Developer
Arika
Publisher
Capcom
Game Type
Fighting, 2v2
System
Playstation 2
Release Date
Japan - 03.04.00
USA - 10.24.00
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PS2 SF EX3
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SF EX3 Guide
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Street Fighter EX3 (PS2)
Review by: Eugene Huang (01.12.04)


<< PREVIOUS - Intro // Sound & Presentation

Innovation:

Most fighting game players are unaware that SFEX3 boasts an incredibly versatile tag system, some would say better than any fighting game made to date. For evidence supporting this claim, download any of the EX3 match or combo videos that are available on the Net. At the time of this review, ShinjiGohan has just recently released a 7-minute long video based entirely on innovative tag combos executed off of just throws alone, and the strange thing is that tag -> throw combos probably make up less than 5% of the untapped potential that is offered by the game's unique tag system. The standard tag, however, usually results from the formula (universal for every character) of standing/crouching MK/MP -> tag -> simultaneous attack. What each of the two characters do during that simultaneous attack is totally up to the player, which is what makes the system so diverse and potentially limitless.

Innovation Score: 9 / 10


Gameplay:

Brace yourself or grab a cold one. This might take a while.

Reasons to play and/or own EX3:

1. As far as 4-player multiplay goes, EX3 reigns supreme. Not many fighting games offer the option of having 4 player-controlled characters, but those that do can't possibly hold a candle to the amount of fun that is made available to 4 skilled SFEX3 players. Due to the game's innovative tag system, teamwork is absolutely paramount to success, so teammates who are on the same page with each other in terms of tag combos are rewarded the most often with victory.

2. EX3's engine is clean. The game doesn't offer all that many unfair bugs or hit-detection glitches that hinder gameplay because it features 3-dimensional character sprites restricted to a 2-dimensional plane. This combination results in a physics engine that's more realistic than the average 2D fighter without any of the random and mysterious hit detection that tends to appear in most 3D fighters.

3. Despite any reservations regarding the Excel system, EX3's engine is a vast improvement over EX2+. The existence of momentary combos adds a totally new dimension to the game in which precise timing resulting from diligent practice is richly rewarded. Plus, the fact that throws are performed by a strict button command guarantees that they are always executed deliberately and never accidentally. And lastly, making Surprise Blows into overheads instead of unblockables (without the use of a super meter) gives the game a new dangerous edge in terms of both offense and defense.

4. For a modern fighting game with a fair amount of bells and whistles, EX3 is very evenly balanced. No one character clearly stands out against all the others - at least not as much as a V-ism Akuma/Sakura in Alpha 3 or Jin in Tekken 4. Sure, there are still flaws and unfair advantages in the engine (like Garuda's Critical Parade), but apart from those few examples, the game tends to offer victory based on the skill of the player rather than the character.

5. There is no slowdown! Early reviews of EX3 reported the existence of a rather unbearable slowdown problem, but this premature judgment was based on the reviewers' experiences with the Japanese version of the game rather than the superior American version. After the Japanese release, the programmers quickly discovered ways to combat it, and it was more or less eradicated by the American launch date.

Reasons NOT to play and/or own EX3:

1. Hardcore 2D gamers, or anyone already set in their Alpha or 3rd Strike ways, might not appreciate this game nearly as much as those starting with a fresh palate. I know this for a fact because I still find it difficult to adapt back to Alpha 3 and CvS2 timing with Sagat due to all of my years playing EX. Any gamers totally against learning a new system may not wish to invest the time to re-learn Street Fighter basics for EX3.

2. Apart from Ace (who is almost never used), EX3 offers no characters that weren't already available in previous EX games. In fact, Hayate, Blair, and Allen are still nowhere to be found, and will most likely never surface again. The poor character selection in EX3, however, most likely stems from the fact that Arika became Capcom's sacrificial lamb, since Sony was most likely hoping to have a Capcom-made 3D fighting game for their much anticipated PS2 launch. So, since most of their other development teams don't work in 3D, Arika had only three months to work on the release of a full-fledged sequel after EX2+ was ported to the PSX. But for three months of work, EX3 was unquestionably a pretty damned good effort.

3. If you are not within the vicinity of any good EX competition or if none of your friends are interested in becoming good EX competition, then this game is absolutely useless on its own. In all honesty, this game offers one of the worst and most boring one-player modes for any fighting game made after 1999. The key to enjoying this game lies in the quality of human competition that you find, and if that happens to be scarce, then your time spent with this game will be scarce as well.

The importance of willing human opponents for the enjoyment of this game can not be stressed enough. In simple numerical terms, if you happen to live in an EX hotspot or have a group of friends willing to try a new fighting game together, go ahead and add one whole point to the gameplay score below.

Gameplay Score: 8 / 10


NEXT >> Extras, Lifespan, & Summary




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