Fighting in the streets!

I never was into street fighting.

It was just too brutal.


Especially for a newbie to Capcom's famous fighting series, like me! To be honest, I was never really struck on this genre until it went 3D with Virtua Fighter, and even then it took me until the first Dead or Alive on the PS1 to get me interested. Although I loved beat 'em ups like Streets of Rage and Final Fight, the 2D fighters never caught my interest in any noteworthy degree.

Back story

I remember a close friend introduced me to the genre, and the series, with Street Fighter II on the Super Nintendo. I completely sucked at it and gave up quickly on having a chance in versus matches against him. I did, however, watch him play it to controller wrecking levels, desperately trying to beat the bosses on the harder difficulty settings. I even remember him getting his hands on Super Street Fighter II, if memory serves me right, where some of the bosses now were playable characters. The rest just looked the same to me.

The young me was not impressed.

Since those long gone, beautifully nostalgic, 16-bit days, I never really followed the Street Fighter franchise. I remember seeing cabinets in arcades in England, even vaguely remember a cabinet of the very first, ill-fated, SF on a car ferry, a summer holiday long ago.

While the first game was early in the genre, SF2 serves as probably the best example where the sequel changed everything to a superior experience, surpassing everything the original had done badly. SF2 moulded the fighter genre, and would influence it in years and years to come.

SF Zero, confusingly titled SF Alpha in the West, was a prequel story and made sure the SF series stayed at the top of the 2D fighter scene. Sporting a stunning animated, slightly more anime styled, younger roster of it's famous fighters.

Then followed the SF Ex series, dabbling in 3D visuals, but retaining the 2D gameplay. Then came the SFIII series, greeted by a lukewarm welcome on it's first release, but would prove it's perfection in competitive tournaments with it's sequels. SFIII probably stands as some of the absolute best 2D fighters ever made, both in gameplay and visuals.

A long hiatus and the more recent, cel-shaded, SFIV arrived. Which, like SF Ex had done with varied success, once again jumped to 3D, albeit retaining 2D gameplay. Nowadays we have an Unreal Engine 4 powered SFV under development.

In other words, a long series of titles, infamous for it's many revisions of single titles.

Today though, I'm focusing on the SF Zero trilogy.

Why Zero?


The SF Zero series made me open my eyes for Street Fighter, something that never happened back in the 90's, but here we are in 2015! I jumped in at the deep end and purchased the third in the series, on my PS Vita, originally a PSP release.

I was pleased with the fantastic 2D artwork and colourful look of the game. However, it proved to be extremely hard and overwhelming. So, I decided to start at the beginning: with the first Zero game, using my Sega Saturn.

Before we look at each title, why go with the Saturn versions? Well, because until the later re-releases, the Saturn versions were the best arcade conversions for home use. Much thanks to the consoles large video memory and excellent 2D capabilities. As such, Zero 1 & 2 have more frames and smoother movement for character animation than their PlayStation counterparts.

Zero 3's Saturn version, believe or not, even outperforms the Dreamcast version! A statement on how well Sega's 32-bit console performed with 2D sprites and a way to appreciate how the console hardware ended up, even though it commercially failed outside of Japan.

Let me not forget to mention the superior Saturn controller for 2D games, the d-pad is miles above anything the PlayStation controllers have given us through the years. Feel insulted as much as you like for that statement, but the PlayStation d-pads are simply four buttons inside it's controller shell. Making rolling inputs on the d-pad way more cumbersome than on the Saturn pad.

That was the why. Now let's look at my thoughts on each Zero title. Thoughts from a true newbie and a terrible Fighter on the Street.


Review

Played on: Saturn
Released: 1996
Originally released: 1995 (Arcade)

From the first fight, it's clear the Zero games have a visually different appearance than the Street Fighter II series. The characters are larger, more detailed and have lots of tiny animations like clothes moving etc. The colour palette is more colourful and diverse, but the overall contrast is more subtle compared to the harsher 16-bit colours of SFII. It's got a distinct, soft toned, colour scheme going on, for lack of better words.

For console-only players, the upgrade from the 16-bit versions of SFII on the SNES and Mega Drive are obvious, finally the series gets a home version running on the benefits of 32-bit hardware. It's closer to it's arcade brother, than the home versions of SFII were at this point in time.



Zero has a small roster of characters, especially compared to the later iterations of SFII, it feels a little lacking and disappointing. Sure, there are new characters, as well as old favourites like Ryu, Ken and Chun-Li, but there's a feeling there should have been more. I do understand though, the close race in releasing titles for the arcade and at home at the time.

Understandably, Capcom thought it could release sequels down the line in the same series. Perhaps a rather devious plan to sell lots of versions of basically the same concept, but keep in mind this is before anything could be updated online. Fighting games need fine tuning and balancing.



Although it's not exactly full of content, I felt the move from going straight to Zero 3 and then moving down to this version, helped me understand the series more. I actually could beat the game on easy and get a feeling on how the max bar works. Basically, it's a bar that fills when performing moves, taking damage or defending yourself, thus allowing you to pull off some powerful super moves.

Compared to Zero 3, Zero 1 felt a little slower, less overwhelming amount of options, characters and fighting styles, thus allowing me to enjoy and understand what the Zero titles are all about.

Even so many years later it's a very enjoyable, to the point fighter with some amazing 2D visuals. Characters are well animated and the backgrounds have lots of small detail.





Review

Played on: Saturn
Released: 1996
Originally released: 1996 (Arcade)

Moving on and Zero 2 is probably my favourite in the series. Where the first lacked new characters, options and animation details, Zero 2 delivers more of everything in a more completed package. In a way, it's what the first game should have been at release.

Once again we have incredibly well done character animations, with small movement details and things like hair and clothes moving. then there are the stunning visual backgrounds, depicting some diverse and beautiful locations.

Even better, is if you buy the Street Fighter Collection on the Saturn, basically it's a double CD compilation of SF games. CD1 has arcade perfect conversions of two SFII variants, forget the slow animated SNES releases, these are the proper arcade versions.

CD2 has SF Zero 2 Gold, confused? Well, Gold fixes a few balancing issues, and adds Cammy as a training character. It's really just for the very interested, and yes the ordinary Zero 2 is just fine to play!



After warming up with the first SF Zero, I could truly appreciate the upgrade to SF Zero 2. Allowing me to play better, move faster and understand the max bar. It really sunk into me, how incredible 32-bit games looked and how greatly tuned and fast the gameplay was, compared to the far more 3D focused era they released.

If there's a fighter to bring out when a friend drops by for some retrogaming, then this is the one!



Of all the SF games I've tried recently, this game just stood out and "clicked" for me. It balances detailed, beautiful 2D visuals, with a clean and simple design and easy to grasp gameplay to dig yourself into. For anyone looking to test out the Zero series, this is the place to be. 

I love the smooth and nice paced fighting, complete with the varied and really cool looking characters. The backgrounds all look fantastic and truly show how pretty the 2D art of it's time used to be. It's probably one of the most fun fighting games I've played and truly enjoyed!




Review

Played on: Saturn
Released: 1999
Originally released: 1998 (Arcade)

At times, I feel Zero 3 went a bit overboard on new characters, the amount of added stuff from Zero 2 is jarring. For newcomers, it feels overwhelming, it's not the best version as an entry to the Zero games. The X,Y and V-ism bars open up countless ways to combat with super moves, but they seem unexplained and more hardcore for newcomers like me. 

The game's defaults, when you boot the game up, is with a maxed power bar and running in Turbo 2 speed, which kind says it all. It's about speed, action and kind of going over the top.



Technically, Zero 3 is probably one of the best looking 2D games made and a true statement on how much more the 32-bit consoles could deliver than the 16-bit consoles, even for sprite based graphics. Something the arcades proved again and again. The backgrounds look incredible, and the animations for each character never seizes to amaze when you consider it all being hand drawn.



So, while I do enjoy some of the character additions: like bad-ass Cody in his black and white prison outfit, hand cuffed in each fight, of Final Fight fame or the double pony tailed, bubbly-blonde, wrestler R. Mika, of recent Street Fighter V reveal fame, I found it confusing learning all these characters. It's like it's blending out the uniqueness of each character by having so many.

Play at least Zero 2 before dabbling in this entry, and even then, it might not suit you. It feels more like a standalone SF entry.



Alternative versions

Are there any other ways to play the Zero titles today? Without investing in a whole Sega Saturn, especially considering the Japan-only Zero 3 is insanely expensive?

Luckily, there's a arcade perfect port of Zero 3 on the PSP/Vita! Titled with a Max at the end. This version retains all the frames and animation from the arcade version and has improved loading times. It also includes a World Tour mode, which is quite good. You can dig yourself into levelling and fighting through a long tournament with increasing difficulty, with challenges along the way and options to choose which fights you'll join.

Another easy option to play the series on the PlayStation 2 release, SF Alpha Anthology. It's cheap and wildly available on eBay. It contains all the arcade titles, each version, in perfect conversion. The only thing missing is the singleplayer World Tour mode from Zero 3 Max on the PSP/Vita. Anthology is a perfect collection if you just want the arcade versions of each title.

The problem I have with the versions outside the Saturn, unless you have a arcade stick, is the six button and d-pad superiority on the Saturn pad. SF games have six buttons and using a SNES/PlayStation/Vita etc. pad feels wonky as you have two of the inputs on the shoulder buttons. It feels off, and doesn't give the same precision of the six buttons layout of the Saturn pad.

The Saturn d-pad is much easier to do rolling inputs with, needed to perform special moves like a Hadouken for Ryu, Ken and Sakura. An arcade stick, however, will fix this problem on other versions.

Fight Over

Well, that's an insight into Street Fighter's Zero  series from a beginner like me. Although this old series is strong even today with new iterations, I highly recommend you to check out at least SF Zero 2. It really is an amazing 2D fighter, almost 20 years after release!

They don't make 'em like this anymore!

Update: Since this was written, Capcom released the Street Fighter 30th Anniversary Collection. This contains all iterations of the arcade SF titles, spanning from the very first SF, all the way to the SFIII series. A fantastic deal to play all the Zero/Alpha titles!