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STREET FIGHTER X TEKKEN VITA REVIEW![]() Posted by PlayDevil.com Staff on Jan 7, 2013 14:33 (135 days ago) |
Written by: Ian
![]() Cross it off your list?
"Street Fighter X Tekken" has now been ported to the Vita. Like Mortal Kombat, it includes all of the home version’s content- but will the graphics and controls be watered down for Sony’s new handheld?
This review is mainly going to focus on the differences between the Vita and home versions of the game- for our definitive review of the content, please see Alex’s original review here.
Storyline:
Obviously there are no story changes from the home versions. There’s still Pandora’s Box, there’s still a variety of stories for the chosen tag teams, and an unsatisfying, generic storyline for your custom match-ups. It’s a shame that Capcom didn’t see this as an opportunity to add some more depth to the game, but at least nothing has been cut out.
Gameplay:
As Alex has written, this part of the Namco- Capcom deal plays much more like a Street Fighter game, although there are loads of complex peripheral systems that in theory seem to be there to make the game easier.
However I found the gems, and endless types of combo, meters and the like just too much. It’s pretty confusing. Some of this has also been brought over to the touch screen, although the tutorials, in traditional fighting game style, just tell you what type of move you need to do, as opposed to the actual button combos, and I got some trophies for using touch controls when I swear I wasn’t. At least the buttons and sticks work in a really good way.
Playing the game always feels pretty tight. However, moving from buttons to touch, or trying to get double button presses without activating touch did prove to be problematic from time to time.
Aside from these minor issues though, the full set of gameplay elements are there to be taken advantage of, despite the Vita having two less buttons when compared to the home consoles.
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