GDC08: hands-on with Street Fighter IV
After playing Street Fighter IV on its (fantastically expensive) arcade cabinet at GDC for well over an hour, I can't help but feel like Capcom will soon pull off one of the best cons in gaming history. You see, if you've played Street Fighter II then you've essentially played Street Fighter IV. There are a few differences, of course -- we'll get to those in a minute -- but for the most part it's the same game it was nearly two decades ago. There's a common axiom that states, "if it ain't broke, don't fix it," or in Capcom's case, "if it ain't broke, keep repackaging it and selling it to the same people over and over again." That's basically what Street Fighter IV does once again. My would-be journalistic sensibilities tell me I should be angry about that. Honestly though, I was having too much fun to care. Hence, a con.
Playing Street Fighter IV is like visiting an arcade (remember those?) in the mid-90s. Capcom's trademark rock solid controls, flamboyant characters, super moves, it's all there. It's more closely aligned with the original series than, say, Street Fighter Alpha. Don't expect any huge chain combos or extreme juggling. Combos are small and mostly rely on the tried and true 2-in-one system, which allows players to fire off an attack while performing a special move (like having Ken follow up a crouching fierce punch immediately with a fireball, for example). There is no air blocking (though certain characters do have air throws) and there aren't midair combos either.
Traditional super moves make return. Rather than choosing them before a round as in SFIII, each character has two from which to choose at any given time, assuming the combo gauge is full. It's also possible to power up normal special moves by using two buttons instead of one. This causes special moves to do two hits instead of one, but it also drains some of the combo gauge.
Removed from the game is the parry system introduced in Street Fighter III, which allowed players to negate all damage and counter an attack if they were quick enough. In its place is the new saving attack, which a rep told me is being renamed focus attack for North America. To initiate a saving attack, one has to press both the medium punch and kick buttons simultaneously. Holding down the buttons allows players to charge the attack for up to approximately one second. If fully charged, the attack is unblockable and will knock opponents to their knees, opening them up to a free combo, though they will collapse if the attacker doesn't act fast. While charge moves are nothing new, what makes the saving attack interesting is that it allows players to absorb one attack without stopping the attack. Because of this, it's possible to use the saving attack as a sort of counter. This is still a dangerous strategy though, as any follow up attack will interrupt the saving attack. Still, with practice, saving attacks could easily become one of the most important elements in the game.
Finally, there is also a new revenge meter, which fills as players take damage. When full, it allows for the use of devastating super combo.
The full Street Fighter II cast makes a return in SFIV, and players should instantly be instantly familiar with old favorites. Ken is Ken, Blanka is Blanka, and Zangief is the same mad Russian he's always been. Pick your favorite, pull off your standard combos, and enjoy. Abel is currently my favorite of the two new characters. He utilizes a fast wrestling system (I'm pretty sure it's Judo) that feels a lot less ponderous than other heavy characters like Zangief. Abel's most interesting special move is a custom two hit combo followed by a throw. Both the combo and the throw can alternate between high and low attacks, which allows players to mix it up. He also has a throw that pulls opponents directly out of the air and a special throw that requires spiral joystick input akin to Zangief's spinning pile driver. Crimson Viper, whom I actually didn't try, uses several dashing maneuvers and a ranged shock wave attack.
But enough of all this talk about gameplay. What about the fancy "three-dee" graphics we keep hearing about? I can safely say that screenshots really don't do the game justice. In motion, Street Fighter IV has a lot going for it. Character animations are top-notch, and 3D does allow for detail that was never seen in previous iterations. You'll notice facial expressions change depending on the situation. For example, when moving towards and opponent, Blanka's face is contorted in a snarl. When backing up, he looks almost timid, as though he's afraid of the beating to come. The touches are subtle, but definitely cool. There are also lots of background details to notice, like a dog stealing a chicken from a vendor's stand in Chun-Li's busy China street.
Playing Street Fighter IV is like visiting an arcade (remember those?) in the mid-90s. Capcom's trademark rock solid controls, flamboyant characters, super moves, it's all there. It's more closely aligned with the original series than, say, Street Fighter Alpha. Don't expect any huge chain combos or extreme juggling. Combos are small and mostly rely on the tried and true 2-in-one system, which allows players to fire off an attack while performing a special move (like having Ken follow up a crouching fierce punch immediately with a fireball, for example). There is no air blocking (though certain characters do have air throws) and there aren't midair combos either.
Traditional super moves make return. Rather than choosing them before a round as in SFIII, each character has two from which to choose at any given time, assuming the combo gauge is full. It's also possible to power up normal special moves by using two buttons instead of one. This causes special moves to do two hits instead of one, but it also drains some of the combo gauge.
Removed from the game is the parry system introduced in Street Fighter III, which allowed players to negate all damage and counter an attack if they were quick enough. In its place is the new saving attack, which a rep told me is being renamed focus attack for North America. To initiate a saving attack, one has to press both the medium punch and kick buttons simultaneously. Holding down the buttons allows players to charge the attack for up to approximately one second. If fully charged, the attack is unblockable and will knock opponents to their knees, opening them up to a free combo, though they will collapse if the attacker doesn't act fast. While charge moves are nothing new, what makes the saving attack interesting is that it allows players to absorb one attack without stopping the attack. Because of this, it's possible to use the saving attack as a sort of counter. This is still a dangerous strategy though, as any follow up attack will interrupt the saving attack. Still, with practice, saving attacks could easily become one of the most important elements in the game.
Finally, there is also a new revenge meter, which fills as players take damage. When full, it allows for the use of devastating super combo.
The full Street Fighter II cast makes a return in SFIV, and players should instantly be instantly familiar with old favorites. Ken is Ken, Blanka is Blanka, and Zangief is the same mad Russian he's always been. Pick your favorite, pull off your standard combos, and enjoy. Abel is currently my favorite of the two new characters. He utilizes a fast wrestling system (I'm pretty sure it's Judo) that feels a lot less ponderous than other heavy characters like Zangief. Abel's most interesting special move is a custom two hit combo followed by a throw. Both the combo and the throw can alternate between high and low attacks, which allows players to mix it up. He also has a throw that pulls opponents directly out of the air and a special throw that requires spiral joystick input akin to Zangief's spinning pile driver. Crimson Viper, whom I actually didn't try, uses several dashing maneuvers and a ranged shock wave attack.
But enough of all this talk about gameplay. What about the fancy "three-dee" graphics we keep hearing about? I can safely say that screenshots really don't do the game justice. In motion, Street Fighter IV has a lot going for it. Character animations are top-notch, and 3D does allow for detail that was never seen in previous iterations. You'll notice facial expressions change depending on the situation. For example, when moving towards and opponent, Blanka's face is contorted in a snarl. When backing up, he looks almost timid, as though he's afraid of the beating to come. The touches are subtle, but definitely cool. There are also lots of background details to notice, like a dog stealing a chicken from a vendor's stand in Chun-Li's busy China street.








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Reader Comments (Page 1 of 1)
Pedobear @ Feb 22nd 2008 10:33PM
Looking good.
Street Fighter Fail 2 @ Feb 23rd 2008 6:25AM
No.
This game looks horrible. Chun Li looks obese from the waist down. The graphics look like EX. The aret design looks too clean.
No, it doesn't look good.
Sam406 @ Feb 23rd 2008 8:07AM
How about you try it before you hate it?
Street Fighter Fail 3 @ Feb 23rd 2008 8:42AM
How about you cry less, dry your eyes, and see the truth. It looks rushed and bland.
Gangsta Smurf @ Feb 23rd 2008 9:00AM
It only reminds me of EX because EX was the first 3D iteration. Apparently there's a new formula Capcom is trying here and I'll be damned if I knock it before I try it.
I think I owe Capcom at least that much.
kenshin77 @ Feb 22nd 2008 10:48PM
So when will we see this be released? personally I would like capcom to take their time on this new street fighter.
Norm @ Feb 22nd 2008 11:09PM
I agree that the came is familiar, but I don't thing it actually plays that much like Super Turbo outside of character specific/special moves. Cancelling is deliberate like third strike, and 2 in ones are like super turbo, etc. But some moves have way different timings, and dashing is weird.
The game is not even 70 percent complete yet, and there are still plenty of spots in the char. select screen for new players.
Norm @ Feb 22nd 2008 11:10PM
haha I mean 'game' is familiar.
DarkTetsuya @ Feb 22nd 2008 11:41PM
I'm pretty sure they said there'd be more characters... Whether those are more returning characters or all-new, hasn't been revealed yet. But the game comes out this summer, so I'm sure we'll be seeing more as the Japanese release draws near.
Dracard @ Feb 22nd 2008 11:11PM
Glad to read this, as I am really tired of all the crap comments about how it should still be 2D and how Capcom doesn't care about gamers and so.
WLT @ Feb 22nd 2008 11:17PM
I am sooo buying this when it comes out. Any news if Cammy will be in it?
La li lu le lo @ Feb 22nd 2008 11:39PM
Only if the 360 had a good D-pad, this game would be a candidate. But it doesn't, so chalk this title up to a promising PS3 title to be played with the PS3 D-pad.
Anticrawl @ Feb 23rd 2008 12:16AM
Fuck console d-pads, I'll building my own Joystiq for this game and them possibly installing it into my own arcade system for the 360 version.
By the way I'm happy to say I haven't bought a Street Fighter game since Street Fighter II.
La li lu le lo @ Feb 23rd 2008 12:41AM
Dude!, you just reminded me that I have stashed away a custom made joystick. It's for the PS2 though. Now on to look for some sort of 360 adapter. I might be getting this game after all. Anticrawl, for your rememberance skills, good luck with your Joystick project and chew on this link for inspiration... http://www.shoryuken.com/
Those young man @ shoryuken are cuckoo's nest over 2d fighters and custom made high quality joysticks.
colin @ Feb 23rd 2008 1:16AM
i'm building my own controls and i just bought 2 8/4 way switchable joysticks, an ipac, and an assortment of fresh buttons for my first MAME cabinet project. its gonna be fighter themed, but damnit if i cant get any of the sfiii iterations or warzard to run. but I am still pretty excited about the project.
Anticrawl @ Feb 23rd 2008 1:18AM
The last arcades I built (joystiqs and all) was for a friend who is insane over Virtua Fighter. Built him two for his PS3. Been saving extra parts for when I needed/wanted to make my own.
Gamepads just don't cut it for certain fighters.
Anticrawl @ Feb 23rd 2008 1:22AM
By the way, here are some basic instructions I just pulled up for anyone interested in making a DIY joystick but not sure where to start or has never had any experience.
http://www.maxconsole.net/?mode=content&itemid=179
La li lu le lo @ Feb 23rd 2008 11:44PM
Hey thanks a lot for that link Anticrawl, the content there is something I need to look at very closely for a possible mod to my custom joystick.
Michael @ Feb 23rd 2008 12:38AM
Is that Cliffy B in the first pic??
driven2sin @ Feb 23rd 2008 12:53AM
Karate Champ was waaay better... "FULL POINT!"
GoonieGooGoo @ Feb 24th 2008 12:23AM
You are SOOOO Right....god I loved that game.
NICHIBITSU...WHERE ARE YOU??
Abscissa @ Feb 23rd 2008 1:36AM
"You see, if you've played Street Fighter II then you've essentially played Street Fighter IV."
Is anyone really surprised by that? Don't get me wrong, I'm certainly not complaining, but every time I've heard/seen anything about Street Fighter 4, I automatically think "Street Fighter 2 with nice-looking 3D graphics".
I mean, isn't that how fighting game sequels usually go, anyway? (Note, I said "usually", not "always", so don't say "Street Fighter 1 vs. Street Fighter 2"). I mean, most of the Dead or Alive games are basically the same thing (I own four of them), same thing with Soul Caliber, Smash Bros, Killer Instinct and, oh yea, most of the other Street Fighter games (of which, again, I own quite a few).
Huey2k2 @ Feb 23rd 2008 1:52AM
So ok, when Capcom releases a new Street Fighter game which is essentially the same as every other Street Fighter game before it it's awesome. But when MS or Activision relase a new Halo or a new COD that's essentially the same as before its shitty and overdone.
Double standard? I think so.
Noshino @ Feb 23rd 2008 3:26AM
ugh man, I would agree with you if you were to point out all the SFII versions out there, but for what has been reported, there are many things that drastically change the game
I don't think you are much of a fighting genre fan, otherwise you would be able to right away tell, based on the reviews, that there are big changes...
For example, the game is more "Offensive", they got rid of the Parry system, and implemented the saving/focus attack and the revenge meter..
You see, radical changes on the mechanics like that in already established fighting franchises are not as noticeable as in other genres...like in FPSs per se, in which the setting tends to be MUCH more open than the one in a fighting game...
Infity Ward did make a great game, I didn't hear anyone complain about it.
Halo, well, the series got stuck on the 1st installment, there haven't been any radical changes after the 1st one, guess that's why the game feels outdated...IMO overhypped franchise by MS but generic FPS nonetheless...hence why the bitching about it being shitty and overdone
Sorry, no double standards, you just need to understand the genre a bit more
mocax @ Feb 23rd 2008 1:56AM
If they do a home port, this game will need a wired controller.
Wireless is out of the question
And why doesn't joystiq's comment system work on Firefox dammit!! M$ sympathizers!
Huey2k2 @ Feb 23rd 2008 1:57AM
I'm on Firefox 2 and it works just fine for me.
ScallionN @ Feb 23rd 2008 2:19AM
Despite all of the little tweaks, it still sounds like SFII, down to the way the characters look. Then again, Capcom is the king of recycled material: Recycled sprites, sound effects, characters, and especially games and IPs. Devil May Cry IV is DMC 1,2,3 with more "SLAM DUNK!"ing and less "CRAZY!" Megaman is almost identical to how he was back in the 80s. Even the Viewtiful Joe games, which were clever and unique, turned into Retread City:The Game.
Fine tuning...whatever they claim to be fine-tuning and adding more people to the roster won't change the fact that SFIV is probably going to be 3rd Strike with even chunkier feet, and certainly not worth the $60 they'll be charging for it.
OTAM @ Feb 23rd 2008 2:29AM
I love how the people who complain that "fighters should stay 2D" never seem to complain about the game being repackaged with the same shit and sold over and over and over again.
I'll take DOA4 with new characters,fighting system,modes and online play and you can stick with your Guilty Gear xXx 3 Strikers Charged Turbo 2nd Attack.
yyr @ Feb 23rd 2008 2:46AM
Most of the people who say "it's SF2 with pretty graphics" (including game press) probably haven't played the more recent Capcom fighters, or haven't played them to the extent where they REALLY know what's going on. I read the preview in EGM where they detailed a bunch of new things they were adding...and guess what? If you actually utilize these features, it's not quite like SF2 any more...
Same thing with sequels being "the same shit...over and over." People who play seriously know the subtle differences between every version, and usually feel that it's enough to justify another release.
Guilty Gear X is to Guilty Gear XX Accent Core as DOA2 is to DOA4. To some, it looks and plays exactly the same. To others, they are worlds different.
Umeadi @ Feb 23rd 2008 3:10AM
I just hope they include Sagat, so I can throw some "Rigers" and "Riger Knees"
upz @ Feb 23rd 2008 4:16AM
That first screenshot and the execution of the saving attack makes this seem more and more like Street Fighter EX, which is a bad thing. It sounds like they're taking away much of the depth of III in order to make it more accessible. That seems to be everyone's strategy these days (thank you, Nintendo) but it's sure to upset some long-time fans. I'm try my best to reserve judgement, but I can't help but be disappointed at how this one's shaping up.
Also, how can you be sure Abdel is your favorite of the two new characters if you didn't even try the other one?
ThornedVenom (Ludwig Defense Force) @ Feb 23rd 2008 4:47AM
I'm not surprised: with that kind of drastic change in art direction, you'd rather try to keep game mechanics as faithful as possible to the original Street Fighters.
Why? Because the internet bitches about how Street Fighter is getting mawed into the unrecognizable ball of spit which would have no link with the greatness of its predecessors.
Although if they were to direct it in 2D, there would had been a heavier focus on inserting more characters and moves. But by the end of the day, it would had probably become another Mortal Kombat with very little appeal to the new crowd.
bm @ Feb 23rd 2008 5:35AM
uhh, what? I've seen it in motion, I've seen the videos. it looks even fucking worse than the screenshots. Complete and total shit. They move like fucking barbiedolls (then again, that's a problem with many 3D games). At least you can't see that in stills.
Rivals Of The Silverfox @ Feb 23rd 2008 5:58AM
The new guy style is "Sambo" not Judo. Homeboy is wearing a Sambo uniform and pads. Is funny what marketing could do for a game. "If you played SF II, you played SF IV" Last Time I check, SF III(And Alpha) play like....Let me see...Hmmm...SF! Fireball motion is still a Fireball motion, that never change. What change was marketing, not the "feel" of SF.
Batzarro @ Feb 23rd 2008 5:58AM
I like fightng games, and since they haven't invented any new series(en consoles/arcade) since nearly ten years, this could be a new beggining.
Duke @ Feb 23rd 2008 8:02AM
That's a cool article and all, but the things you decided to add as new touches to the game, are all there from before, Blanka has ALWAYS made the snarl on approach, and the timid look backing away, and the dog has always stolen the chicken in chun li's map.
Why don't you guys have fans of the series write these things?
Richard Mitchell @ Feb 23rd 2008 5:56PM
I was really referring more to the level of detail present in the actions. It's more subtle.
DarthDavid @ Feb 23rd 2008 11:07AM
I can't wait to play this....Third Strike for me is close to 2-D perfection....chess like...deeeeeeeeeep. Balanced (with enough practice, you can use anyone) hopefully IV will cause me to make the switch.
GoonieGooGoo @ Feb 24th 2008 12:25AM
Given that there are almost ZERO arcades left in the US......the thrill of SF IV is lost on me.
Im probably more excited to play SFII HD than IV.....
Capcom...focus on a new IP....
I wonder...what focus group did they use to determine..."YEAH....THE GAMING COMMUNITY REALLY NEEDS A 3D Revamp of STREET FIGHTER...but we'll keep the 2D Gameplay?!!"
GoonieGooGoo @ Feb 24th 2008 12:25AM
Given that there are almost ZERO arcades left in the US......the thrill of SF IV is lost on me.
Im probably more excited to play SFII HD than IV.....
Capcom...focus on a new IP....
I wonder...what focus group did they use to determine..."YEAH....THE GAMING COMMUNITY REALLY NEEDS A 3D Revamp of STREET FIGHTER...but we'll keep the 2D Gameplay?!!"
La li lu le lo @ Feb 24th 2008 11:44PM
Well, they better start focusing real hard on bringing out Marvel vs Capcom 2 HD.
Ghaleon @ Mar 21st 2008 11:10AM
Since it's just SFII all over here, I'm way more excited for SF:HD.
3s is boring as hell at this point, but I dunno if SFIV will even replace it.