Street Fighter IV — An indestructible revolution in the fighting game genre

sf4revbanner.jpgOf all the games that have released recently that have attempted to cash in on the recent nostalgia craze, Street Fighter IV is the one that has done it the best. Through its inherent familiarity with the numerous characters and catch phrases that accompany special techniques, the game appeals to original fans of Street Fighter II who left for a series that didn’t seem like it was dragging its feet a little too much in terms of innovation. Yet simultaneously the game embraces the technology and gameplay mechanics welcome in today’s games, blending them seamlessly for a superlative package; the likes of which we’ve never seen before.

Of course, there’s nothing quite like witnessing this firsthand. I had the pleasure of going to Best Buy do to some window shopping, and I wasn’t surprised at all to see the game in their caged display with Street Fighter IV replacing Mortal Kombat vs. DC Universe. As much as I like to talk about how the game appeals to the senses of erstwhile fans, there’s nothing like seeing people gravitate to the game with a sense of familiarity. These were older people who were easily picking up the controller and letting the cacophony of Sonic Booms and Tiger Uppercuts commence.

sf4revpic1_22609.jpgFamiliar faces doing familiar techniques. All is right here.

Not to say the game is completely accessible initially; it actually has quite the learning curve, even for the veteran fighting gamer. With the transition to a 2.5D space, the timing that comes with landing some combos is going to be different than, say, Street Fighter II. But it will only take mere minutes to get a good grasp of the controls themselves, as just about all of your favorite moves from your favorite characters are here. Through the controls, the game figuratively tells you that one of its primary goals is accessibility.

Part of that also has to do with the replacement of Street Fighter III‘s neat-but-complicated parry’s with focus attacks. These allow you to absorb a possible hit, taking temporary damage that will replenish as long as you’re not hit again. It’s important to remember that you can only absorb one hit (unless you’re playing new character El Fuerte), and if you’re hit immediately afterwards, it would be as if you never absorbed it. However, a successful focus attack will also temporarily stun your opponent, ideally leaving them open for an attack or combo large enough that you’ll have replenished your health by the time they recover.

sf4revpic2_22609.jpgConsole-exclusive characters like Cammy and Fei-Long are also great to see in action. And they also play wonderfully.

Due congratulations should also be given to the graphics, which are an intriguing mesh of polygons and enough cel-shading to draw in the casual gamer who finds appeal solely in graphics, and the gamer who has a taste for nice in-game artistry. It also animates beautifully, but don’t be surprised to see a little clipping at times. I don’t think fighting games will ever be rid of that problem, but it’s nothing that breaks the game at all.

With the graphics being so good, it’s a pity to see they aren’t used in the cut scenes. Each character has an anime prologue and epilogue for their story; not that using anime is a real problem. Though there is the issue of the overall story being unbelievably terrible. Sure, some of them are humorous, but don’t be surprised if you find yourself frantically pressing the start button to skip the inanity; unless you have a high tolerance for horrible dialogue and some of the illogical actions of the characters (like Chun-Li spilling the precise details of her supposedly undercover investigation to Abel, who she just met seconds ago).

But it’s not like fighting games need a story at all. It’s there to provide extra entertainment for the Arcade mode, even if it could’ve been much better than what we received. So suspend your disbelief when you realize that at least three of the characters should be dead if the game’s established canon should be believed, and laugh at how ridiculous the details are on their “revival.” Though it’s always good to have more characters in a fighting game.

sf4revpic3_22609.jpgAnd here, M. Bison (Vega in Japan) faces the guy who “killed” him. Heckuva job, Akuma!

Speaking of the story, it establishes Seth as the new leader of Shadaloo after M. Bison’s “passing.” Predictably, he’s the final boss of the game you have to topple in the Arcade Mode. Somewhat predictably, he’s one of the cheapest final bosses you’ll ever come across. Say what you will of Street Fighter III’s Gill, but at least he didn’t have a dangerous anti-air and the ability to teleport. His techniques can be easily predicted by having a lot of matches after continuing over and over again.

Probably the worst thing about the AI overall is that fighting it does nothing to prepare you for human competition. Unlike a human, the AI can’t learn from its mistakes, meaning it’ll constantly fall for the same trap you set up any time. A human Zangief player, for instance, will realize they need to stop doing the glowing palm technique if he can be thrown immediately afterward. But no, the AI will keep doing it, while you keep capitalizing on it. Something human players would learn from. Well, most of them, at least.

sf4revpic4_22609.jpgFocus attacks can make and/or break you depending on how wisely they’re used.

Like any fighting game, Street Fighter IV specializes in multiplayer. Specifically online play since these days not everyone is bound to have friends that play Street Fighter or fighting games in general. The online features are…well, they’re OK. But merely OK online features are kind of disappointing for the most heavily anticipated fighting game in years, especially when considering that Super Street Fighter II Turbo HD Remix actually handled online better.

At the time of this writing, forget trying to find quick matches, because it’s not happening. In trying to find one, you’ll either (1) come across numerous online connections that are so ostensibly tenuous that you probably shouldn’t bother, (2) run into people that can’t fight you because the list hasn’t been updated in time and someone else has taken that request, or (3) get a message that says your request can’t be granted. There are also no tournament options like those in HD Remix, and rooms can only have two people in them. It’s pretty amazing to see that a $15 downloadable title actually did things better than a full $60 retail game.

Pretty much the only ways that you can get a stable match going are by either creating your own rooms or playing though the Arcade mode with fight requests on. While those are nice – the latter of w
hich being a genius idea, actually — wouldn’t it be better if all the options available to us actually worked?

sf4revpic5_22609.jpgThe hilarious and expressive facial animations are also part of what makes the graphics so good.

On the whole, online matches handle quite well, with the network strength icon being a rather accurate barometer for how the match will handle. Unfortunately, you’ll sometimes be pinged for a match with a person whose connection is less than satisfactory, resulting in either terrible visual or input lag. Some of those matches will be determined not by skill, but by how much better the other person is at handling the lag, which can be awfully frustrating.

Also frustrating are the number of people who quit matches when they’re losing so they won’t lose Battle Points (BP) acquired by winning Ranked online matches. Unfortunately, players aren’t penalized for dropping out, so if the incentive for it is there, the more spoiled sports of the online community will take advantage of it. Hopefully with an upcoming patch, Capcom can implement a feature to penalize players who run from a battle. It will be disastrous if it continues.

In the grand scheme of things, all of the flaws listed above are minimal compared to how superlative the game is. The fact that the game has been received so well serves as a bold proclamation from the entire fighting game genre, saying it’s not a genre destined to phase out. It’s here to stay, and hopefully more games will realize what it takes for a fighting game to be recognized in the eye of the public: by finding something that resonates with them and exploiting that. For Street Fighter IV, that’s nostalgia, and I’d like to see how other fighting games approach it.

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