

Play for a couple levels, hear that awesome first stage theme, then quit.Īnother cool thing about FF3 is it had branching paths/scenarios leading to different locations and bosses. Games like these are hard for me to go back too now though. I remember if you didn't have friends you could play with an ai partner, but they were dumb and died too easily wasting continues. The dude on top of the bus, the dude in the factory and the end boss.

Though my friends would die before we made it to the end. Aside from a couple annoying enemies like joe it was kinda too easy even on hard. All the other characters had really fun movesets, but Lucia's super was a bitch to pull off to me. The characters were great too minus Dean I thought he sucked with a limited moveset compared to the others. Grabs, reverse grabs, run combos/cancels into special moves and super moves. Just cause your characters had a lot of options. I played ff2 after 3 so I didn't really like it that much.įF3 is my second fav snes game though. And it doesn't help that they weren't really as technically efficient on the coding side compared to other major console developers at the time. Their CPS hardware games like Alien Vs Predator, Cadillacs and Dinosaurs, and The Punisher are all fantastic but they simply weren't capable of translating those experiences over. It looks to me like the weaker SNES CPU was the main obstacle for Capcom's SNES brawlers. Likely, they were under pressure to show off the graphical capabilities on the SNES since this was a really early title, so that's what motivated them to take this direction. I think the main problem behind most of these cuts is the game being on an 8mbit cart, and them not being willing to compromise on graphics more like shrinking the sprites further to SoR1-like sizes (which was also an 8mbit cart). That makes it a very lackluster port by 16-bit standards. They removed one playable character, 2 player mode, an entire stage, and had significantly less enemies on screen. Street Fighter 2 wasn't even close to as compromised in content, features and gameplay as Final Fight though. Maybe someone with more experience and insight can explain why the sequels didn't quite catch on? The new characters that replaced Cody and Guy (at least they brought back Guy for 3) didn't really have any staying power either. From my own experience Final Fight 2 certainly didn't feel nearly as fluid to play compared to Streets of Rage 2 when it comes to the core gameplay and controls, but that's about the only thing I can say with certainty. I haven't played FF2 and 3 much myself either so I'm not all that familiar with how they stack up quality wise. Did the weaker horsepower put significant barriers in their game design ambitions or something? This all strikes me as fairly ironic seeing as Capcom were more or less considered the undisputed kings of arcade beat em ups in that era, so it's strange that their success didn't seem to translate over to the SNES. Hell, even Maximum Carnage appears to get more love which I consider mediocre at best. Everyone likes bringing up Streets of Rage and Turtles In Time when speaking fondly of 16-bit brawlers while Capcom's efforts seem sort of absent from the discussions. These two SNES-exclusive sequels to the classic, trend-setting Final Fight 1 don't actually seem to get talked about much at all now that I think about it.
