Super Street Fighter IV: 3D Hands-On Preview
By:
Wesley Ruscher
|
February 5, 2011, 1:46 am

If there wasn't enough indication already, Capcom is planning to lay the beat down on fighting game aficionados in early 2011. In perhaps the last event of the year to check out Marvel Vs. Capcom 3, before it lands later this month, Capcom hosted a MVC3 Fight Club tucked away in Downtown LA at Club 7IV0. The event was loud and energetic, packed to the walls with eager fans. MVC3 was no doubt the star attraction, but hidden behind the wall of zealots lay one game many were just as impatient to get their sweaty palms on; Super Street Fighter IV for Nintendo's soon to be released portable powerhouse the 3DS.

 

After a 40 minute struggle and some take charge tactics, I was able to finally sink my thumbs into some Super Street Fighter IV: 3D Edition action. By now, most have seen the screens and videos showing off SSFIV 3D's impressive visuals on Nintendo's handheld. In person they are equally impressive, it's too bad screens and vids (at least for now) just don't show off the games and the 3DS's sleekest feature -- the 3D.  SSFIV 3D is essentially a 100 percent carbon copy of its console brothers and then some. With the 3D enabled the depth presented in the classic 2D viewpoint gives the game a fresh look  that's truly astonishing the first time experienced. But where the visuals shine the most is in the games special 3D mode-- a sort of over-the-shoulder and a little to the side viewpoint. From this perspective the action feels much more in your face. Whether it be a hadoken or one of Dhalsim's elongated extremities, you may feel inclined to duck out of the way the first time one passes by. For longtime players there is a little adjustment to this angle, but the added visual impact quickly overcomes any awkwardness.

 

All this would be for not though if the 3DS wasn't up to snuff in the controls department. Feel free to breathe a sigh of relief, because the Nintendo's wonder machine is up to the challenge.  Though the 3DS doesn't have the arcade six-button layout of the arcade, if your familiar with a Playstation or Xbox controller you'll be right at home. The 3DS's D-pad is a little stiff and on the small side, but the new analog circle pad works great for pulling off any move -- with just a little practice. Normally I find analog sticks to be horrible for 2D fighters, but since the circle pad lacks the tilt found in normal analog sticks, inputs(QCF for example) are  quick and precise. To help simplify some of the more complex maneuvers in SSFIV, the touch screen is broken into quadrants allowing newcomers to pull off some badassery with just a simple tap too. Purists may feel this cheapens the game, but really it only helps bring in Nintendo's casual fan to a hardcore affair. Pro's are still going to hand someone theirs online  regardless of the touch screen.

 

 

The presentation of SSFIV 3D at Capcom's event unfortunately lacked access to some of the games other features. No two-player battles over Wi-Fi or Street Pass mode with its figurine fights to see, but with just over a month to go till its release, the wait isn't long. My limited time with SSFIV 3D has me pretty excited for the games official release. Having played a ton of SFIV and SSFIV on console though, I am a little skeptical  that once I'm over the gimmick of 3D the game will lose some luster. Only time will tell, but as it stands SSFIV 3D looks to be one of the most robust games for the 3DS's launch and if the online is on par with its console brothers, it may very well be the definitive version for the non arcade elitist.

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