The NEAR functionality as well as the networking options of the Vita in general also lend to a couple of the other new features added to the game. Your customizations can also be shared using the system’s NEAR functionality, which is becoming a standard on the platform. Character customization, as a whole, is just a lot more enjoyable this time around and it begs to be put to use. Things such as the character customization options are much more accessible thanks to the ability to touch the colors and costume pieces rather than cycling through them with a directional pad. The integration of the system’s front touch panels may not work well in the actual fighting portion of the game, but I find it to be a blessing in the interface areas of the other modes. Thankfully, you can turn this feature off in the game’s option mode which became a necessity over time.įortunately, despite this giant step backwards, the game takes some forward as well in terms of the new and improved features added to this release. When these are mapped to attacks, they can really throw a monkey wrench into your gameplay during the heat of battle.
My hands aren’t large by any means, but I do occasionally find myself triggering the touch panels on accident, particularly the rear one.
As a matter of fact, I found the default setting of the touch panel controls to impair my ability to play the game. There is just no good way to accomplish this task which is a necessity in this game. The latter option is the default used be the game and too be honest, it is more uncomfortable then hitting all of them simultaneously. As a result you are left with either trying to trigger all three of your punch or kick buttons simultaneously, which isn’t comfortable given the system’s design, or mapping the combination of the three to an area of the touch panel.
Since the Vita only has the four face buttons and two shoulder ones, that isn’t an option here. SFxT is designed to be played with a full, 6 button arcade layout on the consoles an actual arcade stick was preferable, but standard controllers could suffice thanks to the extra buttons that could be mapped to things suck as all three punches or kicks. The problem lies in the button layout of the Vita itself. The interface of the Vita, proves to be this game’s biggest downfall.
While it may seem like a good thing that the same gameplay has been ported directly from the main game to the portable level, it ends up being the titles biggest drawback. I still consider them all to be solid and a great asset to the fighting game scene. There is no sense in me covering ground that we already touched on in my original review you can read it to find out how I feel about the new combo systems and various gameplay mechanics that are exclusive to this game. Didn’t we learn anything from the entire DLC debacle that haunted the game previously? I guess not.Įither way, the gang is all here for the portable battle.
They are likely on the card itself, but you will need to redeem a code and download them from the PlayStation Store before they show up in the game Capcom is also stating that the code required to redeem them will not be included permanently in the game and is a bonus to those who buy it early in its lifespan. As great as it is to have such a robust roster, the inclusion of these characters comes with a little catch.ĭespite being announced for inclusion in the handheld version of the game before the console version launched, the DLC characters aren’t included in the game from the start. You have all of the characters from the base-PS3 version of the game (including Cole, Pac-Man, and the Sony cats), as well as all of the DLC characters that were released after the game’s launch. All of the original modes of play are here as well. The game features all of the same gameplay mechanics established in the original such as the various EX attacks, Super Arts, the Gem System, and the various Cross Gauge related mechanics. There is a still a loyal fanbase for the game and Capcom has moved forward with its plans to bring it to Sony’s Vita.įor the most part, the Vita version of the game is exactly the same game as its console sibling. It isn’t as popular in the competitive scene as I predicted back in March and the larger tournaments have eliminated it from their line-ups for 2013. As the months have passed and despite rave critical reviews throughout the industry, the fighting game universe hasn’t been nearly as appreciative of the game. Earlier this year, when I originally reviewed Street Fighter x Tekken (SFxT) for the Xbox 360, I really enjoyed the game.