Street Fighter 4 (arcade) in 150 words.

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dofuss.net

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Sep 12, 2008
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Street Fighter 2 was the first real two player game I owned, and the months of competitive play with friends cemented it in my heart. Thus the announcement of Street Fighter 4 gripped me with a fear that my youth was about to be desecrated.

I shouldn?t have worried. It?s awesome.

A subjective opinion, but one I am confident will be shared by series fans. It manages to capture the original?s depth and simplicity while introducing new tactical elements that don?t detract from the magic.

Currently the original ?Turbo? cast is back plus 4 SNK look alike additions, with the promise of more to come (there is also an appalling new boss). Unfortunately at the moment it?s unbalanced. Whilst Sagat is kick-your-ass crazy others seem underpowered. But this is the benefit of the arcade release, Capcom will use it to balance and perfect the game before most even play it.
 

D_987

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Jun 15, 2008
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A revew should never be this short. Its not realy a review, more a few lines about the game.
 

milomalo

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Mar 29, 2008
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so how many words has to have a review? this is a review "shallow" but does the job and ive seen smaller in game magazines
 

mjhhiv

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Jun 22, 2008
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If, for some reason, the author was constricted to 150 words, this would be fine. Since he isn't, this isn't a review. The review just misses so many key points, it's hard to get anything from it other than, "Dude go buy this. It's awesome."
 

Altorin

Jack of No Trades
May 16, 2008
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You know, I was once part of a "Rant" forum.

And it degraded into having all these arbitrary rules for what a rant is.

It stopped being fun for anyone.

I really don't want to see that happening here.

I'm not saying this is a great review, but shorter and worse ones have been written. And he warned you in the topic how short it would be.

So give him a break. If someone says "A short review of *blah*" or "A review of *blah* in *some small number* words", give them a break, they're not seducing you into here with the promise of some great epic review. They need to get something off their chest.

The only exception to that is reviews of things that have 10 threads already about them. Post your musings in one of those threads. As Street Fighter 4 is not one of those topics, I say good on this guy.

If anyone would like to expand on his short review with something a little more full, feel free.
 

dofuss.net

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Sep 12, 2008
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Thanks for the comments.

Ill expand if you like, I took it off my site where Im trying to do everything in 150 words as I never have time to read long reviews online. I am finding it restrictive though and I was hoping for pointers on how to improve it while keeping it short. If that?s possible.

Maybe Ill have to rethink my arbitrary word count. But Ill stick with it a bit longer.
 

blueindian3

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Sep 14, 2008
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rules rules rules ,critics critics critics , maybe hes just old dude like myself who just cruises along lookin for info or getting a point out , but if he wanted to be ass raped by everyone who doesnt like his quote review thought whatever ,he probally would have asked for it . me personally i can relate to his passion for the game ,i can remember standing in line to play this game , wondering what i could do to win , lookin at guys joystick moves ,thinking of strategies ,and wondering how much i had for allowance coming, been thinking about building a pedestal to put two fighting sticks side by. side in front of big screen. hope i posted this in right spot.
 

dofuss.net

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Sep 12, 2008
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For those who want some expansion I shall do so.

The graphic style of course is a matter of opinion. I find the brush stroke style appealing but many forum posts seem to find them less than inspiring. Rather than descending in to this I will say that they are smooth and the frame rate is solid (maybe 60fps, but I cant really tell beyond 40 when I?m focusing on the game), and there are no clipping issues I noticed in my 5 hours or of play. The camera maintains the classic SF angle for the most part (albeit a little zoomed in during close action) a cuts in for close ups when ultra and special moves activate. This is done well, and is unobtrusive to the game for me at the moment though I suspect it may become annoying, especially tournament level players. What this camera work does do is add some drama to the game for spectators as you wait to find out if a move has been countered.

Game play wise, as I said in the initial 150 words, things feel similar to SF2. Of the changes they have made (changed from 2, I have played all others but my memory of them is less than reliable) the most obvious is that throws are now bound to a double button press (LP. LK). On the ground this makes things feel more planned. It also means that you can miss a throw, leaving you completely open instead of throwing a punch or kick.

Double button presses in fact are the order of the day with taunt on the HK,P and the new ?inky counter? on the M?s. This counter seems to work by absorbing damage then unleashing a stronger attack back at the opponent. In fact in this state you take damage, and if you successfully manage a counter the energy lost in the attack slowly refills, but stops if you are hit.

The ultra moves are bound to Px3 or Kx3 with the necessary stick manipulation. The ultra meter builds as you sustain damage or defend allowing you to turtle and then unleash a super powered attack. This reward for excessive defending could swing either way, only time will tell if it?s a legitimate counter measure for when you?re pinned under fireballs or a cheap exploit.

The other two game play points of note come in some slight changes in the priorities and the allowance in precision when pulling off special moves. As I said I have only had about 4 hours of play, but it seems to be that where as in previous games torpedos/diving/rolling moves were susceptible to counter just before the struck (with the exception of M.Bison.) Now it seems that this counter window is much smaller. For example, when fighting Vega would do a wall dive and the only defense seemed to be to block or dodge, there was no counter. In honesty this could be a necessary balance for characters that had no fireballs, but it was a noticeable change. The allowance with move is another change from 2 (though I seem to remember it being in the alphas). When executing and sweeping move now there is less need for the same accuracy as there used to be. Zangif?s full circles can now be executed at will and fireballs are noticeably easier to execute. That said the affordance means characters that have both quarter turns and dragon punch motions getting their moves confused more frequently than previously.

The arcade game is lacking in environments currently. Or so I notice when waiting for a machine to free up, when playing they seem detailed enough and look in keeping with the SF universe. The China stage especially is detailed and a nice throw back to 2. More are expected fro the home version (along with new characters to bolster the current roster.)

Details on the new characters abound. Basically complaints are aesthetic. They look strange but handle like SF archetypes. The two most interesting are Rufus and El Fuerte. Rufus is interesting because he is faster than you would expect from his appearance. Other than that (and how bad he looks) he is unremarkable. El Fuerte on the other hand controls like Chun Li on speed. Where the rest of the game feels like (forgive the SNES reference) 3 starts on the turbo game El Fuerte feels like 8. This makes him hard to fight. Fortunately though you?ll have plenty of time to work out his weaknesses as due as games against him seem to last 2x as long as any other character due to you not hitting him, and him being about as strong as my girlfriend.

Finally those who hoped for movies when you beat Seth (http://dofuss.net/seth/) are in for a disappointment. The old still screens remain and a short story, but this in no way affects the game.

As I said originally the game feels right. It captures the feel of the original and that is what most are hoping for. What will be interesting to see is if gamers who didn?t play SF2 when it first game around will be as enamored by this as I am. What I feel is timeless game play may in fact not hold up to a generation of gamer who are used to 20 hit combos in 3D.