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Street Fighter Alpha 3 MAX Review

One of Capcom's last great fighting games is now fully intact on the PSP, right down to the last pixel. It even boasts some extras not found in previous versions.

The Video Review

Greg Kasavin gives you everything you need to know about this pocket sized fighting game in this video review.

The Good

  • Technically a perfect translation of a deep, feature-rich 2D fighting game  
  • Tons of different characters and modes of play  
  • Lots of variety through multiple fighting styles and ability to customize your fighter  
  • Solid ad hoc multiplayer.

The Bad

  • The PSP's controls and layout can make some moves tough to pull off  
  • Noticeable loading times and some dated presentation elements  
  • Basically a straight port of an old arcade game.

It's amazing what the PSP's bright, colorful screen can do to make an old game look fresh again. Street Fighter Alpha 3 Max is more or less a perfect translation of what's presumably the last game in Capcom's Street Fighter II spin-off series. It's a tried-and-true 2D fighting game, featuring a ton of different modes and a ton of different playable characters, and this particular version adds a few extra fighters and options not found in previous versions. Pulling off certain special moves and combos using the PSP's controls can be difficult, but that's really the only reason you couldn't wholeheartedly recommend this game to PSP-carrying Street Fighter fans.

There's a good chance you've already played Street Fighter Alpha 3 before if you're interested in this version. Regardless, it's worth going over some of the gameplay differences that distinguish this installment from other Street Fighter games and other fighting games in general. For starters, this is the biggest selection of characters the series has ever seen, clocking in at around 40 different faces. You've got every last fighter from the Street Fighter II era on the lineup, as well as most of the cast of the original Street Fighter game, not to mention a whole mess of other characters. It's a diverse and likable cast, especially since each fighter has his or her own story, profile, and unique lines of dialogue. Alpha 3 Max even goes as far as to throw several extra fighters into the mix, including stick-fighter Eagle and kung fu expert Yun, though these characters hail from other Capcom fighting games. On top of that, you've got three different play styles to choose from for each fighter, oddly referred to as "isms." X-ism is a simple but powerful style reminiscent of Street Fighter II. A-ism is derived from the earlier Alpha games, letting you use multiple levels of super moves when you've got enough energy. And V-ism lets you dish out powerful custom combos by stringing together all the moves and special moves in your repertoire. Some moves and tactics are only possible when using one form or another, and though the style you choose doesn't completely change the way your fighter plays, the options still add variety.

As for the action once you're in the thick of a fight, it's mostly the traditional one-on-one fighting game battle you'd expect, but with a few twists. You've got three types of punches and kicks, plus throws and a handful of special moves and super moves to use against your opponent. However, Alpha 3 introduces some new tweaks to the combat that make it feel quite different from other Street Fighter games. You've got recovery moves for use when on the receiving end of an opponent's attacks, which let you escape additional damage. There's also a guard meter that prevents overly defensive players from doing nothing but block while pecking away at their opponents with light attacks. Defend too much and your guard will be shattered, leaving you completely vulnerable for a dangerous instant. This is a welcome addition, but on the flip side, Alpha 3 makes throws unnecessarily awkward to use by forcing you to press two buttons to perform them.

In fact, a bunch of different types of moves are now performed by pressing multiple buttons simultaneously, but these can be a little frustrating to pull off on the PSP. You'd think it would be easy just pressing two or three buttons at once, but it's oddly tougher than it sounds. You have the option to map a single button on the PSP to multiple punches and kicks. However, since there are six main buttons on the PSP and six different types of normal attacks in this game, you don't really have room. Also, neither the PSP's D pad nor analog stick offers quite the level of precision you'd ideally want for such a game. As if in recognition of this, Capcom created limited supplies of an adhesive D pad attachment, which gives your thumb more leverage and simply makes special moves easier to pull off. Diehard fans of this game and Capcom's first PSP fighter, Darkstalkers Chronicle, should seek this new D pad attachment out. For most everyone else, it's really not that bad tolerating the PSP controls with this game. But since it's such an exact translation of the original, you can't help but wish for perfectly precise controls to go with it. Thankfully, you can fiddle with the speed and timing of the action in order to best suit your preferences. You've also got a gang of different modes to mess around with.

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