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DENVER, 9:06 AM, SUN MAR 2
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EDITED BY BRIAN CRECENTE | tips@kotaku.com
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Capcom

Street Fighter IV Impressions From The Street Fighter III Perspective

YOGA!Two days prior to my hands-on experience with Street Fighter IV, we held an impromptu Street Fighter III: Third Strike tournament at the offices of Massive Black. My Elena versus Crecente's Ryu wasn't so much a contest as it was a total bloodletting. (Ultimately, though, the Massive Black guys made the three Kotaku editors look like scrubs.) In Crecente's defense, he was more transfixed with Street Fighter II Champion Edition and largely ended his love affair there. I, on the other hand, latched on to every arcade release, through Super Street Fighter II, Street Fighter Alphas I-III and all three iterations of Street Fighter III. Hell, I was even pretty competitive in Super Gem Fighter: Mini Mix for a while there.

But the entry in the series that Street Fighter IV is largely modeled after, Super Street Fighter II Turbo, was the one that I actually spent the least amount of time with.

Regardless of my familiarity with that entry, jumping into a game of IV was like riding a bike. Sure, the bike was being kicked at by those already more experienced with the newest Street Fighter, and I was saddled with Crimson Viper for my first taste—she's overpowered at this point if I can take take on serious players while reading her move set from the cabinet—but much of the timing felt comfortably familiar.

And while timing, move sets and character rosters may have shifted considerably over the past seventeen years—each properly numbered sequel has its own inherent "feel"—there was much about Street Fighter IV that appealed to the gameplay nostalgic within.

It's hard when seeing Street Fighter IV in person for the first time not be wowed by what proper 3D could do for the series. Seeing Dhalsim, my default, with realistically rubbery extremities helped put aside my 2D purist moaning. Capcom's smart camera work for some of the game's more dramatic moves—say a Final Atomic Buster from Zangief or Houyoku Sen from Chun-Li—add a level of reward for pulling off a successful "ultra move."

The 3D engine adds some lovely effects to many of the characters super moves. Chun-Li's jellyfish-like projectile, for example, looks, well, even more jellyfish-like in three dimensions. Gorgeous lighting effects from Viper's electric attacks cast spooky blue light upon herself and her opponents. Dhalsim's fireballs, however, look wispy and meek.

As I find myself playing more Street Fighter III: Third Strike than anything else in the series these days, it was harder to adjust to the newer, more offense oriented play style. But coming to grips with a lack of parries and adjusting to the new Revenge moves, which add an exciting layer of strategy to IV, I found myself almost dreading going back to III's rules.

One thing I did like about Street Fighter III was its wacky cast of characters, regardless of how clunky characters like Q or flat out bizarre fighters like Twelve turned out to be. But that doesn't mean I'm not a fan of the meat and potatoes offerings on hand for IV. I hope Ono and crew do look beyond the second game in the series for inspiration. Whatever happened to Geki, anyway? And can we get a decent version of Poison to play around with?

I can understand producer Yoshinori Ono's wishes to bring Street Fighter back to the masses after the dwindling appeal of Street Fighter III. As someone who could never compete on a competitive Third Strike level, my best fighting game years well behind me, I appreciate what Capcom is trying to do with IV. It appears to have a welcoming surface, full of big, bright, memorable characters with an impressive depth for hardcore veterans.

My hands-on time with Street Fighter IV, painfully brief as it may have been, certainly made the wait for the console versions that much more distressing. It may not have been exactly what I wanted, as far as a jump from Street Fighter III, but it turns out I may have been wanting the wrong thing. This is a solid fighter, one that I'll be keeping even closer tabs on than before.

  • Bring back the Final Fight Revenge characters!

  • All I want is Cammy. Then this will be an instant buy when it comes out for consoles.

  • Skullomania or gtfo.

  • Dhalsim is your default?
    RArr! I hate stretchy arms.

    But that may just be because my main man blanka has such stubby arms.

  • enough with SFIV, by the time game's released no one will care.

  • I hope they bring back Ibuki - my third strike favorite.

  • @Kaedex: You're being sarcastic...right?

  • what i really want is a streetfighter universe game. it would have every SF character ever created in one game... and it would be made in 2.75d

  • @Kirbytheslayer: In-Kirby XMB: I completely abohor stretchy limbs too! Wait for it... ;D

    Moving on. Being that StreetFighter is up there in the top 3 for my favorite series of all times and I've been playing the series from the start, I have to say that the anticipation of the unknown has always been one of the best part of the series. And I can't say that I've ever been dissapointed.

    I think Michael kind of alluded to it when he said that it wasn't what he was waiting for. I really feel that when it comes to the SF series, which has a great reputation for complete overhauls every now and then, the best approach is to just sit back, enjoy the videos, and when it finally comes out to see just how it handles. It'a amazing what you can find out when you approach a SF game (or any other for that matter) on it's own merrits rather than constantly comparing it to what came before. Just a thought.

  • So many opinions and voices on this subject. Clearly Capcom has succeded. SF4 wins. And we have yet to see the remaining half dozen characters.

  • Though I still believe the "fans" who walked out on SF III didn't nearly give that game enough of it's due credit, If SFIII is what Capcom wants to steer away from in order to bring back lost fans, they should consider giving a thorough look at the character rosters of their previous games outside SF II. Honestly, was it absolutely necessary to bring back all of the original eight when we still got guys who haven't reappeared in an SF game since SF 1?

    That said, I'm glad that general consensus from the people who've played SFIV has been positive. I hope those who abandoned the franchise due to III's sharp deviation from what was established with II, finally give Street Fighter a chance again after Capcom is pretty much doing whatever they possibly can to appease them. SFIV's release isn't soon enough.

  • i want them to fix the gigantism of ryu and ken

  • Great stuff Mike! I never had the chance to play much of SF3 but i assume it was good. I know osme of the wacky cast wasn't for me but it might've been for some. DO you know what time or a estimated date for the console release. I heard it might be a ps3 exclusive as well. As a Sony fanboy myself i think its great, but as a gamer i feel the need that everybody deserves this.

  • @Kaedex: lol...that's a funny man. you're not serious...are you?

  • @sonofnone: "I think Michael kind of alluded to it when he said that it wasn't what he was waiting for. I really feel that when it comes to the SF series, which has a great reputation for complete overhauls every now and then, the best approach is to just sit back, enjoy the videos, and when it finally comes out to see just how it handles. It'a amazing what you can find out when you approach a SF game (or any other for that matter) on it's own merrits rather than constantly comparing it to what came before. Just a thought."

    ^ Well said. I agree wholeheartedly. Also if the Kotaku editor fam is impressed (as it seems they are from this "SF IV impressions" series) that's says a lot in itself and is a huge thumbs up as far as im concerned especially because from what I can tell they are knowledgeable about the series and they are about where I am with street fighter in terms of being a no slouch fan that is not a frame counter or tourney player but someone who played it a lot back in the days in the arcades and still enjoy a landing a fierce punch or two at home on the consoles with friends.

  • I never shared Michael's sentiments about Third Strike, or any of the rehash of SFIII. The parry system was pretty much the thing that turned me away. It made the learning curve that much harder not to mention an emphasis on defense rather than offense(which I find boring). Also only about half of the roster is playable in tournaments, at best.

  • @KeroseneClimax: The whole 3 series is a fairly unique situation. While I think the graphics were an immediate draw, the gameplay didn't really settle until 3rd Strike came out and even then, the game proved to be so deep that it really took a level of dedication that most people weren't into (i.e. parries, EX moves, etc.)

    I mean, really there was so much of the meat of the game wasn't even realized for several years! For a long time after it came out you just didn't see people pulling off 12 hit combos with Necro, or kara-throwing, or red-parrying, etc. And as much as I see 3rd Strike as the pinnacle of SF I also realize that there are people who still can't stand that the series has super moves in it.

    That said, I too am slightly concerned that maybe this time they've gone back to far, BUT I'm willing to completely give them the benefit of the doubt and see what it plays like first. I look at it this way, if all of the SFII fan service keeps us from having to wait decades for the next StreetFighter, than I'm all for it.

    @Fallback: "...because from what I can tell they are knowledgeable about the series..."

    My thoughts exactly. It's really a treat to have these guys looking at this game from so many different angles. While Brian's two cents comes more from an CE through SSFII perspective, I was glad to hear that he didn't feel turned off from the game. Michael's thoughts (once I learned he was a 3rd Strike guy - Elena? Really?) on the other hand definately put my mind more at ease as far as adaptability from 3rd Strike.

    Man, I'm so ready for this game.

  • Then.. I meant then I'm all for it.

  • @hamsterjohn: Dude, 3rd Strike is one of the best balanced 2d fighters ever. Sure you've got Ken, Chun-Li, Urien, and Yun holding up the top ranks, but they're not so overpowered that you don't need skill to win with them. You only really notice among skilled players at about the same level. From what I've seen, skill is always, by far, the mitigating factor.

  • Very, very positive stuff I'm hearing. :3

    So uh...I take it I was right in voting McWhertor for the complete ass kicking of all other editors? Oh such a shame how so few saw it coming.

  • @hamsterjohn:

    If over half of a game's cast can be played competitively at tournament level, that's one balanced motherfucker. There really aren't many games out there like it in terms of balance.

    Third Strike definitely has a top 4 or 5, but all characters aside from Sean have been played competitively and beat the hordes of Chun/Ken/Yun clones.

    This happened precisely because of the parry system that you abhor - if you look up videos of Kuroda, Hayao, Yamazaki, Sugiyama, etc, you'll see that they've made their dirt tier characters playable because they're smart with parries. When someone could parry effectively, they'd wipe the floor with their opponent, but they'd earned that power by learning every character in the game.

    I think SFIII hit a wall with its fan base because it made that hook, the parry, something that took dedication to learn. But once you did, you never wanted to play anything else.

    @sonofnone:

    I really hope that when the bugs and glitches do eventually work into gameplay, they're good for the game like kara throws instead of some roll-canceling crap.

    And I hope that if there are "good" glitches, they're something that Capcom doesn't patch. I mean, canceling was originally a glitch, and look how that changed everything.

  • Also,

    @Kotaku staff:

    Thanks so much for these impressions. I really hope you keep following this heavily in the coming months.

  • Street Fighter IV: FireBall Traps Are Back Edition. Thats all I have to say.

  • @akzidenzgrotesk:
    Quote for Truthness. Preach on brother.

    "This happened precisely because of the parry system that you abhor - if you look up videos of Kuroda, Hayao, Yamazaki, Sugiyama, etc, you'll see that they've made their dirt tier characters playable because they're smart with parries. When someone could parry effectively, they'd wipe the floor with their opponent, but they'd earned that power by learning every character in the game"

  • Bring back Alex!

  • Even if it's just Street Figher 2 Turbo with insanely good graphics it's still instantly got all my luvs. Because that's exactly what I wished for on my birthday when I still made wishes on my birthday, over and over again. Now I can buy it for my girlfriend and then live with her just to play it. And, um... do other stuff.

    SF2T + no 8-way run + revamped SF2T music + PS3 graphics = Orgasm.

  • @Eienhander: I'm assuming there's a "do other stuff" multiplier that was omitted from your excellent equation.

  • 2008 will be the year of the return for fighting games.

  • Please tell me that is not Akuma cranking that Soulja Boy.

  • Street Fighter 3 is awesome, a very different play style from SF2 though. More normals, and less usage of projectiles and specials. One of the most satisfying things in SF3 is parrying and returning with a full combo to super... ah... so good!

  • @CardJoker: Why did I say Akuma, jeeze.

  • "And can we get a decent version of Poison to play around with?"

    Hey, keep your hands to yourself, buster!

  • Shoryuken!!! is all I have to say about that

  • Regardless of how the game played, sf3 had the worst character designs ever this side of cho aniki. [kotaku.com] The less we are reminded of that ugly mutant bastard child the better.

    Instead of street fighter IV, they really should just call this street fighter II-II, since that's obviously the concept (not that i'm complaining).

  • If you don't play sf3 on a competitive level, then the perspective is worthless. You were willing to concede so many points. The reality is that casual fans of the series will play this game for 1 year max...while the serious players have to make due with poorly polished fighting system for a 4-5 years.

    I'm hopeful for the series, but I worry it's a cash-in.

    I think cashing in on the SF2 chars is a good choice, and a suitable way to bring more players to the genre, but clearly, Ono has no intention of improving upon them.

    The only way this game can be saved from being mocked as a retro-recreation lies in the new characters.

  • I think I am in the minority that likes Street Fighter III's character roster the best. The characters were far more interesting, for better or worse, and a little reminiscent of characters Guilty Gear gets away with.

  • @sim0n: that's my feelings basically. Editors from a lot of different sites are singing the praises of SFIV but to me, it looks like Street Fighter II Turbo in 3D. Capcom makes a SFIV and it turns out to be a prequel just like Alpha and it plays similar to Street Fighter II Turbo? What's the point of calling it SFIV then? This is a pass for me. The more video I see of the title the less I want to play it. I'll get Soul Caliber IV for PS3 and if Sega has a pair they'll release the latest update for VF5 as a downloadable patch for PS3 owners that got raped and 360 owners that got pampered.

    Too bad...I really like SFIII. Parrying added much depth.

  • Sakura... I Want SAKURA!!! But I dig the poison idea... that slut.

  • @Foxy_Blue:
    IT A TRAP!!! poison that is.....

  • I think going back to the roots is great.

    SF3 is great, but it was too deep for non-tournament type fighting gamers and I just didnt like not having access to all my super moves at the same time :(

    SFA3 is still my favorite, and the newer versions already have the SF2 characters which is one of the reasons that I love it.

    Im really happy with the positive feedback and I hope this will only mean more hadoukens and more 10.0s and bring back fighting games to its original glory. 2d( or ahem 2.5d) fighters rule!

  • Poison, Guy, and Hugo, pl0x.

  • You guys should really consider limiting your posts on individual games on a daily basis--that or something similar. By reporting on multiple small updates 4-5 times daily on games like SSBB and SF4, you are playing into the hands of Nintendo's and Capcom's marketing departments with free hype/PR.

  • @Americo:
    And don't forget MAYOR MIKE FREAKIN' HAGGAR.

    If only as a swap for 'Gief.

  • bring back makoto plz.

    I'm definately a 3s player and all. but when it comes to comparing it to SF4, i still think 3s still plays smoother. There are way more combination attacks and variety in 3s, where as in SF4 you're kinda stuck with sf2 combos.

    The saving system is OK in SF4, it's basically dudley's crosscounter move, except every character gets to do it. It's pretty inconvenient when the fight gets rough since it takes half a second to charge up. And even if you're about to start to "save" your opponent can see it from a mile away (There's like this entire animation for it too), since it's that obvious.

    The parry system is definately more discrete than the saving system. You don't really know when someone's going to parry or not (unless you know someone's gameplay style psychologically). The parry system is extremely responsive versus the saving system, which gives it the biggest advantage to the user if it's done correctly.

    I dunno, the two are entirely different games, i'm gonna just say Street fighter 4 is definately not gonna be as deep as Street Fighter 3. That's just my opinion as of now....

    oh yeah, the Ultra Combos are SO overpowered, (Ken's is like 40% damage and the command is only quarter circle quarter circle + med punch fierce punch)

  • @hamsterjohn:
    I see it the other way around.
    The advent of parrying make rushdowns and mix-ups absolutely necessary.

  • @sim0n:

    That's so right... now that i think about it. It kinda pisses me off.

    I really don't want to be stuck playing a shallow game for 5 years.

  • @ashjaw: Yes, please. Makoto is by far my favorite SFIII character.

  • Rant time: Why arent games getting better? I mean, dont get me wrong, tons of good stuff out right this moment, but few of which have actually furthered the art in any way. For instance, I am a massive Street Fighter fan. Im buying this game without consideration when it comes out. But why hasnt anything changed? Of course, its a bit early to be making that call, but from what Ive seen so far, theres nothing at all that is special about this Street Fighter. Its just a version upgrade; new graphics and new features (characters, game modes, etc.). But what is that bringing that I havent seen a million times before, in other games and THIS ONES as well. AND THIS IS THE STREET FIGHTER PEOPLE; if anyone should be showing us new game systems, new mechanics, new ways to enjoy a fighting game, it should be Street Fighter/Capcom. But no. As far as I can tell, this is Street Fighter II (disqualified III becauses its just II as well) with better graphics, new people, and undoubtedly, new moves. Whereas Soul Calibur (also beginning to stagnate a little) has an INCREDIBLY fluid combat system, genuinely appealing game modes, and infinitely more content. How many people went through the Weapon Master modes and how many people did the time trials in whatever SF? Sorry, im digressing, but I digress. Why dont we have interactive fighting environments yet STREET FIGHTER? Why dont we have realistic collision detection/reaction yet STREET FIGHTER? When will someone finally sit down and crunch the numbers on how to make a fighting system that allows you to fluidly segue from one move to another, allowing you to, say, fireball someone in the middle of the a throw, not interrupting the throw itself but instead integrating the fireball as part of the move? Oh, whoops, STREET FIGHTER!? Ugh, I love video games, I really do. I believe there is no higher art. But, with rare exception, few developers have really strived to make games better. Theyve just tried to make them more... well, the best term I can come up with is "feature creep". "Theyre" feature creeping video games into useless bags of Shit no one respects in comparison to the previous game which likely came out on previous generation hardware. I want to blame this on publishers, I really do. No one will deny that, at best, a publisher stifles creativity and ingenuity. But they are a necessary evil. I also want to blame us, as gamers, for buying this shit. But you know what? We often dont have much of a choice; we're not going to dev the games ourselves, for whatever reason. I want to lay the responsibility on the developers. Having worked at a game company (in IT, not as something more important, mind you), Ive seen waaaaaaayy too many people just tuck their tails and whimper under the gaze of filth with no understanding of what makes a game good, just because theyre writing the checks. Yes, devs have a responsibility to the publishers to return on that investment, and the pubs have the right to ensure that happens. But as artists, and all the devs are artists in my mind, they have a responsibility to themselves as well as US, their TRUE PATRONS, to make works of ART. Not concede to every request or demand some dipshit from corporate, whos never fucking even been on a game development team in any capacity, makes. We should all do ourselves a favor, hold hands, and consoole each other while we boycott games we may damn well want to play but are lacking creativity. Im sure that wouldnt do anything positive for the art because that was a knee-jerk suggestion if there ever was one, but I worked myself up, so now Im gonna go play Metroid: Same Fucking Thing YOu Did In The First Game But Now A FPS, or maybe some Zelda: A Link To Every Other Zelda In Gameplay Mechanics. And no, I dont hate Nintendo; love 'em in fact. But if anyone hates change, its Nintendo.

  • Ugh... blacked... out... where am I? Who wrote this...?

  • Q is a treat

  • SF2²!

  • @awesomerobot: YES!!! Ibuki FTW, a completely different character. not a ansetsuken style (ryu/ken way to many) charge (vega, bison) contact (felong balrog), or grab (zangeef /hugo) her attack style is completely unique

  • @Striderhayasa - Phillyyakk on PSN and Live.: I'll rent to see if the SNK they seem to be smoking and blowing out "electric characters" and "Magic characters" is a change worth experiencing. I also miss the different settings. i hope the music will be up to par with the 3 series.

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