GDC 08: Street Fighter 4 Impressions
by Chris Faylor, Feb 21, 2008 12:57am PSTIn motion, Street Fighter IV looks amazing.
While screenshots may capture the game's core appearance and some goofy facial expressions, mere snapshots cannot convey all the nuances contained within its presentation; the silky smooth animation, the billowing of fabric, the subtle environment destruction. It looks like someone magically transformed Street Fighter II into 3D without losing any minor detail or subtlety in the process, and then took it to the next level. It is truly a thing of beauty.
Oh, and the game is only halfway complete.
Fortunately, Street Fighter IV isn't just another pretty face in the crowd. It also plays really well, and anyone familiar with the series should feel right at home. Within seconds of parking myself in front of the six-button arcade cabinet and selecting unofficial series mascot Ryu as my fighter, I was throwing fireballs and hurricane-kicking my way across the stage. Familiar cries of "hadoken" and "shoryuken" blared from the speakers, while cries of anguish emanated from my real-life opponent.
Those cries of anguish weren't due to my skill, by the way. Engaged in another conversation, he just hadn't realized the match had begun. Once he started fighting back, any misconception I had of being a dominating force in Street Fighter went out the window. The good news is that my humiliating defeat, and the several that followed, were presented in high-definition glory thanks to the cabinet's snazzy widescreen display.
Rest assured, Street Fighter IV is, well, Street Fighter. The shift to 3D graphics haven't impacted the gameplay at all, and the title's look and feel draws heavily from Street Fighter II. With three punch and three kick buttons of varying strength, the controls will be instantly familiar to almost anyone with traditional fighting game experience.
A total of ten characters have been revealed so far--eight returning, two new--with no word on the final number. Most of the old standbys are back, including Ken, Ryu, Blanka, Guile, and Chun-Li.
While returning characters retain many of their old moves, they are, of course, being reworked and modified. In fact, the entire game is constantly being tweaked as the developers experiment with different mechanics. Capcom USA is very heavily involved with these changes, offering feedback on a frequent basis.
As such, it's difficult to talk about the deeper gameplay mechanics, as they are in a constant state of flux. At this point, a combo meter at the bottom of the screen slowly builds with each successful attack, while a revenge meter grows every time an enemy connects with an attack of their own. A full combo meter allows players to unleash a flashy Super Combo if they know the move, and a filled revenge meter with an extra button press can turn that into a deadlier, flashier Ultra Combo--but this is all subject to change.
It seems that Capcom is trying to appease both casual fighting fans and the more hardcore series veterans, which is a tough compromise. Still, I was able to get into the swing of things rather quickly, and while I was no match for far more experienced fighting gurus, I was certainly able to hold my own for a while.
Only three stages were on display in the build: Old Temple, Small Airfield, and Crowded Downtown. Of those, Crowded Downtown was the most complete, with a dense, dynamic backdrop that was affected in different ways by varying attacks.
For example, slamming an opponent onto the ground in Crowded Downtown shakes the letters on a sign in the background. At first, one or two letters may be slightly misaligned, but after a few more heavy impacts, only half of the sign remains. Other portions of the stage, such as hanging lanterns and poultry dangling from a vendor, sway to and fro when an attack is strong enough to cause such a reaction.
Suffice to say, even in its relatively early state, I was very impressed by Street Fighter IV. The game hits Japanese arcades this summer, with public location and balance testing set to begin shortly. Capcom is currently seeking a partner to help distribute the arcade version in North America.
No console editions have been announced, though it is widely speculated that the game will eventually hit Xbox 360 and PlayStation 3.
FileShack: Unity of Command, Skyjacker
Daily Filter: Planetside 2, Deadlight
Weekend PC digital deals: strategy-o-rama
38 Studios, Harry Potter Kinect - Shacknews Daily: May 25, 2012
Minecraft for Xbox 360 dev working on 'Adventure' update
Demon's Souls servers extended again
Resident Evil: Chronicles HD Collection coming in June
Sony patent would interrupt gameplay to display ad
Weekend Confirmed 114 - Diablo 3, Max Payne 3, Lost Planet 3
New Zone of the Enders project underway









Comments
Thread Truncated. Click to see all 4 replies.
Thread Truncated. Click to see all 3 replies.
This is coming to arcades FIRST?
Really? In this day and age?
That's a ballsy move on Capcom's part...
Thread Truncated. Click to see all 5 replies.
Thread Truncated. Click to see all 3 replies.
* Now tell me after watching those videos do you instantly think:
-Darkstalkers 4
-SNK vs Capcom 3
-Marvel superheros 2
-Marvel vs Capcom 3
-X-Men : Children of the Atom 2
I could go on and on but I would say almost all of these titles in this engine would sell easy 2million units over the 360 and ps3 if not way more. The Taito Type X2 tech for these games was a really good choice. I can not wait for The King of Fighters XII which will use the same Arcade baord and boot new sprites and new 3d back ground http://www.the-magicbox.com/0802/game080216c.shtml
Thread Truncated. Click to see all 5 replies.
Or a good game from Arc System Works. They haven't had a good one since GGXX Slash.
Thread Truncated. Click to see all 18 replies.
Thread Truncated. Click to see all 9 replies.
Anyone have more details on the game system? I couldn't tell what was up with the second gauge (I guess the one up by your life bar is the Revenge meter?). There are EX moves like SF3, where you spend some of your Combo meter for an enhanced version of a special move. Didn't look like they kept the parry system from SF3 at all, and it didn't look like there was airblocking.
Thread Truncated. Click to see all 2 replies.
Thread Truncated. Click to see all 3 replies.
It does look good in motion, I just can't get past the art direction.
Thread Truncated. Click to see all 3 replies.