A decade of false starts and broken dreams came to a screeching halt last
summer when Capcom unleashed the long-awaited Street Fighter IV into
Japanese arcades, heralding in a twenty year celebration and grand return of the
World Warriors on a global scale. But the realities of the arcade market
are grim, and with the anticipated home release for the Xbox 360 and PlayStation
3, Capcom understands what's at stake here and has succeeded. Street
Fighter IV isn't simply a reunion of familiar faces; its a spiritual
revival for one of gaming's most iconic and beloved franchises, once again
charged with carrying the fate of an entire genre on its lofty shoulders and
into the future.
It’s been a good twelve years since the last official entry in the Street
Fighter series, and for those who have followed the exploits of Ryu and Company
over the years, its been a bumpy ride. Apart from the countless spin-offs
and crossover spectaculars, the franchise (and fighting games in general) have
become mired in an increasingly complex and complicated system of button-presses
and exacting combination memorization. As the experience narrowed to those willing to learn and
adapt to an increasingly complex and varied system of combos and reversals, many
felt the cold shoulder of the series passing them by. With Street
Fighter IV much of this has been radically altered and redesigned from the
ground-up with designs on reintroducing the joys of fighting, minus the excess
clutter and confusion. The general gameplay is a modest throwback to the
coin-op glory days of Street Fighter II, from the standard 6-button layout to
the striking just the right balance of easy and complex gameplay that helped
introduce the world to the fighting game, making this game familiar and a joy to
behold for novices and pros alike.
Playing the game is one thing, but understanding
the deeper mechanics is quite another. Street Fighter IV has a subtle flow
that encourages a more aggressive touch thanks to separate “Super” and “Ultra”
Combo meters. Your basic Super gauge gradually builds during the battle and can
be used for powered-up special moves (EX Specials) that use a quarter of the
meter for various effects, or complete the gauge to execute the more devastating
Super Combos. The Ultra meter (Revenge gauge) however only builds as you
take damage and is exclusively used to unleash devastating Ultra Combos that can
easily turn the tide of battle.
Another addition is the “Focus Attack System,”
which acts as an unblockable charge attack when both MP+MK buttons are held.
What keep things interesting is that it can be used defensively or offensively,
and you’ll be able to absorb a single oncoming hit without activation penalty
(though you’ll still take initial damage). A well-timed Focus Attack will
typically cancel a more-powerful attack and bring an opponent to their knees,
providing a much-deserved opening to follow up on. This system isn’t a
requirement of play unlike the “Parrying” system of Street Fighter III, instead
allowing you to further read the actions of your rival and creates an
alternative to chaining combos.
While having these options may sound overly
complex, none are necessary to play and even newcomers will find themselves
pulling off all sorts of flashy moves in no time. Professional players
will of course find much to lover and master here, blending the very best of
both worlds without compromising either.
Mode features include the standard Arcade, Versus,
Training, and a Challenge mode that includes sub-modes like Time Attack,
Survival, and a helpful Trial mode that requires you to complete numerous combo
attacks, in something like an in-depth tutorial where advancing means learning
the technique laid before you. For newcomers this might be a great way to
improve their skills and help develop a better familiarity with the game’s
various control schemes.
Of course one of the most appealing features of any
fighting game is with online play, and SFIV’s Online Matchmaking mode is
incredibly good and packed with features. I’ve spent a considerable amount
of time battling opponents around the world and was really impressed with how
fluid and seamless the experience was. Find and sort through other players
via the lobby, or if you prefer the game features a unique opt-in system that
will allow other players to join/interrupt your arcade mode playtime with
challenges throughout. Of course this can be turned off prior to starting
a single-player game, but it’s certainly the closest I’ve ever seen an online
game come to really giving the illusion of real arcade-style play at home.
Also available are Ranked matches that’ll keep
track of your stats and Battle Point (BP) earnings or simply play basic Player
game for even more streamlined competition. Whatever your preference the
entire process was one of the best online forays I’ve had for a fighting game,
and both the PlayStation 3 and Xbox 360 handle nearly-identical and Capcom will
be updating the experience in the near-future for better optimization. As
of now I was blown away by how good everything worked and will definitely be
playing this one for a long, long time.
While some have been worried that the series
trademark hand-drawn sprites wouldn’t make the transition to 3D polygons,
technology has certainly caught up to the artistic flair Capcom is famous for
and apart from the gameplay, this is where Street Fighter IV really delivers.
Every character has been faithfully represented in full and glorious 3D, mixing
realistic modeling with the comedic flair fans expect from the World Warriors.
Faces reflect damage, muscles ripple, and it’s somewhat ironic the only jiggle
occurs in the supremely big new character, Rufus. Super moves are
accompanied with the appropriate razzle dazzle, filling the screen with
seizure-inducing floods of color and sparkle; while brilliant inky splotches
help remind us where the franchise began. The effects are mind-boggling to
say the least, easily rivaling the best in the series and pushing the
possibilities of cell-shaded polygons further than ever before. The game
is just so much fun to look at and experience, the combination of 3D graphics
mixed with 2D gameplay has never looked better and I truly mean that.
While the game’s soundtrack isn’t quite the match
for the gorgeous visuals, there’s more than enough variety and unique matching
to the various locales to suit the more hardcore Street Fighter. I wish
some of the tunes were more iconic, but thankfully Capcom has thrown in plenty
of allusions to each of the returning cast’s original themes and these were more
than welcome. Likewise, the wacky announcer is back and narrates each
match with all the incredulous gusto you’d expect and really helps give the game
a real tournament feel. The character voices, recorded in both English and
Japanese, can be swapped accordingly and tailored to each player’s preference –
a first for the series and much appreciated, as the stock English tracks are
hilariously bad. Why ridiculous phrases sound so much better in Japanese
is beyond me, but they do.
Greatness aside, there’s still a few issues that I
should bring up. First off, the average gamer may have a daunting task
ahead of them if they’re planning to unlock all of the game’s 20+ World
Warriors, as this requires them to finish the game and defeat the final boss –
Seth. And more than once, which is probably asking too much as the
blue-skinned baddie is among the most difficult and unfair characters ever seen
in a Street Fighter game (and yes, he’s more difficult than SFIII’s similarly
awkward Gill). I can imagine that most characters will remain unlocked,
and this is tragic as many of the most popular characters will remain unlocked
and forever out of reach.
Having solid control is a must and if you decide to
play with either the standard Xbox 360 controller or DualShock 3 you’ll soon
discover this just isn’t optimal. More complex combinations and intricate
moves simply cannot be executed properly without a specialized fightpad or
arcade stick, so it’s a requirement pick one to fully enjoy the game.
Another minus are the awkward anime scenes that bookend the arcade mode, and
while the effort is certainly appreciated…they’re just awful, bring nothing to
the experience and look out of place. Why Capcom didn’t just use the
excellent in-game engine to manufacture similar plotlines is a mystery, but
thankfully they can be skipped and you’ll miss nothing.
That Capcom was able to bring the very best of the
franchise back to earth while still maintaining the appeal and accessibility is
really quite astonishing, as they’ve managed to keep things refreshingly
approachable, yet filled with the same level of depth and user-defined
experience that fans have come to expect from the world’s premier and most
popular fighting game. But that’s exactly what makes Street Fighter IV
so special and worth the wait, obliterating all challengers and reclaiming the
throne it helped establish so long ago. The legend has returned to the
people, mission intact and ready to rumble for a new generation of gamers in one
of the best revivals I've ever seen. Here’s to the next twenty years and for all the memories yet to come!
Never has the Shōryū-ken looked so good…
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