if there is no hardcore audience for 3D Edition, they don't want to "force them into some new version." In an attempt to simulate the "Saturn-style" six button configuration, the Pro mode was designed to have these six buttons on the touch screen; however, the developers found it to not be comfortable.[3]
Reception
Pre-release
IGN's Richard George ranked it the second best Nintendo 3DS game at the time of the article's posting; he wrote that it might be "Nintendo's best asset in selling its new system."
Post-release
Aggregator | Score |
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Metacritic | 85/100[28] |
It received positive reception upon release; it holds an aggregate score of 85/100 at Metacritic.[28] Computer and Video Games' Tamoor Hussain called the console version "this generation's greatest fighter" and praised the 3D effects, the amount of content retained from the console version, and its increased appeal to both casual and hardcore gamers.[29] Fellow CVG editor Andy Robinson recommended it as one of the better launch games.[30] Famitsu's editors found it to be well received, giving praise to the graphics and touchscreen control though noting that the Dynamic Mode can be a "bit hard to see."[31][32] Eurogamer's Johnny Minkley noted that while it was not a "serious alternative for high-level players", it gets as close to it as it can. He also gave praise to its figurines and the Dynamic Mode.[33] Kotaku's Brian Ashcraft named it the one game to buy around the 3DS's launch, and praised it as demonstrative of what the 3DS can do. He was surprised by the quality of the online play; while he expected it to be as bad as Super Smash Bros. Brawl's, he found it "lag-free, smooth and painless." He also gives praise to the StreetPass function and touchscreen control, though he notes that he has not actually been able to use StreetPass yet.[34] Stuff's James Burnett found it to be a strong launch title due to its "fun, fast and tight" gameplay, sound design, and the online multiplayer.[35]
During the 15th Annual Interactive Achievement Awards, the Academy of Interactive Arts & Sciences nominated Super Street Fighter IV: 3D Edition for "Fighting Game of the Year", but ultimately awarded to Mortal Kombat.[42]
Sales and promotion
In its first week of release, 3D Edition was the seventh best-selling video game and sold 44,649 copies in Japan.
References
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