Showing posts with label Street Fighter 4. Show all posts
Showing posts with label Street Fighter 4. Show all posts

Tuesday, February 17, 2009

Street Fighter IV: The Live Blog




2:31 PM: Came back from GameStop with my copy of the collector's edition. Ready to play!
2:37 PM: Playing Challenge Mode. It's very much like SFEX's Expert Mode, except it's slower and you can't jump to the harder challenges immediately.
2:38 PM: Dan's pose is elaborate!
2:39 PM: Took me a while to do a crouching heavy punch two-in-one to a Shoryuken. Rusty!
2:42 PM: Gotta really learn how to do focus attacks!
2:45 PM: Enough Challenge Mode. Time to play Arcade Mode!
2:46 PM: Chose Ryu. Neat, they have an anime intro about the Blece Project. Now that's what I'm talking about.
2:47 PM: Eat my Metsu Hadouken, Zangief.
2:48 PM: Ooooh, Ken. How fun.
2:50 PM: Metsu...Hadoukeeeeen!
2:56 PM: Man, I'm rusty. I just lost to Abel on medium-hard difficulty.
3:03 PM: Okay, forget about what I said in a previous post about the announcer being "ok." He gets really annoying after a while. Meh.
3:08 PM: Ryu's American voice actor sounds so much like Arthas from Warcraft. Listen to him say "The answer lies in the heart of battle."'
3:26 PM: Apologies for the delay. I was practicing my focus attacks. Man, I really like this.
3:33 PM: Don't use your super combo meter for super combos. They're weak. Save them for EX attacks or Focus Cancels.
3:46 PM: Thank goodness you can change the language. Some characters sound silly in their English voices.
3:50 PM: Hey, it's Yun and Yang! I'm starting a game as Chun-Li.
3:54 PM: Character-specific win quotes. Neat. I didn't notice that before.
4:15 PM: My rival is C. Viper. Not surprising. She's the only other female in the original SFIV cast.
4:18 PM: There are even character-specific battle-cries. Chun-Li says something before she attacks with her Housenka against C. Viper.
4:21 PM: Warning, system overload...it's almost like the Jean-Claude Van Damme Street Fighter Movie. But instead of M. Bison, it's Seth.
4:33 PM: Have to master Ryu's signature juggle–crouch medium kick, Shoryuken, Focus Cancel, dash forward, and Metsu Hadouken. It's really tough—maybe I should've bought the arcade stick. But I can't afford that yet. Oh well.
4:34 PM: Okay, time to head out. Will play the game with friends over pizza and beer. Tootles!

Thursday, January 29, 2009

Live Blogging Street Fighter IV


I'm such a nerd for doing this, but on February 17th, I'll be liveblogging my experience playing Street Fighter IV for the XBox 360. Yeah.

Friday, December 5, 2008

Updated Street Fighter IV Review


Head on to my Street Fighter IV review and check out the new photos and commentary!

Images screencapped from various YouTube videos.

Thursday, November 20, 2008

Let's Get it on Select to Make Your First Pick.
Let's Get it on Now!


After many months of Japanese kids having access to what possibly may be the best fighting game that we've ever gotten for a few years, I finally got my hands on Street Fighter IV. I walked about 10 blocks from the train station to this really small arcade shop that has great fighting games. (To find one that's *hopefully* near your area, check out this link.) Yeah, I know. The things I'll do to satisfy my video game addiction.
There was only one cabinet in the arcade, and when I got there, several guys were playing. So I basically just watched and got a feel of the game. I know there's YouTube, but it pales in comparison to actually being able to see the game in person.

When I decided I'm ready, I popped 50 cents in, and challenged the current winner. I chose Ryu, and I was up against Akuma (curiously enough, he doesn't seem to take deal and take more damage than the rest of the characters, reminiscent of Street Fighter III: Third Strike). Now I understand why the Saving Attacks (or Focus Attacks) are the cornerstone of SFIV's game mechanics: They're as complex as the parrying system of SFIII, but is not as difficult to implement that first-time players will be pummeled by more experienced ones.
A fully charged SA not only will be unblockable, but will also result in awesome ink splatter-style art.

The best part about the Saving Attack (I'll abbreviate it to SA from now on) how it will always help mix up the fight. In one case, I've seen a Ken player throw an SA just as he's about to get up from a foot sweep; in another, Sagat used it to get out of a corner-harassing opponent. (Well, there's also the fact that Sagat's huge he shouldn't have problems dealing with the smaller characters.) In one more occasion, the SA is used to cancel a Shoryuken to an Ultra Combo. (It takes off a portion of your super meter.) In my case, I didn't get to use SA that much, because I continuously have to readjust to having to press the middle two buttons. I'll get to abuse it more in the future I bet.
For anyone harassing you, activate SA immediately after you get up...
Then whack their head. Follow up with a combo.

Now the gameplay. As was originally intended, SFIV plays more like SFII than III, and I definitely noticed that from the get go. Air blocks (or parries) are gone, the pace is slightly slower—though I have to say, for a 3D fighting game it's pretty brisk, and the multiple Super Art selection is gone.
EX Attacks, done by pressing two buttons instead of one in performing special moves, are essential to any game.

Many of the combos and moves that you're accustomed to with the old world warriors are intact, and you shouldn't have difficulty pulling them off with relative ease. As I mentioned before, the SA adds an extra layer of strategy with how you fight, and because it's both an offensive and defensive tactic (the parrying was admittedly more offensive), it's integral that you always factor in how you can throw an SA when you set up combos and plan your attack.

The new fighters Rufus, Abel, etc, are also well integrated in the roster and look interesting enough to warrant your choice. Their move lists share some similarities with established characters, which helps with the familiarization. In fact, in the arcade I went to, more than one player picked Crimson Viper; and I heard that Abel is popular at the Japanese arcades.
Vive le France!

Graphics-wise, I will not complain at all. Sure, the shift from hand-drawn 2D to rendered 3D may have been a bit of a letdown for purists (I'm not one), but Capcom executed the transition so well. The stages are vivid, the characters well-detailed (you can even see the horror in their faces as you're about to unleash a can of whoop-ass i.e. an Ultra Combo), and the ink splatter gives the whole game a very cartoon-y, 2D-ish feel to it.
Shin Shoryuken: D, DF, F, D, DF, F + 2P (must have half-full Revenge Gauge)
Watching Ryu's face before his jaw gets rearranged by a Shin Shoryuken: Priceless.

Sound quality is fantastic. Hours after I've left the arcade, I still keep on replaying "Metsu Hadouuuken" in my mind, savoring at how there's a lingering "whoosh" sound as Ryu builds up ki for his Ultra Combo. The announcer is no less great. I miss the hip-hop announcer in SFIII: Third Strike, but I'm glad that the annoying one in SFA3 is gone. Saying things like "Let's pick up the pace...fight!" and "This is the final round...fight!" fits in the context of SFIV.

So, how did I fare? I kept on losing against this one Korean guy (aren't they supposed to be playing Starcraft instead of SF?), who adds insult to injury by leaving the machine as soon as no one's challenging him anymore. (If I wasn't savoring the game so much, I probably would've done bad stuff to him—I mean, what the fuck? You waste my quarters and walk out?) But I did manage to place a few wins with the other guys—many with last-ditch, well-placed Metsu Hadoukens, and was able to finish the game. So not bad!
You don't want to mess with Ryu when he ain't happy.

Final recommendation: You will miss the extensive collection of Super Arts and parrying that SFIII introduced. I myself wished that Ryu had access to his Denjin Hadouken; and Chun-Li have her Kikoushou, etc. If you're also quite adjusted to the pace and the fast-and-flurry attacks of Third Strike, you'll have to scale back once you get to play SFIV. But despite this, SFIV remains a very polished, very enjoyable, very complex game that rivals the best the series has to offer (SFA3, Third Strike, and SSFII: Turbo). I can't wait for the home version to drop February 2009.

By the way, the thread title is the first two lines from the song that plays in Third Strike's character selection screen.

Thursday, October 16, 2008

Gouken Lives!
And I’m Not Sure if I’m Happy

Time for some video game blog-entary.

Refresher: Gouken (erroneously named Sheng Long Stateside—there’s no such character!) is the brother of Gouki (Akuma), son of Goutetsu (no U.S. name), and Ryu and Ken’s master. The official canon is that during the events of Street Fighter 1, while Ryu is competing in the tournament, Gouki came in to the dojo and challenged Gouken to a fight. According to Tiamat’s excellent SF plot guide, Ken witnessed part of the match, and saw his master get killed in Gouki’s hands. Gouken’s remains are buried near the Suzaku Castle (Ryu’s stage in a good number of Street Fighter games).

Now Street Fighter 4 comes along, an interquel between SF2 and SF3, and for some reason thought of reviving Gouken. Is Yoshinori Ono (the producer of the game) pulling all the stops to give SF4 the massive success that SF2 received during its time that he’s throwing everything but the kitchen sink in this game? I don’t know. But as it is, this is one—and probably just one of the few—addition to SF4 that I have mixed feelings about.

First, the good: EGM can no longer run an April Fool’s joke involving Gouken!

In terms of gameplay, Gouken moves a little differently compared to Ryu, Ken, even Gouki, preventing him from being just another Shoto-clone. (By the way, they practice Ansatsuken and not Shotokan Karate.) For one, he throws his fireballs with just one hand. His Tatsumaki Senpuu-Kyaku doesn’t go forward, but instead moves vertically. (The EX version of the same move behaves like Gouki’s Messatsu Gourasen Super Art.) His Saving Attack is the Joudan Soukotu Geri (Ryu’s new move in SF3), and his Ultra Combo is the Shin Shoryuken.

He’s actually quite badass from the videos that I’ve seen in YouTube. Sure, he doesn’t suffer from the SNK boss syndrome but he nevertheless appears that he hits hard.

Now, the bad. For what they’re worth, I follow canon of every video game I play. For instance, I know about the Highbornes of Warcraft, and the events that lead to the Night and High Elves living in separate worlds. I also know that M. Bison is actually inhabiting Rose’s body in SF2.

Resurrecting Gouken after the events of two series have transpired (SF Alpha and SF2) seriously messes up with the established canon. Did he rise from the grave? Why the heck would he keep his being alive secret from Ryu and Ken, who saw him as a father figure (especially Ryu—damn it, he’s a freaking orphan) after all these years? Will Gouki attempt to kill his brother once again, this time with a move that isn’t the Shun Goku Satsu? So many questions.

I’ll have to wait until Capcom releases its official retcon to see how they plan to merge the now-alive Gouken to the running canon, and fix the plot holes that this created. For now, I can’t wait to play him in the home version of SF4.



Thursday, June 5, 2008

Street Fighter 4 TV Commercial



I. Can't. Freaking. Wait.

Street Fighter II was legendary. Street Fighter Alpha rocked. Street Fighter III was a diamond in the rough (lackluster in New Generation, awesome in Third Strike). This one? Time will tell. Can't wait to get my hands on playing Ryu and Abel!