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If I had to hold a single video game responsible for getting me
where I am today and keeping me with this hobby, it would easily
be this game right here. Not the arcade version, but the console
version this port is based on; I know a lot of fans out there don't
want to hear that, but I for one could not be happier!
Street
Fighter is a classic series. If you don't know that, or worse yet
haven't heard of it, then I'm in total shock, but I guess it can't
be held against you if you're a youngster! The series didn't start
the fighting genre, but it sure as hell did jumpstart it, with the
release of Street Fighter II. And Street Fighter II' Hyper... and
Super Street Fighter II... and Super Street Fighter II Turbo...
you get the idea. It was popular, and due to a huge skyrocket in
bootleg arcade cabinets that featured a modified game engine, Capcom
decided to release Street Fighter II' Hyper, known as Street Fighter
II Dash in Japan (hence the apostrophe in the title.) The game featured
the ability to play as the four bosses, a slightly faster game engine
and the ability to fight against the same characters - with that
came new colours for each fighter, as well.
Street
Fighter represents a style of fighting that is now defunct in games.
Nowadays we have 3D fighting games with pre-determined combos that
require long strings of button input, while Street Fighter simply
had six basic attacks: a light, medium and heavy punch and kick.
Players then could create their own combos by combining those attacks
- the attacks themselves did not change if you were in the middle
of a combo like they would in modern fighting games. It allows creativity
and freedom. Is it better? That's up for debate, but it's different
and rarely done these days, so it's a nice step back to a more simple
game engine and perhaps one that allowed more freedom, despite being
limited to back-and-forth movement and jumping in a 2D arena. This
Street Fighter also came before the days of super moves that almost
always determine the outcome in the later Street Fighter games.
I have nothing against those, I love them, but there is just something
very appealing about the classic Street Fighter II - nothing but
strikes, guards and a couple of special attacks.
Each
character - Ken, Ryu, Guile, Zangief, Chun-Li, Blanka, E. Honda,
Dhalsim, Balrog, Vega, M. Bison and Sagat - features two to four
special moves that can be pulled off at any time. Back then, it
was usually a simple matter of rotating the directional pad or holding
it in one direction, then quickly pressing it in the other combined
with a button (though a few characters do have more complex motions,
such as the Russian wrestling superstar Zangief.) The down-forward
motion to pull off the Hadoken fireball is now a classic among fighting
games and is a staple of this series, as well as the charge attacks
for moves such as Guile's Sonic Boom or M. Bison's Psycho Crusher.
The
game engine is clearly a classic - it wouldn't still be around if
it were not. You're looking at a game that spawned hundreds of spin-offs,
re-releases, sequels, prequels, movies, TV shows and what not. Despite
this very version of Street Fighter II' being released on numerous
other platforms over the years (PlayStation, Game Boy Advance and
PlayStation2
to name a couple), this incarnation has a lot riding on it. If you're
like me, you played Street Fighter II' on your console at home,
be it Megadrive or SNES, and would pretend the computer opponents
were real as a kid. You'd wish the people on the other end were
actual people fighting against you. Never did I imagine back then
that over ten years later I'd be watching the same introduction
sequence to the same game, but this time I'd really be playing people
from around the world!
SFII'
Hyper Fighting has a number of online modes to choose from, including
custom just-for-fun matches, ranked matches and a winner-stays mode
called Quarter Mode, where a group of players can pile into one
room and claim the next fight, designed to help simulate the joys
of watching people compete in the arcade while you're waiting for
your turn. It is essentially the same mode as Dead
or Alive Ultimate and Dead
or Alive 4 have, but with less options with which to customise
it. Aside from some issues connecting to players in Ranked matches,
the online mode works beautifully; in fact, during our tests we
only encountered one instance of any lag. Of course, it's all very
dependant upon your own connection as well as your opponent's, but
it seems to hold up very well, assuming you're not downloading something
while you play!
The
single player Arcade mode is fully intact as well, complete with
some of the cheapest artificial intelligence you will ever come
across in a game. More on that in a second; the rest of the arcade
mode - endings, bonus stages, continue screens and boss fights -
are all here, just as you remember them, and there are even some
achievements to earn in this mode that will really put your skills
to the test. Now, back to that AI. As the Street Fighter games progressed
into the Alpha series, the AI became progressively easier - this
was not the case for SFII, and still isn't in this version of it.
90% of the time, even on the very easy difficulty, the enemy AI
will read your button input and knock you out of the air anytime
you jump at them. If you land said jump attack but don't get your
combo in, the CPU usually throws you instantly, causing massive
damage. It sounds like tough AI, but trust me when I say it isn't.
When you see it in action, it becomes painfully obvious that the
AI is well aware of everything you're doing and can counter it instantly;
they don't even have to charge up moves that usually take two seconds
to pull off, instead doing it immediately whenever the time calls
for it. The game is not easy and it usually has no mercy. Prepare
to come up with every cheap tactic you can to defeat the enemies
on the higher difficulty (the only differences here is that the
CPU delivers more damage, all the movement patterns are the same!)
Do not play this game around any sharp objects.
Moving
on, CPU Battle mode can also be unlocked, which basically turns
any enemy you fight into a boss character with incredibly difficult
AI and attack patterns. Sounds like fun, am I right!? It's not for
everybody, but the hardcore Street Fighter players will enjoy the
extra challenge here. Another challenge for those players may be
getting used to the controls - though it's not nearly as hard as
playing Street Fighter on the original Xbox, the 360 controller
is no arcade stick/SNES/Megadrive controller and definitely requires
some adjustment. The d-pad obviously works best, but having some
strikes on the triggers (since there are only four face buttons)
feels a bit odd at first, even compared to playing on a PS2 controller
where the triggers aren't exactly triggers at all. The controls
seem responsive for the most part, though I tend to have trouble
executing charge attacks that require a kick command, but can do
them just fine with a punch command. Perhaps though I'm just an
old Street Fighter fan beyond his prime!
The
graphics and sound are hard to judge on a game like this. The graphics
for their time were quite good and had some great backgrounds and
character designs, and the sound... well, who could possibly forget
trying to figure out what the hell Ryu and Ken were saying? I distinctly
remember making up my own words for them that sounded about right,
and guess what? They still sound about right! The menus have gone
through a change to support HD and definitely look more modern,
although they're still a bit plain. It looks like Capcom was attempting
to create new menus that still had the retro feel to them, and by
including some screens that are simply nothing but bright blue,
well I think they've done that... I may come off as a hypocrite
for slagging off Robotron 2084 for only containing the original
graphics and praising this game for it, but really. Look at what
we're talking about here. One of these games is actually somewhat
nice to look at! Guess which one?
Moving
on, as I mentioned, SFII' has a nice mix of hard and easy achievements,
as it always should be in my humble opinion. On the online side
of things you simply have to participate in 10 and 50 ranked matches
to get two achievements, or win 10 or 30 of them to get two more.
You also get a small one just for playing a Quarter match - SCORE!
The single player achievements are where the challenge lies, especially
with some very hard computer characters that love to piss you off.
Simply beating the game on any difficulty and using each character
at least once give you an easy two, then there are medium difficulty
rewards such as a perfect score on a bonus level, a completely perfect
match on the default difficulty and completing the arcade mode without
losing a match. The harder achievements include beating the mode
without losing a single round and completing it on the maximum difficulty
possible. In short, it's a perfect blend of easy, moderate and hard
achievements - every gamer can get some of these, but it takes real
effort to get them all. Great job, Capcom!
Despite
being 400 points more than the other retro games, Street Fighter
II' Hyper Fighting is well worth the investment - especially since
it's the first fighting game available on the arcade, and it truly
defines the term arcade better than any other title in the line
up. If you played it growing up at home, get it and love it. If
you played it in the arcade, get it and deal with it not being quite
'arcade perfect'. And if you've never played it before... well,
now you have no excuse to find out just what you've been missing!
Reviewed by Christopher Martin for AceGamez (All Rights Reserved).
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