Street Fighter EX2 Plus
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The console version of EX2 packs a similar amount of modes to the first title. One of the most prominent modesis once again the Command Training / Trial Mode. Like in SFEX, thismode allows players to run through special moves and advanced combos for everyfighter in the game. No doubt a great asset to playing the game competitively, Trial introducesplayers to the basics of each character, all the way up to some of EX2's mostchallenging (yet rewarding) combos. Completing some of the ultra hard combos isa satisfying experience all on its own, and definitely gives you a feel for someof the combo possibilities in the game.
A PlayStation version of the game, titled Street Fighter EX Plus Alpha and promoted as Street Fighter EX plus α was released on July 1997. All the characters from the arcade version of EX Plus are featured, along with two characters exclusive to this version: Dhalsim from Street Fighter II and Sakura from Street Fighter Alpha 2.
And, for those of you jonesin' for some Speilberg-type antics, you can now direct your favorite fighter however you want, thanks to the director mode. Simply pick your fighter and opponent, both players' health, and length of recording (up to 25 seconds), and then begin recording. When the battle is finished, simply step through the recorded fight, placing cameras as you go along. Pick your camera angles and lens options (like focus and zoom) via a simple, easy to understand editing interface and BOOM, welcome to Hollywood! Of course, if this is all too complicated for you, you can simply let your PlayStation do all the work via the game's Auto Edit mode. Sure, the recording length isn't all that long, and the only real time you'd use this is if you were good enough to really unleash a recordable barrage, but for experienced players, this simply adds yet another feature to keep you coming back.
Graphics Out of all the 2D-turned-3D fighters out there, EX2 is easily the prettiest. The first game, while nice looking, Had models that resembled what looked like Max Headroom's body; all blocky and sharp-edged. In contrast, the sequel offers smooth edges and textures that while not amazing, fit perfectly, yet again proving that less can mean more. The floors use an interesting technique on most levels, often fading into black at the edges, so the end of the 2D plane will segue seamlessly into the background.
Likewise, the backgrounds, while still dithered and rather boring, are markedly improved. They're now animated in some scenes, and display for more detail that the last game. For instance, in a jungle level (levels aren't really character specific, but I would equate it to something out of Blanka's Brazillian level) vines are seen growing all over everything, while a detailed pagoda lies nestled between two huge masses of vine. It's not amazing to look at, but time was taken to ensure that should you decide to look behind the fighters you won't be disappointed. About the only time I was seriously disappointed was when I took a glace at the background during a high flying combo, and noticed that it simply repeated horizontally.
One of the new modes of play available is the Director mode. It's here where you can record your fighter doing his/her moves, edit the film after recording (changing the camera angels, snipping footage that you didn't like, etc.) and then save the film onto the memory card to share with your friends. If, however, your not sure what to do, you can let the CPU choose which camera angles, etc. to use. Simple really.
I was a little disappointed with this one... it looks like a 2nd or 3rd generation 3D effort, and the blockiness is still here, but it is better than other fighters of this generation that use polygons instead of sprites. 59ce067264