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Not so long ago, the arcade era was fructuous and
was the domain of innovative technology. From titles like
Pac-man to Asteroids, arcade developers expanded the
public’s view of what video games could be. In the early 1990’s,
many game genres had already established themselves in the heart
of gamers but one particular was about to be revolutionized. In
1991, fighting games had now a flagship title: Street Fighter
2. With its big characters, colorful moves, humorous setting,
detailed backgrounds and, as the old cliché goes, deep gameplay
that was easy to learn but difficult to master, Street
Fighter 2 inspired generations of game developers to push
themselves further down the creativity road and redefine what
competitive gaming could be. With time, the arcade era ended and
gamers leaft coin-up centers, keeping their quarters in their
piggy banks. They invested in home consoles and personal
computers to satisfy their gaming needs. Now, nearly 20 years
after its release, a fourth installment of the famous fighting
series is out. Street Fighter 4, the long awaited
official sequel, was released this February 2009 in North
America on home consoles after an aracde release. So how does this new Street Fighter
holds up to its legacy? Did the team at Capcom pulled the
impossible? Did they changed how we see a fighting game or
failed to live up to the legendary name? Let’s see what
Street Fighter 4 has to bring to the modern gaming
world. |
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Disclaimer |
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Before you keep on reading, this humble critic would like to
tell you a little secret. I was by far excited to learn the
coming of the fourth title of this series as I am a sucker for
all that is Street Fighter. If it is labeled Street
Fighter, I’m interested. When it comes to this game, I’m a
total fan boy. But don’t get me wrong. I did not enjoy the
cinema adaptation. I am a fan but I am not a masochist. When I
first heard of Street Fighter 4, I was excited like a
schoolgirl about to meet a pop star. And, perhaps like many
schoolgirls, I’ve decided not look at everything that Street
Fighter 4 had to offer through trailers and promotional art.
Instead, I’ve kept my gameplay virginity intact for the night
where I took the game home. Well yes, I did peek a bit before,
YouTube is so easily accessible, but no harm was done. I only
looked at the character artworks and I did not succumb to
the temptation of reading about it or analyzing the gameplay footage.
So now that you know this, you may continue reading the
following lines with this disclaimer in mind.
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Sonic
BOOM! |
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First impressions
Street Fighter 4 is a success. Although it holds many
flaws, the developers at Capcom managed to create a new
experience while remaining true to the original arcade mentality
found in the great Street Fighter 2. A player who is
getting acquainted with the world of Street Fighter in
this game can hold his ground. The experienced player who has
already an elaborated repertoire of moves acquired from other
fighters has still something to learn without having to start
from scratch. As mentioned, Street fighter 4 has many
little unpleasant chunks that make the general experience hard
to swallow. The game can be right down frustrating. The
computer-controlled opponents have no shame in using cheap moves,
exploits, perfect timing and constant grabbing to scrape the
player’s face around the asphalt battleground. Some of the most
experienced fighting players will recognize a strong SNK
influence on some characters, specially the new ones, which can
be quite annoying for the Street Fighter fans. Also, the
hit detection, which was pixel perfect in the previous
installations of Street Fighter, is not as solid. The
same goes for the difficulty curve that feels more like a
compromise between two design philosophies rather than one
smooth curve. All in all, the game offers a good experience and
it feels as if its main gameplay focus is geared toward “player
versus player” jousts which is not a bad thing in itself. Just
like in the arcade era, the most satisfying part of playing a
fighter is not to beat the machine but to defeat your friends in
good, clean competitive virtual skull smashing. Besides, the
game was released in the arcades before it was ported on the
home systems. Now let’s get
down to business and see exactly what’s going on with Street
Fighter 4. |
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A bit of history
The
first Street
Fighter
was released in 1987 and its success was moderate. Although it
attracted a niche group of players, it never got the same
attention its little brothers received. The original title
featured an innovative fighting system that allowed the player
to pull out special moves using combinations of inputs to
inflict extra damage to opponents. From there, the developers at
Capcom refined the fighting system, the presentation as
well as the controls and gave birth to Street Fighter 2: The
World Warriors. The game had a tremendous impact on the
arcade world and spawned many sub games, such as Street
Fighter 2 turbo: Hyper Fighting, Super Street Fighter 2:
The New Challengers and Super Street Fighter 2 Turbo: The
Grand Master Challenge. Each of these games pushed the
concept of the previous iteration a little bit, offering new
characters, increased speed, better graphics and extra moves.
During the mid-90’s, Capcom also released spin-off titles,
such as the “Street Fighter Alpha” series (Zero in Japan)
which got the fan’s love but never got has much attention from
the general gaming public. Also worth mentioning is the
Street Fighter EX series, which featured the Street
Fighter characters in a 3D environment, the Marvel vs
Street Fighter as well as the Marvel vs Capcom games, where characters
from the Capcom universe fought it out against characters
from the Marvel Comic world. The Japanese developer also
released similar fighting games, such as the Darkstalkers
series during the same era. Street Fighter: The Movie is
also worth mentioning since it was very close to the actual
movie, may it be in terms of fun factor, gameplay and quality.
For those who have not witnessed the full glory of Street
Fighter on the silver screen, this is not a compliment.
In 1997, Capcom finally released the awaited true sequel to
the classic arcade game. Street Fighter 3 featured
superior gameplay, graphics and controls, but failed to reach
out, once again, to the general gaming public and only got the
love of niche fighter players. In 1999, the arcade world was
now on life support and fighting games had mostly switched to
the 3D realm. Capcom collaborated with long-time rival
fighter developer SNK, creator of the Fatal Fury
and King of fighters series to name a few, and released
the Capcom vs SNK series that was mostly released on home
consoles. It got a good share of praise from the fighting game
community but never spilled over on the rest of the gaming
world.

Dhalsim and Blanka, two old
timers, are still around for the fourth game. |
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Gameplay
So as you can see, Street Fighter 4 had a lot of
pressure on its shoulders but did not fail. To wrap this up in a
few words, Street fighter 4 is a delightful gameplay mash
up of all the ingredients that made the Street fighter 2s,
Street Fighter Alphas, Street Fighter 3s,
Street Fighter EXs and Capcom Vs SNKs games so tasty.
However, as one may easily suggest, enjoyable in one dish does
not mean palatable when blended in another. The developers of
Street Fighter 4 did manage to make something good but not
revolutionary. The basic gameplay
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remains simple and straight forward, opting for the classic 2D
eight directions movement control scheme combined with the six
buttons attack system using three level of punches and kicks.
Therefore, instead of creating a fully 3D fighting environment,
the developers opted to create a 2D gameplay staged in full 3D graphics. Like the previous 2D
iterations of Street Fighter, the characters can perform all
sorts of moves to defeat their opponents, from
standard actions such as sweeps, air-born attacks or body throws,
to special moves as well as two levels of super combo attacks,
EX and Ultra. The fighting system also includes advanced gameplay techniques. The dash maneuver allows the player to
come in and out of combat quickly. The throw escape counters a
throw attempt from an opponent hence canceling the aggressor’s
move. The recovery technique gives the player the ability to get
up quickly after being knocked down. The focus attack mechanic
gives the ability to charge up an attack and unleash it on your
opponent for extra unblockable damage. The same mechanic can
also be used as a hyper armor that allows you to regenerate
damage taken from a blow while focusing. The super combo gauge
has also been deeply involved in the gameplay. The gauge points
can now be used to perform super
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El fuerte, a mexican wrestling
chef. |
combos, pull EX versions of the
existing special moves and pull EX focus moves to either deal
extra damage or
defend from an aggressive competitor. The revenge gauge gives
the player the ability to pull a powerful combo move when the
player has dished out enough pain. Indeed, Street Fighter 4
is tightly knit when it comes to technical play without being
too heavy on new comers, a trait that Street Fighter 3,
the most technical play oriented Street Fighter, had
failed to achieve.
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Although
very polished, the gameplay experience feels labored
in Street Fighter 4. Since the focus of the design is
geared toward making technical play accessible, average fighter
gamers who are experienced with fast-paced games may be thrown
off by the slower action found in a typical Street Fighter 4
bout. Combinable moves can be pulled out quickly but the attacks
that cannot be linked together feel sluggish and slow. An
advanced player can easily get up quickly after a knock down but
a less skilled or a more button-smashing oriented player will
find himself lying on the floor for a rather long period. The
fighting system also allows cheap exploits that can be used by a
moderately skilled player over a less experienced opponent. I
have personally experienced and inflicted constant throwing. The
technical side of the game allows a moderate player to escape
these throws but the exploit becomes powerful when facing
beginners. If there were more than one way to escape this event,
it would not be so bad, but grapplers, like Zangief and Abel,
seem to be designed to cancel any other attempt of escaping a
throw other than when using a cancel. Other characters, such as Crimson
Viper or Seth, have been designed with easily exploitable moves
reminiscent of the annoying Mileena warp kick from Mortal
Kombat 2. A player who understands the basic concept of
these characters can easily pull out a few moves in succession
in order to defeat the opponent with ease. As mentioned earlier,
this seems to be a result from the influence of the
SNK
style gameplay on Street Fighter 4. Although it is a very
good move to attract core players from both the SNK world
and the Capcom world, this also has the opposed effect of
offering a less harmonious experience where the difference
between Capcom style and SNK style characters are
palpable. In the end, the expert fighter gamers won’t have much
trouble adapting to the game but the more casual players, like
those who simply enjoy a good Street Fighter bout once in
a while will find this more bitter than sweet. Some players may
even not be able to beat computer-controlled characters when
facing them at the easiest difficulty setting.
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Speaking of difficulty, the training challenges have been
designed with a different learning curve than the one found in
the arcade mode. Perhaps a witness of the quarter-sucking
vampirism attitude of the coin-up version, the arcade mode has a
steep difficulty curve that can cause frustration. Opponents
have no shame in pulling exploits and cheap moves even if they
are at their easiest setting. It is not unusual to play through
the arcade mode set at a lower
difficulty |

Abel, a powerhouse seeking his
past. |
and face an opponent
that will simply destroy the player even if the previous
opponents have never been aggressive. Perhaps this is the result
of trying to blend in the old arcade convention of the “90
seconds” where a player had to loose after roughly 90 seconds of
play so more coins had to be inserted. On the other hand, the
challenge mode, a result of the gentle home console tradition,
has a very smooth and mild curve that almost feels insulting.
The first challenges offered to the player feature opponents
that barely stand still awaiting the player’s blow like lifeless
punching bags. The difficulty ranks up at a good pace and there
are many challenges to beat, but the first challenges of each
collection can be passed by players of any skill making it
accessible to all, a trait that the arcade mode does not possess.
Another factor that can lead to frustration is the
hit-detection of attacks. Since the gameplay is in 2D but the
graphics are 3D, it is less obvious to know if an attack will
land or not. For instance, the grabbing range of characters are
relatively short but the animations of the grab ends a little
further that the actual grab limit. This ends up with the
character’s animation physically touching the opponent but no
grab occurs. This is also true for many basic attacks as well as
some special moves. For instance, fireballs have great visual
effects but they can lead to confusion since it is not always
clear to know when a fireball can
cause damage or if it's fading away and harm- |
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less.
Some characters also have animations that look like as if they
are between standing and crouching, which can cause confusion
when selecting what type of attack to use on them. An easy
example is Dan Hibiki’s stunned pose. Dazed and on his knees,
the pose suggest that only a low attack can
damage Dan even though it’s not the case. Another example: when
two oppositely sized characters face each other, some moves that
can land feels as if they couldn’t. The imposing Zangief's
spinning clothesline feels as if it will touch nothing but air
as it swooshes over little Cammy’s head even though it won’t. At
the same time, when Zangief is facing an opponent of the same
size, for instance the towering Sagat, the same move goes
through Sagat’s massive forearms without causing any damage. The
hit-detection boundaries for both characters, Cammy and Sagat,
are very similar and react almost the same way but they don’t
feel the same when playing. It is true that the size of the body
does play a role in the gameplay, which is a good thing since it
adds strategy and makes it deeper. At the same time, it is also
off throwing since the hit detection is in 3D but the gameplay
is in 2D so not all blows land the same way against all enemies
even though it would in most 2D fighters. The Capcom team
did a great job to make the 2D gameplay work very well but they
have not achieved the level of precision found in pure 2D
fighters, causing some cases where gameplay confusion occur.
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On a side note, I personally believe that the game could have
benefited from extra game modes. Competitive modes are
interesting but cooperative play could have made this game even
better. A tournament system, or any team battle system that
allows friend in the same room to play in structured tournaments
would have also been quite interesting. I do like playing with
strangers over the internet but the most memorable bouts I
fought was with friends in my living room. I do have more than
one friend who enjoys Street Fighter.
Some of our fondest memories regarding the series happened when
playing tournament bouts in the Super NES version of
Super Street Fighter 2.
It’s too bad the developers didn’t keep this concept in mind for
the Versus game mode; modern consoles feature more than two controller sockets making
multi-player games a lot easier. Otherwise, the existing modes offer
something interesting to the player.

If you need an introduction to
the character or the move in this picture, you never played
fighting games. |
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Progression
As one may expect from a modern fighting game, Street
Fighter 4 offers many things to unlock during the game
experience. Fortunately, the system found in this title works
well and doesn’t feel too much like a chore. The system is based
on the player’s action, such as finishing the game or passing
certain challenges, which awards the player with new characters,
new character colors and in-game taunts called personal moves.
All characters can be unlocked while playing the arcade mode and
the level of skills to unlock them all is moderate. Even
unlocking the hidden characters, such as the traditionally
destructive Akuma, can be achieved by a player who has
experimented with the game for a short while. When it comes to
unlocking alternate colors and personal moves, the player must
go through all challenges, which can become a pain. It is not
because the challenges are too difficult but rather because they
become a test of endurance. For example, to clear the Survival
section, the player must beat at least 8 enemies in a row in 20
different events for each difficulty levels (normal and hard).
The Trial section features 2 sets of 5 gameplay challenges for
all 25 characters in the game. Yeah, that’s right. That’s at
least 250 challenges for one challenge section. There might be
more but I have not passed them all so the game could surprise
with extra trials. So even if getting characters unlocked is
relatively easy, unlocking everything is a test of will and
endurance from the player’s behalf.
In general, the typical Street Fighter 4 player will
probably get along fine with all the characters without all
their taunts and alternate colors but it would have a been a
nice touch from the developers if they had used something less
hardcore-oriented to unlock content. I don’t mind having a
separate reward for executing very difficult tasks, such as
getting trophies, medals or achievements like they added, but
anything that can be seen in-game would have been nice if it was
unlocked by playing games in the arcade mode or with friends.
For example, playing with Ken alone or with friends could have
unlocked an extra color or taunt every time the character wins a
certain amount of battles. Anything that favors playing the game
for the fun of it instead of getting too technical would have
been more user-friendly in my personal opinion. Street
Fighter is already very competitive by its nature; I don’t
feel like it needs to force all players to become precise tech
players with lightning fast reflexes. Sometimes just playing for
fun is quite acceptable.

Let's get ready to rumble! |
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Presentation
Capcom has a reputation of good-looking games and
great audio. Street Fighter 4 makes no exception by
delivering a rich and polished visual style as well as a
powerful soundtrack. Although the choice of a soft rock-ish
title song seems a bit out of place in my opinion, the rest of
the soundtrack feels solid and proper to the vibe of the
experience. The use of commentaries between bouts is also well
executed and is not too annoying. The option to play with the
original Japanese voices is a nice touch. The attention to
details in Street Fighter 4 is astonishing. The character
animations are well crafted, the backgrounds are packed with
sweet little details that makes them feel natural and the
special effects are flashy and powerful. The menus are also well
designed and the Versus screen, where the 2 competing characters
are presented before the bout, is very effective by being
simple, concise and flamboyant. The art direction went for a
half cartoon, half realistic look mixed with bold ink splashes
that gives the game a unique and rich texture. The developers
took a page out of Street Fighter 2 and gave the
characters exaggerated, slightly goofy looking expressions when
being attacked that makes all the super jumping and impossible
moves more believable. The short animated sequences used in the
introduction and ending of each character is simply a marvelous
move from the developers. It’s a shame that the content, the
actual storyline, is not as shiny as the rest.
Street fighter games commonly offer a rather
fantasized storyline. A few characters wielding supernatural
powers, worldwide terrorist groups brainwashing warriors, limb
stretching using yoga (which I'm very disappointed they don't
teach on the Wii Fit), inner power allowing you to shoot energy
balls out of your hands, monsters generating electricity at
will… The universe of Street Fighter is filled with
completely wacky concepts that once integrated in the game, feel
just right and believable, balanced out with the very human side
of the characters. In Street Fighter 2, even if Guile can
shoot sonic booms at his enemies, he is still a man fighting out
of anger and bitterness caused by the grief of a lost friend.
Guile fights with rage until he realizes that, no matter what he
does, his friend is not coming back from the grave and that all
his hatred is making him loose his wife and daughter. This makes
him believable in an impossible world. Unfortunately, in
Street Fighter 4, the developers have pushed the storyline a
bit too far. Clone armies are spreading, super powers are common
toys and the most realistic characters have either loony or
have redundant motivations. El Fuerte, a Mexican wrestler, is out to
defeat the best warriors to find out what they eat; Edmond Honda
is once again out to make sumo wrestling popular on a world
scale. Street Fighter 4 even pulled a cheap story plot
worthy of daytime soap operas. Gouken, the legendary master or
Ryu and Ken, murdered by Akuma, was in fact simply dreaming away
for the last years. This breaks the storyline of most Street
Fighter games where Ryu is said to be the last warrior able
to become the ultimate master of his martial art style and Akuma
being the most bloodthirsty warrior on earth. But, even if the
storyline is hard to follow and is filled with plot holes, the
characters are well developed in-game. Their end comments are
well written and truly reflect their personality and interests.
Rufus is particularly well done, truly focusing on his blather
mouth personality. Street Fighter 4 is not a game that
you play for its story but it is unfortunate to see that the
Capcom team could have also pushed this feature of the game
further the road of solid interactive storytelling instead of
opting for a wobbly teenager comic book fantasy.

Another new warrior, Rufus, is
a kung-fu fighting blather mouth. |
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Ergonomics
When it comes down to the ergonomics of the game, it would be
hard to expect something weak from the part of an “AAA” title.
Street Fighter 4 offers solid and efficient menu flows
and navigation. All the important options are accessible within
a few levels of menus and the game offers good customization. The option to turn on or off the HUD is quite a nice
touch. The main issue I have with the game, and it’s a rather
small one, is the constant loading when in survival mode (on the
PS3). As explained earlier, the goal is defeat a series of
opponents in order to win the survival challenge and a challenge
has an average of 8 characters to beat. Well, unfortunately, the
game loads a new character a new background every time the
player defeats one enemy. Since an average round lasts around 15
seconds, waiting around 25 seconds between rounds to play is
quite annoying. Perhaps there are heavy technical issues
involved but I would naturally suggest loading one level instead
of changing every round. Levels have animations and events
planned for at least seven rounds so I can’t see the harm in
playing in one level for around 5 rounds before changing to
another. In all cases, this problem occurs in Survival mode so
it’s not problematic in arcade mode. An interesting feature
included in the game is the request system that allows players
on the net to challenge you as if you were playing in an actual
arcade. This feature is quite a nice touch. It proves that the
developers went for the direction of an experience as true to
the arcade feel as possible. |
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Final thoughts
To conclude this critique, Street Fighter 4 delivered
an entertaining and interesting experience with very strong
points. Reaping the best of the previous iterations of the
Street Fighter series and adding elements from modern
fighting games, Street Fighter 4 managed to create
gameplay that can be satisfying to both new comers and expert
players. The new installment of the series is not without its
flaws either. Even with its strong gameplay, beautiful graphics,
solid audio and great craftsmanship, Street Fighter 4
fails to push the limits of fighting games further down the road
its older brother, Street Fighter 2, has paved. Its
technical approach may turn off potential new players, the
frustration factor of the game might push away others and the
poor storyline will not satisfy players who are looking for a
bit more than just a “fist-to-the-face” game. Street fighter
4 is a gorgeous title that offers a great experience but, in
my opinion, does not push the fighting genre to new horizons as
Street Fighter 2 did in 91. So go out, enjoy a good
street fight with friends: this is what Street Fighter 4
is all about.
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Written by Daniel-David Guertin
All images and material copyrighted by their rightful owners.
Street Fighter 4 is available on the PS3,
Xbox360, PC and in arcades. The PS3 version
was used for this critique.
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