replacing most of the cast
2d fighter at a time when 3d fighters were all the rage
came out when arcades were already on their way out
only originally ported to the fricking dreamcast
Released on obscure Dreamcast before anything relevant
Sprite-based 2D game in the early 3D era when grafixgayging was really bad
Fighting game before they had online presence. Basically, if you didn't have a large local scene fighting games were worthless
The removal of the 95% of the classic cast killed off interest with the more casual audience and parrying turned out to be a bad mechanic that makes matches boring and homogenous long term for the competitive audience.
There's a few things to go over, but first one is a pretty important distinction between SF3s. Most people immediately just picture 3rd Strike as being SF3, but that release was actually when SF3 had finally just started turning around and finally just broke into the profitable range (which is not good for a series that had already been released for two years). No, most of the damage was caused by New generation and 2nd Impact, both releasing in 1997 (only six months apart). To summarize: >Gutted the original roster and replaced with a bunch of new faces that fans of the series didn't quite take a shining to, and given the Alpha and EX series were also introducing new characters at the time that people came to like, this wasn't strictly a "old good, new bad" mindset. People took a LONG time to warm up to Oro or Necro or Elena or the rest. >At 1997, 3D was still an exciting new frontier that was still seeing limitations getting pushed by games with each passing month, so despite the gorgeously made sprites and animations, SF3 didn't really catch people's attention for its visuals, with many citing it just looked like more of Alpha but with an uglier smaller cast. >Gameplay was much slower than other Capcom fighters which usually emphasized frantic high speed combos, so the game failed to find its audience while it was stuck in rare arcade cabinets. >CPS3. This was a new system Capcom developed for higher quality 2D games than ever, but shit was expensive as hell to develop for and produce, so unlike Capcom's CPS2 games, which almost every arcade had a few of thanks to the Super SF2 games using it, where all you needed to order was the board for their new games and simply install it, CPS3 needed their own set of hardware ordered, and as mentioned, these motherfrickers were expensive compared to other arcade cabinets at the time. Given the lukewarm to outright negative response fans had, it's not surprising most arcade owners just weren't interested.
To add on a little further: >We were also approaching an era where games saw much better exposure with their console ports than their arcade outings. Despite the games still seeing fairly good and moderate success in arcades, and arcades being the best versions of many of these games, CPS3 saw to it that not only was SF3 the most expensive and time consuming fighting game that Capcom had ever produced at the time, but also that NO home consoles could have any hope of running the game. Considering that many CPS2 games had to suffer some compromises to make the transition to the PlayStation, this game was utterly doomed to being only available through arcades (which as mentioned in a previous point, many arcade owners were not even willing to make the investment of even having it available). >The first console to finally be able to run these games was the Dreamcast, which came a little too late, and by the time the SF3 series was ported to the Dreamcast, the console itself was already floundering with Sega's future looking uncertain. (This also occurred at a time when Capcom execs were starting to lose a lot of faith in their fighting game division and giving them less and less budget to work with, so giving SF3 yet another chance on the PS2 and Xbox had to wait for an Anniversary to justify it.)
SF3 was too ambitious
They were ready to make the next generation of "street fighters" by completely replacing the cast with new characters and a new story
Imagine if Sega got rid of Sonic and friends but tried to release a new "got to go fast" character to replace Sonic 50+ years in the future, it would not fly, thats why lots of people were put off from SF3
Also parries were toxic asf and pushed away the masses some elitist autists could only dominate
Once more for the people in the back, parry was a stupid addition that makes the masses not interested
> Imagine if Sega got rid of Sonic and friends but tried to release a new "got to go fast" character to replace Sonic 50+ years in the future
Sounds like a utopia.
>Imagine if Sega got rid of Sonic and friends but tried to release a new "got to go fast" character to replace Sonic 50+ years in the future
They have tried this multiple times which is why the "and friends" part exists. Then there's this frick. Sonic Team are not good at this.
- Competition from a multitude of publishers profiting from fighting games.
- Competition from within due to Capcom creating a multitude of fighting games and splintering it's own player base.
- Consumers falling for the polygons fighters are better meme.
- Arcade market outside of Japan, and American coasts, on it's last legs.
- Arcades refusing to carry cabinets that did not generate big profits.
- CPS-3 hardware, the lack of popular CPS-3 games meant fewer cabinets that could be repurposed for other games.
- Small roster at launch due to new sprites.
- Home version only available on dead Sega console.
- Viable home version (on consoles that sold to consumers) not released until 2004.
It was an unfortunate sequence of events that lead to the demise of Street Fighter 3.
it's amazing how awful that animation is when you look at it up close.
replacing most of the cast
2d fighter at a time when 3d fighters were all the rage
came out when arcades were already on their way out
only originally ported to the fricking dreamcast
Released on obscure Dreamcast before anything relevant
Sprite-based 2D game in the early 3D era when grafixgayging was really bad
Fighting game before they had online presence. Basically, if you didn't have a large local scene fighting games were worthless
Arcades and 2D games were out of fashion. Fanboys didn't like it because it had a small roster and not many returning characters, at least until 3S.
As for the game itself, it's fine. The problems which caused it to fail were cosmetic rather than substantive.
SF3NG is a legitimately bad game and 2I isn't anything special. Why would anyone give 3S a chance after a terrible first impression?
Not being as successful as SF2 isn't failure
3 didn't just perform worse than 2, it bombed so hard it almost killed the series
It did kill the series for about a decade.
Darkstalkers sold over 40,000 arcade boards and was still considered a failure. SF3 only sold about 1000.
SF3 not pulling in 2's numbers wasn't the only reason it was considered a failure.
I'M JUST A GIGOLO
came out when Tekken was it's competition 3d was kang
No Guile? No Buy-le.
sex
much like Orsen Wells, it was liked better after it died than when it was alive.
rekkas
The characters look pretty shit. Well besides Dudley. Yeah Makoto looks shit, you don't even play anyway
most of the characters are weird, gross or boring.
Dogshit gameplay and no fan favorite characters
Parries
Literally Who freaks
Mostly parries
What SF Alpha 3? Did it fail too? I played the shit out of it with my brother and cousins on PS1
Alpha was always the budget series and it was reasonably successful for that.
zamn
Zoomer meme
It was 2D when it was considered "lame" to be 2D still since the fad was all the new fangled 3D people could do.
It was too slow.
real answer
2D was something luckluster at the end of 90s and Virtua Fighter 5 perfected fighting games.
The removal of the 95% of the classic cast killed off interest with the more casual audience and parrying turned out to be a bad mechanic that makes matches boring and homogenous long term for the competitive audience.
viscant was right. I agreed with him even at the time, parrying was always a dumb idea. Even Akatsuki Blitzkampf did it better
What hipster loser would play this shit when motherfricking Tekken 3 just came out
It was slow, buggy, and felt like shit. New Generation is a clunky mess compared to Third Strike
There's a few things to go over, but first one is a pretty important distinction between SF3s. Most people immediately just picture 3rd Strike as being SF3, but that release was actually when SF3 had finally just started turning around and finally just broke into the profitable range (which is not good for a series that had already been released for two years). No, most of the damage was caused by New generation and 2nd Impact, both releasing in 1997 (only six months apart). To summarize:
>Gutted the original roster and replaced with a bunch of new faces that fans of the series didn't quite take a shining to, and given the Alpha and EX series were also introducing new characters at the time that people came to like, this wasn't strictly a "old good, new bad" mindset. People took a LONG time to warm up to Oro or Necro or Elena or the rest.
>At 1997, 3D was still an exciting new frontier that was still seeing limitations getting pushed by games with each passing month, so despite the gorgeously made sprites and animations, SF3 didn't really catch people's attention for its visuals, with many citing it just looked like more of Alpha but with an uglier smaller cast.
>Gameplay was much slower than other Capcom fighters which usually emphasized frantic high speed combos, so the game failed to find its audience while it was stuck in rare arcade cabinets.
>CPS3. This was a new system Capcom developed for higher quality 2D games than ever, but shit was expensive as hell to develop for and produce, so unlike Capcom's CPS2 games, which almost every arcade had a few of thanks to the Super SF2 games using it, where all you needed to order was the board for their new games and simply install it, CPS3 needed their own set of hardware ordered, and as mentioned, these motherfrickers were expensive compared to other arcade cabinets at the time. Given the lukewarm to outright negative response fans had, it's not surprising most arcade owners just weren't interested.
To add on a little further:
>We were also approaching an era where games saw much better exposure with their console ports than their arcade outings. Despite the games still seeing fairly good and moderate success in arcades, and arcades being the best versions of many of these games, CPS3 saw to it that not only was SF3 the most expensive and time consuming fighting game that Capcom had ever produced at the time, but also that NO home consoles could have any hope of running the game. Considering that many CPS2 games had to suffer some compromises to make the transition to the PlayStation, this game was utterly doomed to being only available through arcades (which as mentioned in a previous point, many arcade owners were not even willing to make the investment of even having it available).
>The first console to finally be able to run these games was the Dreamcast, which came a little too late, and by the time the SF3 series was ported to the Dreamcast, the console itself was already floundering with Sega's future looking uncertain. (This also occurred at a time when Capcom execs were starting to lose a lot of faith in their fighting game division and giving them less and less budget to work with, so giving SF3 yet another chance on the PS2 and Xbox had to wait for an Anniversary to justify it.)
Which 2D SF game that isn’t 2 is the best?
Alpha 2.
>removing 90% of the characters from the last game is a good idea!
because crapcum was being born
the game did not start as sf.
Ryu, Ken and Chun were added last minute.
Ryu and Ken were. Chun Li was added two games later after Akuma.
>kids crying about being sprites
do i need to remind you fricks of sf EX? which was also shit for different reasons?
SF3 was too ambitious
They were ready to make the next generation of "street fighters" by completely replacing the cast with new characters and a new story
Imagine if Sega got rid of Sonic and friends but tried to release a new "got to go fast" character to replace Sonic 50+ years in the future, it would not fly, thats why lots of people were put off from SF3
Also parries were toxic asf and pushed away the masses some elitist autists could only dominate
Once more for the people in the back, parry was a stupid addition that makes the masses not interested
> Imagine if Sega got rid of Sonic and friends but tried to release a new "got to go fast" character to replace Sonic 50+ years in the future
Sounds like a utopia.
>Imagine if Sega got rid of Sonic and friends but tried to release a new "got to go fast" character to replace Sonic 50+ years in the future
They have tried this multiple times which is why the "and friends" part exists. Then there's this frick. Sonic Team are not good at this.
Best girl
Imagine her braps
- Competition from a multitude of publishers profiting from fighting games.
- Competition from within due to Capcom creating a multitude of fighting games and splintering it's own player base.
- Consumers falling for the polygons fighters are better meme.
- Arcade market outside of Japan, and American coasts, on it's last legs.
- Arcades refusing to carry cabinets that did not generate big profits.
- CPS-3 hardware, the lack of popular CPS-3 games meant fewer cabinets that could be repurposed for other games.
- Small roster at launch due to new sprites.
- Home version only available on dead Sega console.
- Viable home version (on consoles that sold to consumers) not released until 2004.
It was an unfortunate sequence of events that lead to the demise of Street Fighter 3.