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Street Fighter X Tekken (XBOX 360)
Custom Service Resume Objective Since the dawn of gaming beat ’em ups (level based side scrolling etc) and fighting games (side on character vs. character) have been around, even as early as the mid-70s Sega had an old arcade game called Heavyweight Champ which featured side view combat between two characters. As we moved through the 80s and into the 90s the two genre’s evolved with games such as Streets of Rage, Double Dragon and Street Fighter taking the gameplay forward, often looking to each other for inspiration.
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For local and online multiplayer the core gameplay remains the same as single player and Capcom have found a good balance across the characters with each feeling unique. This then opens a wide range of options for very different team styles when we begin choosing from the two franchise groups. That alone would be enough for most developers but here we go a step further with the addition of Gems which benefit novices and experienced players equally.
Special moves and combo’s are plentiful in Street Fighter X Tekken and really add an element of showmanship to the presentation. Not only that building up our Cross Gauge and then executing a powerful combo also gives us a real sense of achievement, especially when it takes down a human player.
That said we would have liked the option for a gameplay mode which removes the extras completely for a traditional… or classic… Street Fighter 2 esq battle experience. Also on the slightly negative front is Scramble Mode which in theory is a nice addition but trying to fit multiple fight planes into this games fight engine is a little too much and fights end up being a bit of a free for all where two players often manage to sandwich another and beat them into unavoidable submission very quickly. Also in need of a slight tweak are a few of the characters, at least on the easier level, such as Dhalsim being able to stand well back and significantly deplete the opponents health without any danger to themselves. Finally on the minor issues and tweak front on our pre-fight screen which covers the game loading the musical score could do with being a little longer as it ends well before the load is complete and we then sit in silence staring at a near static image, waiting.
Back to the positives we have a game where the characters and controls from Tekken have been implemented well despite the differing styles. They never feel out of place, even when fighting characters who have the ability to shoot fireballs and the like then in addition to this the revised controls they use also feel well suited to the game. So much so that we found ourselves seamlessly moving between characters during fights even when there was one from Street Fighter and another from Tekken.
The potential which is opened by combining the various fighting styles is key to Street Fighter X Tekken’s success though as it, along with Gems, Cross and Pandora enhancements give the game a hugely customisable and unique feel which feels completely fresh each time we enter battle.
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