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Street Fighter IV - Wikipedia, the free encyclopedia

Street Fighter IV

From Wikipedia, the free encyclopedia

Street Fighter IV
Street Fighter IV Flyer
Developer(s) Dimps/Capcom
Publisher(s) Capcom
Designer(s) Yoshinori Ono (producer)
Daigo Ikeno (character designer)
Platform(s) Arcade[1]

PlayStation 3[2]
Xbox 360
Microsoft Windows

Release date July 2008 (Arcade)[3]
Genre(s) Fighting
Mode(s) Single-player, multiplayer
Cabinet Sit-down
Arcade system Taito Type X2[4]
CPU Intel Core 2 Duo E6400 or
Pentium 4 651 or
Celeron D 352
(Can be upgraded to any CPU compatible with the Intel Q965 chipset)[5]
Sound Onboard 7.1ch HD Audio[5]
Display 720p/1080i/1080p 16:9 LCD screen

Street Fighter IV (ストリートファイターⅣ Sutorīto Faitā Fō?) is a fighting game and the next installment in Capcom's long-running Street Fighter series.[6] Although Capcom USA owns the rights to Street Fighter, the game is being developed by Japanese developer Dimps[7][verification needed], a company founded by Street Fighter co-creator Takashi Nishiyama, best known for working on the Dragon Ball Z: Budokai series of video games for the PlayStation 2 console.

Contents

[edit] Gameplay

Abel in a battle against Ryu
Abel in a battle against Ryu

While Street Fighter IV will feature 3D rendered characters and backgrounds, the game will still play in traditional 2D, thus creating a "2.5D" effect. While more concrete details on the game's gameplay have yet to be revealed, producer Ono has stated that he wants to keep the game closer to Street Fighter II than to its sequels, and as such the "parry system" from Street Fighter III has been dropped. A new system temporarily called "Saving" has been introduced, as well as Ultra moves. The traditional six-button control scheme will return, with new features and special moves integrated into the input system, mixing classic gameplay with additional innovations.[8] On December 30, 2007, a gameplay trailer showed how typical gameplay worked, with the 2D plane of fighting shifting and rotating, characters reacting facially to particularly hard blows.[9]

The game has the same feel as Super Street Fighter II Turbo, with several features from Street Fighter III 3rd Strike.[10] Pressing both light attack buttons is still for throwing, and both heavy attack buttons are for the personal action or taunts. Both medium attack buttons are for the saving strike. Dashes and quick standing are also in the game. At the moment, C.Viper is the only character who can perform a high jump.[10]

It is intended that the car-smashing bonus rounds from earlier Street Fighter games will return. Ono has claimed, "They'll be in there if I have to program them myself!" although he noted that there may be problems if the game's vehicles resemble models by real-life manufacturers.[11] Ono later stated that the bonus stages would not be in the arcade game, but may be in the console ports. He cited the reason being capitalism, that the time the player spends on bonus stages is money out of arcade operators' pockets.[12][13]

[edit] Saving System (Focus Attacks)

The system that has been referred to as "Saving" for the time being, but will be renamed "Focus" for North America[14], is a new system that is being introduced in SFIV. The system features a four-segment "Revenge" gauge that builds up as the character takes damage. A player can use one segment of the gauge in combat by simultaneously pressing both medium punch and medium kick to unleash a special attack that will deal instant damage and render the opponent immobile for a short time. The buttons can also be held down and charged to unleash a devastating unblockable attack at the cost of 3/4s of the full "Revenge" gauge. The gauge can also be used to fuel EX Specials—stronger versions of regular special moves—at the cost of one stock of the gauge. Both the Saving/Focus move and EX Specials can be "canceled" by dashing towards the opponent (the move will still be performed and will still do damage however), this dash can again be "canceled" by performing another EX Special or Saving/Focus move, this however will require pinpoint timing so that only skilled players may execute this kind of combo.

Ono has stated that this system was incorporated in order to shift the emphasis away from combos and toward a more realistic system he has compared to boxing, in which "the skill is in reading your opponent's move before he starts moving ... We haven't forgotten about combos and linked moves, but saving makes it so that you have to read your opponent."[11] The system aims to make ground attacks as viable a way of approaching opponents as jumping was in previous games.[11] The saving system is a core part of Street Fighter IV's gameplay and will continue to evolve as the game is developed.[15]

[edit] Super and Ultra Moves

Super moves will return in Street Fighter IV, however, the team is still undecided on how to implement them. Currently, the team is considering three options, the first being similar to Super Street Fighter II Turbo where each character has one set super (this is the option the game is currently using), the second is based on the Street Fighter Alpha series where characters have multiple supers (but without the Alpha series' multilevel chargeable supers) and the third follows Street Fighter III where the players choose which super they want to use for their character before the match.[15]

In addition to the series staple Super Moves (since Super Street Fighter II Turbo), the game will also feature Ultra Moves. Ultra Moves are performed by performing a character's Super move but executing it with 2 attack buttons (much like an EX Special move). The Ultra is a long and cinematic move featuring a lengthy combination of punches, kicks, etc. Along with the regular Super moves, the Ultra will be the only time wherein the camera will break from its normal fixed position to offer a more dynamic, cinematic view of the action.[15]

[edit] Online

Street Fighter IV will feature online gaming and is the fifth game in the series to do so (the first four being Super Street Fighter II X—Grand Master Challenge for Matching Service which was only released in Japan for the Sega Dreamcast, the Xbox version of Street Fighter Anniversary Collection, the Xbox Live Arcade version of Street Fighter II′ Turbo: Hyper Fighting and the latest being Super Street Fighter II Turbo HD Remix for the Xbox 360 and PlayStation 3). Unlike other games such as Virtua Fighter 5 or Tekken 6, Street Fighter IV will reportedly not feature any item collection or customization. Producer Ono is also looking into the possibility of utilizing microtransactions for future downloadable content updates which might include new characters and stages, however, he stated that the final decision for that would be up to Capcom as a whole.[15]

[edit] Story

It was revealed in the January 2008 issue of EGM that the game will take place in between Street Fighter II and Street Fighter III making it (storywise) an interquel[15] similar to Street Fighter Alpha, which took place between Street Fighter and Street Fighter II.

During AOU 2008 event held in Japan, a brief description of Street Fighter IV's was revealed on one of the arcade flyers. A rough translation of the description is as follows...

"The year after the legendary World Warrior Championship (SF2) it silently begins. Suspicious incidents occur, and behind it a mystic organization is on the move in the shadows. Those chasing and being chased in the complicated middle of friendship and betrayal. Now, the curtain rises and a new fight begins." [16]

[edit] Characters

Crimson Viper
Crimson Viper
Abel
Abel
El Fuerte
El Fuerte

On the character roster, producer Yoshinori Ono has commented, "It isn't finalised yet, but we're trying to use all the characters from Street Fighter II ' Turbo, and we're obviously cooking up new characters as well."[11] A number of classic characters will be returning, with re-imagined designs and new special moves. All eight of the original "World Warriors" have been confirmed to be appearing as playable characters,[17] while playable demo builds of the game featured Balrog and Sagat as bosses in the game, one after the other.[18] The fourth demo build of the game featured Balrog, Vega, Sagat and M.Bison as playable characters. Pictures of them have been revealed by scans of the June issue of Arcadia magazine [19]

Four new characters have been revealed. The first is Crimson Viper, a mysterious American female fighter wearing sunglasses, leather gloves and a form-fitting suit.[20] The second new character is a French martial artist named Abel. He is described as amnesiac, a "man with no past" looking to defeat surviving members of Shadaloo.[20] The third new character revealed is a luchador named El Fuerte ("El Fuerte" means "The Strong One" in Spanish).[21] The fourth is Rufus, a fighter who seems to have quite a few Kung Fu moves (in addition to being rather rotund in appearance) who seeks to fight Ken Masters to prove himself as the best fighter of America.

A new boss character has been announced, going by the name of Seth. He is also known as "The Puppet Master" and he is the CEO of S.I.N., the weapons division of Shadowloo. He has had his body modified using cutting-edge technology.[22]

While characters specific to the Street Fighter Alpha series or Street Fighter III have not been announced, Yoshinori Ono stated that characters such as Sakura or Ibuki could appear in console versions of the game if or when such versions are developed.[23]. Capcom has used rough sketches of Fei Long from Super Street Fighter II and Dan from Street Fighter Alpha as examples of characters who could appear in the console versions;[22] nevertheless, none of these four characters are currently confirmed.[13]

In the January 2008 Issue of EGM, Street Fighter IV producer Yoshinori Ono stated "Let's just say that [jokes] that your magazine have reported in the past might find their way into the game as fan service." Exective editor Shane Bettenhausen took this to mean the appearance of their long standing joke character Sheng Long in Street Fighter IV, though added that if the character did appear in the game, it would be Gouken.[24] On April 1, 2008, Capcom posted a fake update to their blog heavily suggesting his presence in the game,[25] but confirmed the very next day the character would not be present in Street Fighter IV.[26]

Returning characters New characters Characters Who Might Appear

[edit] Development

Crimson Viper executing her Ultra Combo on Guile
Crimson Viper executing her Ultra Combo on Guile

Before producer Yoshinori Ono pitched the idea to Capcom R&D head Keiji Inafune, the prevailing attitude around Capcom was one where a new numeric entry to the Street Fighter series would not have been made. There was initially a lot of resistance to Ono's pitching of a new Street Fighter game so many years after the original. However, in light of fan clamor as well as the positive reaction to Street Fighter II': Hyper Fighting on Xbox Live Arcade, Ono's perseverance finally paid off when Inafune gave the green light to the project.[15] This would be Ono's first take on a new entry of the Street Fighter series. Ono has previously worked on 3rd Strike, the final updated version of Street Fighter III.

On October 17, 2007, a teaser video showing series stalwarts Ryu and Ken fighting using a heavily stylized cel-shaded art style made to mimic Japanese sumi-e art was released officially announcing the game.

The game runs on the Taito Type X2 arcade board inside a Taito Vewlix cabinet[4], marking the first time that a numeric sequel in the Street Fighter series will run on non Capcom-proprietary hardware. The arcade release will take advantage of the Type X2's network capabilities and will allow players in separate machines within the same LAN to fight each other. A demo version of the game was present at the Arcade Operators Union Amusement Expo on February 18, 2008, with all returning characters as well as Crimson Viper and Abel playable.[27] Location tests are also being carried out in selected Japanese arcades.[18]

Dimps has confirmed to be the developer of Street Fighter IV under the supervision of Yoshinori Ono. Dimps founder Piston Takashi is best known for creating the Street Fighter series, which he directed the first game before moving to SNK to create other successful fighters. Street Fighter IV is the second Street Fighter game to be involved by Takashi, despite being the creator of the series.

[edit] Graphics

The characters and environments will be rendered in 3D computer graphics and appear to use a stylized cel-shading effect to lend the characters and environments a hand-drawn look.[8] The gameplay video featured a full 3D, cel-shaded environment and characters, fighting on a 2D plane that shifted and rotated.[9] The version of the game shown to EGM ran at consistent 60 frames per second.[15]

The character designs will stay true to the Street Fighter II style, though Akiman no longer works for Capcom. The art director and character designer for Street Fighter IV is Daigo Ikeno.[31]

[edit] References

  1. ^ Street Fighter 4 Confirmed For Arcades
  2. ^ Street Fighter 4 on Xbox 360, PS3 and PC
  3. ^ Niizumi, Hirohiko (February 18, 2008). Street Fighter IV debuts in Japanese arcades 'late July'. GameSpot. Retrieved on 2008-04-09.
  4. ^ a b 【プレイリポートその1】『ストリートファイターIV』あいつらが帰ってきた!!
  5. ^ a b TAITO Type X2 特徴・仕様:. Retrieved on 2008-02-21.
  6. ^ "Street Fighter IV: Return of the World Warriors," GameInformer 178 (February 2008): 90.
  7. ^ Electronic Gaming Monthly: June 2008 Issue.
  8. ^ a b Street Fighter IV Unveiled news from 1UP.com
  9. ^ a b GameVideos: Street Fighter IV gameplay video
  10. ^ a b Kleckner, Stephen (02/21/2008). Street Fighter IV Arcade Preview, Street Fighter IV Preview:. Retrieved on 2008-02-23.
  11. ^ a b c d Anon. (20 December 2007). "2D or not 2D". Edge (issue 184 (Jan 2008)): p. 47−53. Bath: Future Publishing. 
  12. ^ Street Fighter IV - Captivate 08 Interview. Gametrailers. Retrieved on 2008-06-05
  13. ^ a b Michael McWhertor. Captivate 08: New Details on Street Fighter IV's Home Versions]. Kotaku. Retrieved on 2008-06-05
  14. ^ GDC08: hands-on with Street Fighter IV
  15. ^ a b c d e f g Bettenhausen, Shane. "The Big Comeback", EGM, Ziff Davis, pp. 62-72. Retrieved on 2007-12-11. 
  16. ^ SFIV Story Revealed - AOU 2008 Flyer
  17. ^ a b c d e f g h i Ruliweb—Street Fighter IV Scans.
  18. ^ a b c d Pigna, Kris (March 3rd, 2008). Sagat, Balrog in Street Fighter IV. Ziff Davis Publishing Holdings Inc.. Retrieved on 2008-02-29.
  19. ^ a b c d e Arcadia Magazine scans
  20. ^ a b One More SFIV Update (htmll). Retrieved on 2008-02-15.
  21. ^ a b Killian, Seth (March 12 2008). Now... Fight a New Rival!. Capcom US. Retrieved on 2008-03-12.
  22. ^ a b c Capcom: New Street Fighter IV Boss Character! Concept Art For New Old Characters.
  23. ^ Inside Street Fighter IV's Nostalgic Allure | Game | Life from Wired.com
  24. ^ Electronic Gaming Monthly, Dec 2007, pg. 72
  25. ^ 「特殊条件キャラクター!」 プロジェクトマネージャー:塩沢夏希 Retrieved on 2008-04-01
  26. ^ 「昨日は4/1」 プロジェクトマネージャー:塩沢夏希 Retrieved on 2008-04-02
  27. ^ a b New Character Announced For Street Fighter IV (html). Retrieved on 2008-02-14.
  28. ^ AOU 2007 Footage (html).
  29. ^ Street Fighter Iv: New SFIV Character Revealed (html). Retrieved on 2008-01-09.
  30. ^ YouTube match of Rufus vs. Blanka from April location test
  31. ^ Capcom art director Daigo Ikeno discusses Street Fighter IV's new visual style.

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