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Remade, Rebooted, Redundant?

Oftentimes its hard to stay original in any creative industry, most especially gaming. What play-style can you create that no one has seen before, or what new story can you use to hook an audience? Oftentimes, big-developers will put stock into these new innovations, however for the most part they will push remakes or sequels as they are sure-fire ways to get profits. And why wouldn’t they? These are franchises that we love and we want to see continue. Oftentimes, if a particular sequel is met with in-adequate sales or critical reception, then most likely the next number will be forgone in favor of a remake. Fans could be asking for a sequel for years while others think it would be best to try and start from scratch. And then there are times when a franchise that has no desire from the community to continue.

Dead to Rights was a great deal of ridiculous fun, but way too past its prime. Image source: Amazon.com

This can be seen in games such as Dead to Rights Retribution, which was meant to revitalize the franchise after the mediocre Dead to Rights 2. Ironically however, the remake didn’t do much better in either sales or critical reception. The franchise tried to stay relevant, but with a hap-hazard remake coming out four years after the its popularity went stale, there was so little interest in what was done different that it seemed to be the final nail in the series’s coffin. But there are cases where the fans can end up being blind-sided by a remake when what they really wanted was a sequel. Fans of Devil May Cry know this feeling all too well, as the outrage soared over the announcement of its grittier reboot.

The remake of Devil May Cry, or DMC: Devil May Cry, was a complete overhaul of design and tone for the series. The once cheesy and anime-like setup and style for the Devil May Cry characters were replaced with more gritty and modern styles that more reflected the hipster and internet activist crowd. While it kept the supernatural elements of the old series, such as the main protagonist Dante being  the son of the demon lord Sparda and fighting demons to protect the world, it darkened his backstory at the same time making his attitude more rebellious. Instead of wearing a red trench coat with white hair, he instead sported a modern-punk faux hawk with a tank-top and a black jacket. Fans were bashing this design the second it had come out, and while Ninja Theory, the new developer on the game, tried to tweak it to fit the fans’ tastes more, it still was bogged down by hatred of change. But did that make it a bad game? Not at all. I even felt it was an interesting change. Don’t get me wrong, I still revere Devil May Cry 4 as one of my favorite games for the Playstation 3, but while this new game made a lot of changes, I felt the changes worked. Although there were of course some eye-rolling lines as well.

Only a slight change in Dante’s design. Image source: Butterfly Samurai.com

 But what of the gameplay? The game was very similar to the old, having players utilize a variety of different guns and swords against different types of demons in the general hack-and-slash style. However, fans didn’t like some changes to it, such as the update to the style system. The system used to reward players for attacking enemies in different combos, dodging hits, and doing so in short amounts of time. The new system however just allowed a player to rack up points until they got hit, which for some felt overly simplistic, losing the reward for skill the game once had. Another factor was the lack of lock-on targeting which had been essential in every game so far. Thankfully though, Ninja Theory included it within the remastered DMC: Devil May Cry Definitive Edition for the Playstation 4. But all things considered, the story remained very similar, if only re-updated. Dante and Vergil are still brothers, and are still trying to take down the Demon king Mundus. However, while trying to keep the game fresh, it only turned off more people than it pleased, which is unfortunate because I consider it a great game,and I’m a huge fan of the series. And much like how this remake won’t be expanded, neither will the out-of-left field Prince of Persia from 2008.

When I read that a remake of Prince of Persia was being made for the Playstation 3 in Game Informer, I was confused. I had Two Thrones on PS2, and I thought it was great. Only later did I find out that it did the most poorly out of the three Prince games, Sands of Time and Warrior being the previous in the “Sands of Time” trilogy of the game. The game wanted to branch off of the original trilogy instead rather than continue the current. Now the game was based around a completely new character, having no name and not even called “The Prince”, as the previous protagonist had been, and his main goal is to help mystical princess, Elika, free the land (which has several Persian aesthetics and motifs) of corruption. While a lot of focus was on acrobatics and platforming, the game was now an open world game wherein the player could go after any of the four bosses in any order. After beating one, the player would be given a new ability to explore the world better. Erika also helps the player in acrobatic platforming. However a noticeable departure is the loss of the time reversing mechanic, relying more on a variety of gained abilities to make up for it. These abilities weren’t as powerful as time-reversing, but each was gained from a boss and allow the player to explore the world more.

Elika clearing the darkness from another section of the map. Once this finishes the player gets a new power. Image source: Destructoid.com

 Another interesting note is the use of cel shaded graphics which helped set it apart. Unfortunately, the game received a luke-warm reception. Fans of the game series felt it was too easy and disliked the one-on-one QTE based fights that were based off of the original trilogy. The game would get an epilogue in DLC, however it only prolonged the gameplay a little bit while not furthering the story nearly at all. Prince of Persia would again be rebooted with The Forgotten Sands. However, with the most it could tout being the ability to run up frozen water, it seemed a desperate attempt to once again revitalize the franchise, but sadly enough it may have been the final nail in the prince’s coffin. At least for now.

So in summation, what can be said about remakes and reboots, and can they really work? It makes a lot of sense why someone would try to re-energize a series. It helps to bring them back into the limelight and possibly be improved for the modern times. For instance Far Cry seemed to get a complete tone shift in the third came which made it one of the best selling games in 2013. And while Ratchet and Clank may not be old, the new reboot released helped it break away from what a lot of fans saw as being a stale formula from titles sushi as All 4 One and Full Frontal Assault. However, there are times when people aren’t ready for the change and aren’t as receptive, such as with  Prince of Persia or Devil May Cry. And even then, some franchises may seem only the more dated when being brought back such as Duke Nukem Forever or Star Fox Zero. The remakes and reboots that work do so because they know what made the original great, and instead of copy it, change it just enough to be interesting, but still be recognizable, getting the same emotions from fans as well as possibly some new ones.

Nintendogs: Man’s Best Friend, Loyal to the End

In 2005 and 2006 a little game called Nintendogs took the handheld gaming world by storm.  Such a simple idea, taking care of virtual puppies, the idea had been done before, but most of those games had an ending; ultimately there was a way for the game to end whether it be training the dog after a certain amount of time or completing mundane care tasks with little reward.  Then the Nintendo DS artfully used its stylus and touch screen to create an interactive environment in which the person behind the screen acted more as an actual owner and less of an errand boy.

First of all, you got to pick your own dog.  You were given enough money to pick whichever dog you wanted that was available in your specific game.  Then you got to name it, feed it, give it water, give it baths, make sure they were happy and energized with toys and walks.  You can could teach your puppy tricks and even train it for competitions.  You could make your dog a pro athletics champ or maybe just dress them up and take them out on walks hoping for a special mystery gift to show off your doggy prowess to your friends who also had the game.

The game offered tons of opportunities to redecorate the house, dress your pup up, and become a competition champion.  The only real end goal was maxing out the trainer points which were earned while playing the game, but in the end there were always the dogs to take care of.  The puppies always needed to be fed, given water, washed and walked at the very least.  There was always something to do in Nintendogs; so why do so why are so many puppies left abandoned?

It is really sad when you think about it, the puppies being left all alone with only themselves or maybe they have a friend or two to play with.  They’ll be parched, starving, and filthy with flies jumping off of them, but they’ll slowly walk up to the screen begging for a bit of love and attention.  It’s almost heartbreaking going back to an abandoned Nintendogs game, simply because they don’t die; they just wait.

It could be said that this style of punishment is used in other games, but in games like Animal Crossing the villagers move away if you don’t keep up with them.  That would almost be better than the Nintendogs treatment.  Yes the dogs run away, but that actually only happens if the game is left on.  If that game isn’t played the dogs are left in a state of abandonment, still growing hungrier, thirstier, and dirtier with each passing day.

 

Thinking about the dogs being left to just wait reminds me of that one story, Hachi: a Dog’s Tale, the story of a very loyal dog who constantly waited at the train station for his master so that they could come home, but after the master dies while at work, Hachi finds himself waiting still for him to come to the train station, leaving Hachi to wait for the rest of his life.  He was so loyal he couldn’t bear to leave his spot.

You can’t really ever hurt your Nintendog.  They can get “sick,” but there isn’t a risk of losing them.  They just look a little off for the rest of the walk after they eat trash, but after a few paces they’re back to their chirper selves.  You can tug their leash a little too tight, but they only whimper for a second then they bark with joy.  You can tug their paw a little too hard and it prompts a sneeze or they dance a bit jumping back and forth on their paws, but you can never really hurt them at all.  They don’t hold a grudge over anything that their owner does or doesn’t do; they just continue to wait for love and attention, even if it’s the form of a few style taps on the screen.  Give them food, water, a bath, maybe even a walk; make your Nintendog’s day, they’ve only been waiting ten years.

nintendogs wikia

Image from Nintendogs Wikia

Street Fighter V: Is It Finished Yet?

Ever since its release, Street Fighter V has been under fire for being an incomplete game, and who can blame anyone for thinking like this? Upon release, people who put that game into their system were greeted with barely anything to do offline. With no arcade mode, no challenge mode, a yet-to-be-added in-game shop for unlockables, and a horrible online experience for the first week of release, anyone who bought Street Fighter V in its February release had essentially purchased a $60 training mode with bad online.

What a lot of people seem to forget, though, was that a lot of the game’s major parts were to be added in March. So, now that the huge March update has happened, is the newest addition to Capcom’s fighting game giant actually worth a buy? Let’s find out.

Gameplay

Fighting games are notorious for alienating the more casual scene due to their high execution requirements, requiring a small frame of time to mix moves together into combos. Capcom noticed this trouble with the casual scene, and has increased the window for combos in this game, making the creation of effective combos much easier to do. Most bread n’ butter (BnB; basic, effective combos) combos in Street Fighter IV only had a window of 2 to 3 frames where you could input the next move before you drop the combo. In Street Fighter V, that number seems to be closer to 4 to 5 frames. On top of this, the casual audience can also rest easy knowing that even if they don’t have combos, they can still get by on the regular moves, because the damage on all attacks in Street Fighter V is huge. A few random attacks can do some serious damage if they land. The best part about these two simple changes is that even though it is more welcoming to the casual player, it also brings the competitive scene for the game closer to its roots. By making execution overall easier, in combination with the high damage from normal and special moves, it shifts the focus of the game away from having a player that has both high execution and a good neutral game, to a player that really only needs a good neutral game.

For those unacquainted with fighting games, the neutral game is the point in a match where neither player is at a clear advantage or disadvantage on screen, and both are trying to get in on each other. This point in the game relies heavily on mindgames and prediction, as opposed to execution. Lots of limb-flailing going on here to keep opponents out or to try to get in on them. Punishing mistakes, applying pressure, everything to do with fighting games outside of execution happens in the neutral game. It’s the core of fighting game fundamentals. This change to almost exclusive focus on the neutral game is a smart choice. By having the gameplay focus more on fighting game fundamentals, it helps to develop the player into someone who is better overall at the game than creating a person with a flowchart of “that one combo they found” or keeping to one singular strategy. It encourages the player to learn, because they know that all they have to know to get by is their opponent, rather than any complicated combo list, while at the same time rewarding the player for knowing those combos.

Mobility in Street Fighter V feels incredible. Everyone has the perfect amount of weight to them and maneuvering around the screen feels incredibly natural. Street Fighter V is by far the best-feeling game in the franchise, even better than fan favorite Street Fighter 3: Third Strike. That said, mobility in a fighting game isn’t really something that can be graded, as how a fighting game feels to the player is almost entirely subjective. So while I feel that Street Fighter V feels the best, this is the part that will vary the most from person to person.

Zangief Spinning Pile Driver Street Fighter V

Image courtesy of GiantBomb user DryvBy

Now moving on to the actual mechanics themselves, Street Fighter V seems to have taken the series back to basics in terms of, well, everything. No more Focus Attacks, no more supers, no more Ultra Meter. In its place, we have Critical Art (CA) Meter, and the V-Gauge. The CA Meter is used for only two things: EX attacks, and a Critical Arts. EX attacks are powered up versions of each characters’ special moves that take one bar of your meter to perform, and Critical Arts are what’s replacing both Supers and Ultras in this game. Critical Arts are powerful moves you can do once you fill up your meter. Performing them takes all the meter you have, but if landed, they can be game-changing. You can charge your CA Meter by doing pretty much anything. Attacking, blocking, getting hurt – anything.

The V-Gauge is also only used for two things: V-Reversals, and V-Triggers. V-Reversals are exactly what they say: reversals. If your opponent is applying pressure, you can spend half of your V-Gauge to push them away from you. V-Triggers are special skills you can perform when your V-Gauge fills up. These skills vary from being something simple like an increase in overall damage for a short period of time, to a special attack that can put you at a serious advantage. Because of the higher utility the V-Gauge offers, it is harder to build up than the CA Meter. You can either build up your V-Gauge by getting hurt or using your V-Skill, a special move that varies from character to character.

That’s it for actual mechanics, though. The minimal mechanics help highlight the neutral game, giving the players just enough tools to deal damage and get in, without it being so full of mechanics you get lost in the sheer amount of options you have. With less overall options, it’s easier to learn your opponents and develop strategies for their specific style of play. It sacrifices complexity for the sake of a more involved mental game, and it works wonderfully.

One last thing I’m going to mention is that the roster is incredibly balanced. Every character has high points and low points that make them each good in their own way, where even the lowest tier characters can still make top 8 in tournaments.

Street Fighter V is by far my favorite Street Fighter game in terms of how it plays and feels.

Looks/Sound

Aesthetically speaking, Street Fighter V looks fairly lacking when compared to other fighting games, such as Mortal Kombat X or Guilty Gear Xrd. Not to say it looks bad, just that it could be better. The quality of the character models is very good, and the environments are bright and full of color. The biggest issue here, though, is that the environments don’t feel like they’re a part of the game like in previous entries. This has to do with the fact that, while the playable characters are animated at a full 60 fps, the backgrounds are only animated at 30 fps. Meaning the images in the back are going to look really off-putting while playing. The stages themselves look good, but when playing through them, I can’t help but feel detached because of this weird, unnecessary difference in frame rate.

Now, onto my biggest complaint about the visuals in this game: the color of the stages. You have all of these beautiful looking stages, with all of these colors that could be used really well to make them even prettier, and this just doesn’t happen because of one huge reason:

HARDLY ANY OF THE STAGES ARE WHITE BALANCED WELL

Fang vs. Ryu Street Fighter V

Image Courtesy of EventHubs’ Jonathan ‘Catalyst’ Grey

Seriously, it may seem like a small thing to some, but god damn is it horribly obvious in this game. The colors in the majority of the stages all have this really ugly blue tint to them from lack of white balancing, as shown above. And when it’s not an ugly blue tint, it’s an ugly orange tint. All of those great colors could have been brought out so much better if they just white balanced the stages.

Now onto the sound, and I’ve gotta’ say, Capcom nailed it with the OST here. You’ve got a bit of everything, from the hype-building Rashid’s theme, Ryu’s orchestral theme, Ken’s awesome hard rock, and F.A.N.G.’s… Dubstep elevator music? Yeah I guess that’s how you’d describe it. But it’s great, I swear! Point is, this OST is awesome, and huge props to Capcom for making one of the best fighting game OSTs of all time.

Story

lol

Content

Ah, here it is. This is where all the backlash is coming from. Does Street Fighter V have enough content to warrant its price? It certainly didn’t at its release. But now that the promised March update has happened, adding in a lot of the content that was lacking in the initial release, is it finally worth a buy?

Well, let’s add it all together, shall we? The amount of content in this game is as follows: Survival Mode, Training Mode, unlockables through the in-game shop, Challenge Mode, ranked and casual online matches, quick stories for each character, access to the Capcom Fighters Network, and yes, the online is now actually stable and working pretty alright now. If you want to count it, we’re also getting a cinematic story mode some time next month.

Survival mode is the closest thing this game has to an arcade mode, and it’s not as good as one. You go through a lot of stages, each increasing in number with difficulty, and try to beat the boss at the end. To stay in the best shape you can, you can exchange points you earn for winning fights for buffs in HP, attack, defense, etc. It would be so much cooler if it weren’t for the horrible AI. It’s pathetic for the first half of survival, and then is absolutely brutal in the second half, so getting through the whole thing, even after a little bit of practice, is still horribly tedious. That said, I still enjoy the occasional survival mode, and don’t really see why people hate it aside from unlocking colors. As a mode on its own, I feel like it’s perfectly fine. The AI may be jank, but going through it once you learn the game is kinda fun. You just have to get over that difficulty spike if you’re playing on anything higher than easy.

The stories take 5 minutes per character, are pathetically easy, horribly written, and have ugly art, though sometimes comically bad. And some stories are kind of entertaining. And by some, I mean just Zangief’s.

Zangief Story Mode Street Fighter V

Doesn’t stop the art from being ass, though.

Challenge mode is the standard fighting game challenge mode, where you’re presented with 10 combos for each character that you have to pull off. You get nothing out of this aside from something to do and some help on your execution, which isn’t a bad thing. Especially since this is the first challenge mode I’ve seen where the combos in it are actually practical. A couple of the combos I came up with for Nash actually were in challenge mode. It was soul-crushing.

The Capcom Fighting Network is irrelevant if you don’t play competitively, but if you do, it’s a place for you to keep track of the top players and watch replays of pretty much any match that happened online. It’s a great way to learn more about the game.

There is plenty of content, but half of it won’t be revisited after the first play through.

Conclusion: Should You Buy Street Fighter V?

Okay, here it is, the big moment. After everything that’s happened with Street Fighter V, is it finally worth a buy after the update? Well, a used copy of Street Fighter V at Gamestop goes for about $45, and that’s the perfect price. I want to use that to prove something: Even after this huge update, with the extra characters, modes, unlockables, and everything, Street Fighter V still does not have enough content to warrant a $60 price tag. Even now that it’s price has been lowered to $50 for a new copy, that’s not going to be worth it until June, maybe. If the story mode isn’t 5 minutes like what we have now. I bought my copy for $60 on release, and I love it. It’s one of my favorite fighting games, and I feel like my money was well spent for the time I’ve put into it. But I can’t honestly recommend getting this game to anyone for anything higher than $45. I wouldn’t buy a game that was online-only for any more than $30, and with the content Street Fighter V has, it just pushes it up to $45 as a good price. It plays wonderfully, looks good, and sounds great. From the perspective of gameplay, Street Fighter V is absolutely fantastic, and if you want to play it, you should buy it for whatever price you want. But if you’re looking for content, this game just won’t deliver for full price. Get it used.

Pony Island: Not Your Typical Puzzler

Pony Island is an interesting little puzzle game. You find what seems like an old arcade machine with an AI that is alive in many respects. You’re greeted with a bubbly, happy splash screen. The AI speaks to you. It’s a setup that’s been seen before, in many games. And yet, this time it feels very different.

Ah, yes. Exactly what you’d expect! (Image from Indiegames.com)

The game starts out as a runner. You’re controlling a pony with the goal of just getting to the end. After a couple levels, though, Pony Island ramps up the satanism by a lot. And by that, I mean you become the herald for someone trapped in the game, trying to break free. Pony Island transitions into this section of the game very well. I think that for a game jam game like this, it pulls off getting into the meat of the game really well.

So, you’ve met this person via a chat interface inside this arcade machine’s computer. You’ve talked for a while. Another AI introduces itself, with seemingly more evil intentions than the first. Its main goal is to keep you in the game, to keep you playing. The first person says it’s due to errors in the game’s code, and that they’ll help you get to the faulty bits for you to fix them.

Coding looks exactly like this, I promise. Complete with ponies.

These puzzle sections are what you’re really getting at via the levels. (Image from Kotaku.)

As far as puzzles go, the coding is easy enough to figure out. There are certain tiles that will progress the cursor to the next line, to the previous line, move it between columns, or make it repeat from a certain point. The running sections are what’s difficult– turns out it’s kind of hard to focus on jumping, shooting a laser from a pony’s inorganically moving head, and dodge projectiles. Yes, sometimes all at once. This was my only frustration. It made it difficult to progress, and running through the same beginning section of one particular level was boring after the first fifteen attempts.

Pony Island doesn’t stand out in terms of gameplay. It’s very standard, and the puzzles have an interesting spin. I’d go so far as to say that while it is a video game, its main purpose was to be a medium to tell the story. As you play the game, you begin to realize that the AI with evil intentions is, spoilers, Literally Satan™. It’s designed the game to capture lost souls who may decide to play it, you included. It’s spent time reinventing the game and trying to draw in bigger crowds, even as you play. It breaks the fourth wall, but not in that awkward way that some other games would. For me, at least, it drew me in and kept me in. I didn’t even question the part where I killed Jesus.

Satanism, ho!

Yeah. It happened. (Image from Encyclopedia Dramatica.)

In summary, Pony Island is a really, really solid game, and probably one of my favorite indie titles to come out this year. While the indie scene was being overshadowed with Undertale stealing the spotlight for many Game of the Year awards, Pony Island managed to hold its own enough to garner some attention for a little while.

Gaming’s Undervalued Treasures: Final Fight 3

Picture courtesy of Giant Bomb user dracocall

Picture courtesy of Giant Bomb user dracocall

Final Fight 3 deserves more love from SNES fans
The original Final Fight, released back in 1989, is often seen by several old school gamers to be one of the most memorable beat ‘em ups.

The game was a massive success in the arcades, as well as home consoles. Capcom created and developed a sequel exclusive to the SNES under the immensely intriguing title Final Fight 2, which is a solid game in its own right.

Final Fight 3 was also released as a SNES exclusive. However, it came near the system’s end in 1995. The game features the largest roster of characters, each with their own truly unique special moves to add to the already near-perfect gameplay.

GUT Final Fight 3 7

Final Fight 3 is also one of the few side scrolling beat ‘em ups to feature branching paths which effect the game’s ending. From a technical stand point, Final Fight 3 contains some fist pumping anthems which fit the chaotic fights seamlessly and curb check the tinny sounds of the original game. Final Fight 3’s colorful, comic book-like graphics are pleasing to look it throughout.

Since it was released so late into the SNES lifespan, and was BLASTED by several major video game magazines , Final Fight 3 faded into obscurity.

The only franchise to feature a pro wrestling mayor as its hero three times!
Final Fight 3’s story is similar to most beat ‘em ups; an interchangeable gang, (this time the Skull Cross Gang, which to be fair is a totally bad ass name), takes over an interchangeable city (Metro City) and our heroes (Mayor Mike Haggar and friends) must walk forward and punch and kick everyone in the face in the name of justice.

What is nice to see when the game is booted up on the SNES, is an extended intro which gives a detailed backstory, including the riots the Skull Cross Gang has started throughout city. New comers to the series, Luica and Dean are even given a quick origin story and players are caught up with the returning Guy and Haggar.

The cut scenes actually add to the story of Final Fight 3. Image courtesy of Giant Bomb user 234r2we232.

The cut scenes actually add to the story of Final Fight 3. Image courtesy of Giant Bomb user 234r2we232.

Lucia is a booty short wearing cop who mildly resembles Jennifer Jason Leigh in Single White Female. Dean is a big Image Comics looking-dude who controls electricity and whose family was killed by the Skull Cross Gang.

Our heroes, ladies and gentlemen! Image courtesy of Hardcore Gaming 101.

Our heroes, ladies and gentlemen! Image courtesy of Hardcore Gaming 101.

Refined and polished to borderline perfection

By this time in the mid-90s, the beat ‘em up genre was very much a road well-traveled. Final Fight 3 is walking down that road, but the gameplay has beneficial tweaks here and there which make Final Fight 3 fresh and exciting.

The new cast members, Dean and Lucina in action! Image courtesy of Giant Bomb user Kou_Leifou

The new cast members, Dean and Lucia in action! Image courtesy of Giant Bomb user Kou_Leifou

For starters, Final Fight 3 introduces a run button, similar to how Sega’s Streets of Rage 3 did. However, it does not feel as slippery as it was introduced in that game. Running in Final Fight 3 allows for more moves for each character, adding in a  bit of depth in a genre that is not known for being deep.

 

 

The return of Guy is something most Final Fight fans will love about this game. Image courtesy of Giant Bomb user ignor

Guy executing a running attack!. Image courtesy of Giant Bomb user ignor

Each of the four characters has their own unique play style and special attacks. Guy is the quick, combo heavy one, not unlike his appearances in Street Fighter. Haggar is a grappler/powerhouse, Lucia is your basic, all around character and Dean is a charge-like character. It helps to have more variety, especially when it comes to playing with other friends.

Final Fight 3 also takes on a more colorful and animated art style that is not like the other games. Characters appear a little cartoony and have that mid-90s Capcom vibe which gives Final Fight 3 an appealing look. It gets rid of the gritty style of the first game and overall looks better than 2.

Haggar has spent most of his political career on the streets! Image courtesy of Giant Bomb user kou_leifou.

Haggar has spent most of his political career on the streets! Image courtesy of Giant Bomb user kou_leifou.

Finally, the branching paths will offer some new scenery along with a chance to get a different ending. Not the greatest feature of the game, but it helps add to the experience of playing Final Fight 3.

Final Fight 3
’s features similarities to another Capcom franchise…
Even when compared to most beat ‘em ups, the first and second Final Fight had beyond easy control set ups. One button to jump, one to attack and pressing the two made the character do a special attack. There was a separate button in 2 which controlled the special attacks.

An example of the super moves found in Final Fight 3. Image courtesy of Giant Bomb user kou_leifou.

An example of the super moves found in Final Fight 3. Image courtesy of Giant Bomb user kou_leifou.

This control scheme is implemented in Final Fight 3, but there is the addition of more special attacks. How the player executes the moves is more in line with a fighting game, very similar to how Street Fighter or Darkstalkers plays. Fighting game fans can feel right at home with the special move system along with the super meter which can be triggered and create a devastating super move.  

Final Fight 3’s only flaw is the mild repetition
A welcome addition of characters, moves and smoother gameplay allows Final Fight 3 to be great. Not flawless though, as the game suffers from what many other beat ‘em ups suffer from. Repetition.

Dispensing some justice with a lead pipe. Image courtesy of Giant Bomb user 234r2we232.

Dispensing some justice with a lead pipe. Image courtesy of Giant Bomb user 234r2we232.

The player will be taking Haggar and friends on an excellent adventure through some vibrant locales, but the enemies and even the bosses will not be as creative. At least halfway through the game, enemies start to repeat.

The music does not fare much better, as the same tunes are repeated ad nausem throughout the game. They aren’t bad, the song “For Metro City” is arguably the highlight of the soundtrack, but when the player is hearing the same four songs over and over again, it gets old.

One of Gaming’s Undervalued Treasures
Final Fight 3 is one of the best examples of a sequel being overshadowed. The original Final Fight has a massive following and several ports to consoles, whereas 3 has the SNES port and it is exceptionally rare. However, the game can be downloaded on the Wii and Wii U thanks in part to the Virtual Console.

A beat ‘em up worthy of anyone’s collection, Final Fight 3 offers gameplay a little more complex than the average side scroller and features some fantastic controls as well. The graphics showcase the SNES colors expertly and the multiple characters and paths will make this an instant replay, especially among fans of classic beat ’em ups.