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.


















(Page 1) Reader Comments
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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.
I think I owe Capcom at least that much.
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The game is not even 70 percent complete yet, and there are still plenty of spots in the char. select screen for new players.
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By the way I'm happy to say I haven't bought a Street Fighter game since Street Fighter II.
Those young man @ shoryuken are cuckoo's nest over 2d fighters and custom made high quality joysticks.
Gamepads just don't cut it for certain fighters.
http://www.maxconsole.net/?mode=content&itemid=179
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NICHIBITSU...WHERE ARE YOU??
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).
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Double standard? I think so.
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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
Wireless is out of the question
And why doesn't joystiq's comment system work on Firefox dammit!! M$ sympathizers!
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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.
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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.
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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.
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Also, how can you be sure Abdel is your favorite of the two new characters if you didn't even try the other one?
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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.
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Why don't you guys have fans of the series write these things?
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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?!!"
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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?!!"
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3s is boring as hell at this point, but I dunno if SFIV will even replace it.
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