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Dopo gli eventi di Street Fighter II, con Ryu e Ken che seguono strade diverse, e introduce una nuova generazione di lottatori (Alex, Sean, ecc.) mentre i fratelli Gill e Urien del gruppo segreto IL's (Illuminati) cercano di radunare e testare guerrieri potenti attraverso un torneo, puntando a dominare il mondo, con il potente Akuma (Gouki) che compare e minaccia il tutto, mentre il gioco si concentra su nuovi protagonisti come Alex.
(PLACEHOLDER IA perché non c'è niente di plot nelle Wikipedia)
Street Fighter III (ストリートファイターⅢ?, Sutorīto Faitā Surī) è un picchiaduro prodotto dalla Capcom, pubblicato nella sua prima versione (Street Fighter III: New Generation) su hardware CPS-3 (Capcom Play System) nel 1997.
È stato sequel del celebre Street Fighter II, distribuito sei anni prima.
Il gioco fu lanciato per la nuova scheda arcade CPS-3, incrementando i frame alle animazioni dei personaggi, rendendoli tali da non sfigurare nei confronti di quelle in motion-capture.
In Street Fighter III è stato implementato il sistema di difesa "Parry", ovvero una parata improvvisa dell'attacco avversario, avvantaggiando il difensore di un tempo di recupero eccellente, con conseguente possibilità di contrattacco immediato.
A differenza del sistema "Just Defense" apportato in Garou: Mark of the Wolves (SNK/NEOGEO), dove era consentito poter compiere parry solo per un breve intervallo, in Street Fighter III le parry sono effettuabili liberamente.
I programmatori Capcom, notando che questo stile cambiava radicalmente il gameplay, hanno deciso di rimuovere la "parata aerea", per rendere il gioco più appetibile e non troppo complesso.
Per le barre "Super!", capaci di far compiere un attacco erculeo e letale, si è inquadrato l'analogo metodo in Street Fighter Alpha: sarà possibile eseguire una Super! non appena l'apposita barra si riempie.
Altra novità nel gameplay sono le "E.X. Move!", versioni potenziate di una mossa speciale, sferzabili al prezzo di una o due tacche del Meter.
A ritornare sono anche le Taunt, ovvero prese in giro nei confronti dell'avversario, disponibili però solo in Street Fighter III: 2nd Impact — Giant Attack e Street Fighter III: 3rd Strike — Fight for the Future. Se eseguite completamente, le Taunt donano benefici ai personaggi.
Production at Capcom on the first game in the series started in 1994, and was initially planned to be a separate fighting game franchise entirely.
Street Fighter II series producer Noritaka Funamizu felt fatigued with the Street Fighter franchise due to dwindling sales on home consoles, and the emerging 3D fighting game market thanks to titles such as Virtua Fighter.
Capcom however insisted to stick with 2D sprites for their games, and to this end started development on the CPS-3 arcade hardware to support higher color counts for said sprites.
When executives at the company pushed for a follow-up to II, Funamizu instead wanted to try and make a new game entirely.
At this point, producer Tomoshi Sadamoto at the company had started work on a game titled New Generation.
Capcom character designer Akira Yasuda felt that the game's roster lacked personality.
Additionally he asserted the company was likely going to make the game into a Street Fighter title, and suggested pre-emptively to add that franchise's protagonist Ryu to the game's roster.
He proved correct, as the game was re-christened Street Fighter III: New Generation'.
Though several other characters were also initially considered for inclusion from the Street Fighter II roster, particularly Ken and Chun-Li, the development team instead chose to focus on a mostly original cast.
This proved some difficulty however for Sadamoto as he felt most of the designs were not as well established as those in II, and had particular difficulty in creating female character designs.
Yasuda however suggested to make the first female character a ninja, stating "Ninjas are cool!" W
while this led to the creation of Ibuki, another idea suggested was to introduce a character that was "Yuki in Africa" based off model Yuki Uchida.
Yasuda designed the character, leading to the creation of Elena, which helped solidify the development team's vision for the rest of the game's roster.
As development progressed Ken was later also added to the roster.
Meanwhile when choosing a protagonist, they selected an American character, Alex, as they felt martial arts were more popular at the time in America and wanted to target that audience.
The finalized cast however still proved difficult to create.
Yasuda continued to work on the character designs, attempting to stay within Sadamoto's design constraints unlike previous games where he made the design choices more directly.
In an interview with gaming website Polygon, when asked if in retrospect the game would have done better if it had not been a Street Fighter title, Yasuda stated while he liked some of the characters, "if I had to change the past, I'd rather just not have worked on that game at all".
Meanwhile, Capcom's North American branch's design support for the title, Chris Tang, expressed shock at seeing the new character designs once they were revealed, with the character Oro in particular causing him to question if Yasuda had left Capcom.
Other issues arose from a lack of software support to develop for the CPS-3 hardware, and the amount of detail the higher resolutions demanded of the designs.
Character balance also proved an issue, as unlike other Capcom fighting games each developer was in charge of fine tuning their own character's gameplay, resulting in some feeling more suitable for Street Fighter's gameplay, while others felt more in line with Capcom's Darkstalkers fighting game franchise.
The long development meanwhile caused one planned character, Hugo, to be delayed until the game's follow up title, Street Fighter III: 2nd Impact, alongside other new character and returning character Akuma.
Because this and the next two Street Fighter III games run on the CPS III engine, more elaborate 2D sprites were created.
Each character is made up from approximately 700–1200 individually drawn frames of animation, with the game running at 60 frames per second.
General producer Noritaka Funamizu explained the controversial decision to keep the series in 2D:
"We feel that 3D is not really suitable for the head-to-head fighting ... and, to be frank, Capcom doesn't really have the techniques to display high quality graphics in 3D."
Producers:
Tomoshi Sadamoto
Noritaka Funamizu (general producer)
Yoshiki Okamoto (general producer)
Designers:
Yasuhiro Seto
Tomonori Ohmura
Shinichiro Obata
Programmers:
Kazuhito Nakai
Tate
Yas
Artists:
Ball Boy
Q
Yu-suke
D Kurita
Composers:
Hideki Okugawa
Yuki Iwai
Stasera mi è presa la nostalgia dei KH. Urge maratona. Quanto cazzo era peak sta saga na volta porca troia
Provided to YouTube by Universal Music Group Dive into the Heart -Destati- (Third Inception) · Yoko Shimomura KINGDOM HEARTS - III, II.8, Unchained χ & Union χ (Cross) – ℗ 2020 Wal..
Ma guarda, non pensavo proprio ci fosse Tekken 8 ![]()
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