Street Fighter IV

By GAME2P.COM on 4:48 AM

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The long-awaited fourth entry in the Street Fighter series. Street Fighter IV features a mix of returning favorites such as Ryu, Ken, Chun-Li and Guile along with new characters created for this game, such as Crimson Viper, Abel, El Fuerte, and Rufus. Characters and environments are rendered in stylized 3D, while the game is played in the classic Street Fighter 2D perspective with additional 3D camera flourishes. Six-button controls for the game return, with a host of new special moves and features integrated into the input system. Mixing classic genre-defining game mechanics the franchise is known and loved for with all-new, never-before-seen gameplay systems, Street Fighter IV brings a brand new fighting game to fans the world over.



October 9, 2008 - Street Fighter IV represents a throwback of sorts to the style of gameplay players may remember from Street Fighter II. We had a chance to sit down with Capcom general manager Yoshi Ono to discuss some of the changes with the home versions of the game, which will be appearing this winter on Xbox 360, PlayStation 3, and PC. To specify, that means before spring 2009, not necessarily this year.

He says Street Fighter IV is an attempt to give the franchise more of a mass appeal. Speaking through a translator, he said, "By the time we got to 3 and the refinements of 3 and all the way to Third Strike, we kind of shrunk the market on our own by increasingly aiming for the hardcore gamers, making it increasingly harder to get good at it ... Third Strike was kind of the pinnacle ... this is what we can do with Street Fighter, we've done it, we really couldn't go any further. We just put a lid on it and set it aside. To be honest, inside the company the general way of thinking was that it was probably done and that there probably wouldn't be a new Street Fighter." Ono went on to describe how during interviews for other games he was constantly being approached by the press and asked when a new Street Fighter was going to be made, and others within Capcom heard the same questions.



"Eventually we did manage to convince management that people really want to play it, it's not just the hardcore. By the time we finally got them convinced the gears started turning and we decided ... I don't want to use the word 'casual' because that's a loaded word, but we decided to make the game less hardcore, less focused on the true experts, and something a wider variety of people could pick up and play."

To accomplish this, Capcom decided to implement a 'focus system' which would allow for a different style of gameplay without making things too complex. Essentially, the system requires players to hit two buttons which work to absorb or an incoming attack and then, depending on timing, dish out another. Ono says lessons were learned from Street Fighter III's parry system. "That was a really cool system and it was fun as hell if you actually know how to do it and you actually are able to use it properly. Unfortunately the amount of players that really know how to use it and can do it every time on purpose, and can go from the neutral stick position to tapping forward in that literally a fraction of a second timeframe, it's really fun but there's not so many people that can do it. So we wanted something that would be a little more accessible to more people."



Ono continued, "The three keys for going into the focus attack system, one would be that it's easy to execute. Rather than relying on split second timing ... let's just make it two buttons. Anyone can push two buttons. Secondly you had to see immediately on the screen the results. You had to know that you did something. Parry wasn't such a flashy effect. If you did it wrong, you would just get hit and you wouldn't really know anything had happened. So it had to be visually obvious to the user." Activating a focus attack in Street Fighter IV is made quite obvious, as the character changes color along with other special effects. "Thirdly, it had to have depth. It couldn't just be as simple as hitting two buttons and watching something happen. There had to be multiple ways to use it. You can string it together in the midst of other moves, you can cancel out of it, etc., so it's really where the depth comes from."

The conversation then turned to what elements of Street Fighter in general were important to preserve for this version. "Street Fighter has always been about ... reading your opponent's moves and predicting what they're going to do next, kind of a rock-paper-scissors thing. So with this guy, every time he's landed from a jump he's thrown a fireball, he'll probably do that again so I'm going to do this to counter that. It's all about that kind of gameplay, so the focus attack system takes that to the next level. You have another tool in your toolbelt to trick the other player."



As for how the Xbox 360, PlayStation 3, and PC versions could differ, Ono said the idea was to give everyone the same experience at home. "It's been so long since there's been a Street Fighter, we don't want to mix up the message and make multiple versions of it ... We're not going to have hardware A is going to have this extra character and hardware B is going to have this extra character."

Ono did mention Capcom was leaning towards Games for Windows -- Live support with the PC version. "We're leaning in that direction ... It's a little too early to say for sure," he said. Downloadable content is definitely on the schedule, though it won't be in the form of other characters. "We don't want it to be something that affects gameplay or balance ... something more cosmetic, perhaps. If you look at the arcade game it links with Japanese mobile phone networks so you can earn points in the arcade ... and then purchase items, but nothing that affects gameplay. We really want everyone to have the same balanced experience."



Though for the home version several new characters have been revealed that aren't in the arcade version, such as Sakura, Capcom is still keeping a few up its sleeve. More will be revealed in the future, so keep an eye out. It also sounds like a few extra modes will be in the game for the home versions. Ono said it won't be just arcade and versus, but whatever is eventually included is still being worked on and therefore he didn't want to say anything. Bonus stages, such as barrel or car smashing, won't be in the game, however, as Ono says there isn't enough time to get it in there and Capcom would rather get the game out than delay it to add bonus modes.

Before the interview was over, Ono gave us some perspective on the Street Fighter franchise in general. "Looking at the pattern up until now, it seems the even-numbered Street Fighters have the casual appeal, the odd numbered Street Fighters are more hardcore. [Street Fighter 1] doesn't necessarily have a hardcore image, but try and throw a fireball on purpose in that game and you'll see just how insane the timing is. Then SFII spread out a little more and was easy to play. SFIII kind of went back to the roots and got hard again. IV is easy. Maybe if there's an SFV we'll go back the other direction and be more hardcore again. It's kind of early to say. Looking at the pattern right now, that would make sense."
by Charles Onyett on IGN.com

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