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Capcom and Street
Fighter have come a long way since 1987,
the year the first Street Fighter game
was released. However, the series didn’t
make waves until Street Fighter 2 made
its way onto the scene with, smashing
other fighters with its colorful
graphics and amazing, deep gameplay.
It’s only natural that Capcom would make
more games in the series. Street Fighter
III brought the series to new heights in
every respect, and ramped the gameplay
complexity up; a questionable move that
led some gamers astray. It’s now 2009,
more than two decades since the first
game in the series. Street Fighter IV is
the perfect game to celebrate this
lineage.
Street Fighter IV takes place not too
long after the second game was released,
and you can expect to see the return of
practically all of the
Street Fighter 2 crew. The
original twelve fighters, such as Ken, Dhalsim, and Chun-Li return alongside
four new characters: Abel, Crimson
Viper, El Fuerte, and Rufus. What’s more
is that Capcom graciously decided to add
a whopping eight more characters for the
console release, including Alpha
favorites Dan, Rose, and Sakura. All of
the characters handle exceptionally
well, and old classics have heavily
tweaked moves. Ken’s knee bash and air
throw have been removed, for example,
but his normal kicks have been improved
for better ranged play. The basic
gameplay in Street Fighter IV isn’t much
different from the system in Street
Fighter II. There is no parrying, no
super selection, etc.
Some might see the removal of techniques
mentioned above as a setback, but this
lends Street Fighter IV some room to add
beautiful new innovations while keeping
it simple. There are two main additions
to the core gameplay, both of which
heavily affect how a battle plays out:
the Focus Attack system, and the Revenge
Gauge. The new Focus Attack gives every
fighter in the game a special attack
that can be charged up to three stages,
going up to an unblockable state. The
charge process is easy to counter with
quick reflex, but if the Focus Attack
connects, the victim crumples to the
ground, vulnerable to a combo. The Focus
Attack shields the attacker from one hit
– the health lost from the hit
regenerates over time if not followed
up. Dashing in either direction cancels
this attack either before or after it
connects, and it can also be used to
cancel character-specific moves, such as
Ken’s infamous Dragon Punch.
In short, the Focus Attack adds an
entirely new layer of depth to the
gameplay that gives players the
opportunity to create unique strategies
with each other as it promotes an
amazing high-risk, high-reward function.
Experience players will discover more
advanced combos hidden in the Focus
Attack’s cancel system. The other new
features is the use of the Revenge
Gauge, which builds up as a fighter
takes damage. Once built up to the
halfway point, an Ultra Combo is ready
to use, similar to a Super Combo. The
big difference here is that the Revenge
Gauge is depleted at the end of every
round, and can build up to halfway or
more shortly after a round begins. The
farther the gauge is built, the more
damage it does – it can take away one
sixth of the opponent’s health! This
system synergizes with the Focus Attack,
where absorbing enemy hits with the
Focus Attack builds up the Revenge Gauge
in return. These two fighting mechanics
are more than enough to keep players’
adrenaline pumped for a long while.
The one feature that hurts Street
Fighter IV is the online functionality.
Everyone expects it to have at least a
basic matchmaking service where fighters
can choose to play with a friend or play
against a random opponent for keeps.
Unfortunately, that’s all it offers.
Lobbies in Street Fighter IV aren’t even
lobbies; they’re just a screen where two
people can chat or switch around an
emoticon. Have two friends? Too bad,
Street Fighter IV makes you connect to
each other selectively game after game,
and there’s no observer mode. Street
Fighter II and Street Fighter II Turbo
HD Remix had these functions, and were
quite enjoyable because of it, which
waiting in line provides some diversion.
Capcom took a massive step backward in
not including this functionality.
Another flaw, albeit very minor, is that
character selection is not anonymous.
Every once in a while, opponents will
wait and see what fighter their rival
chooses before they choose one
themselves, which is not a problem for
experienced players, but a little
annoying for first timers. The actual
online gameplay is also slightly
disappointing where even just a tad bit
of latency screws up many of your
favorite maneuvers. For instance,
pulling off reliable combos becomes very
risky, and sometimes what feel to be
successful move executions don’t
actually happen during the fight.
However, Capcom did add a very cool
feature to the online functionality: the
Arcade Mode, which can be set to accept
challenges from other players online
randomly, at any time. This little
addition makes Street Fighter IV at home
behave as if it was at the arcade, where
people can pop in quarters and challenge
anyone at any time.
Street Fighter IV comes with a very high
replay value thanks to the additional
side components. For instance, those
individuals willing to put in the time
to learn are treated to various training
sessions in which they can study the
forms of each character, including all
of the unlockable fighters. These
sessions teach you from basic normal
attacks to extremely highly advanced
combos that require hours of practice to
master. Survival modes are also
available, and they range from easy
challenges where opponents cannot block
to incredibly difficult levels where
player's health hardly gets replenished
between fights. Completion of these
trials and ranking high in the survival
modes unlock titles and icons, which are
used to customize your online ‘fighter
card’, which is simply an ID. Unlocking
all titles will take full mastery of the
game and a lot of time, and unlocking
every icon will take even more work.
Graphically, the games looks very
impressive, and the animation is running
consistently and flawlessly throughout
at a full sixty frames per second.
However, there is a little annoyance in
how the game scales down to 4:3 SDTV
screens: the HUD is squished vertically,
and many of the actions in the command
lists are illegible. The text is
somewhat small, but still readable by a
tiny margin. However, the game is
beautiful on practically all widescreen
display. Capcom really did an incredible
job pumping up the 3D graphics as they
modernize the 2D gameplay. All the
effects from Street Fighter II and III
are here, including the bones flashing
from electric attacks and the flashy
burns from flaming projectiles. The
‘ink’ style that was popular in the
trailers lends itself well in-game. The
Focus Attacks cause the character to
become outlined in ink the stronger the
attack is, and if it connects, the
victim is splattered with ink
throughout.
Character move with fluidity and
realistically. You’ll see a number of
fighters will bulge their eyes out when
taking strikes to the solar plexus, for
example. The arenas in which the battles
take place are just as full of details
as the characters themselves. Many
special moves affect the background in
several ways; for example, Honda’s Sumo
Splash causes items in the background to
thump or fall over, irritating the crowd
(if there is one). Details such as these
ones bring Street Fighter IV to life; it
feels as if the characters are really
fighting rather than being controlled,
and more over, the spectators react to
the fight with tremendous energy. It’s
not only the visuals that make the SF
experience dramatic, the sound and music
play a big role in making this package a
complete must-have title. The sound
effects are superb and spot-on.
Focus Attacks charge up with
thunder-like sounds, and impact with
something akin to a meteor crashing into
the ground. Characters voices are nicely
done, both in English and Japanese. You
can toggle between the two languages in
the options menu, so fans can enjoy
listening to different taunts of each
fighter. The announcer’s commentaries
bring in a nice pitch to the action
sequence as it adds a grip to battles on
counterattacks and spellbinding
finishers; every line feels appropriate
for the context, and certain ones are
surprisingly memorable! Just like in
Street Fighter II, Capcom delivers
another outstanding soundtrack as well,
bringing the aural experience full
circle. It’s loaded with plenty of
modern breakbeats, four-on-the-floor,
thumping-bass-drum scores determined to
drill the fighting spirit into both
players and onlookers. The incredible
sound system that Street Fighter IV
carries is nothing short of
mind-blowing.
Street Fighter IV is simply an arcade
benchmark in the fighting genre.
Whatever love that faded away since the
inception of Street Fighter II is found
here once again. If you were too young
or have never been taken by the hype of
Street Fighter madness in the late 80's,
chances you'll have a hard time trying
relate to all the fuzz surrounding
Street Fighter IV. You might find it
very difficult to adapt. After all, this
is not your typical Chuck Norris action
flick. However, with a little bit of
practice and perseverance, you'll soon
discover that this is mixed martial arts
at its best. Here you have a fighting
game that combines 3D technology of
today with an unforgettable 2D gameplay
of the past. For long-time fans, it's a
feeling of reminiscing those ‘old
school’ three and four hit combos while
continually challenging themselves with
modern super moves and mastering new
characters. Anyway, Capcom has done an
remarkable job with this game. Despite
some lagging online transmissions, it's
still a masterpiece on its own. |