|
|
|
|
|
PREVIEW STREET FIGHTER IV |
|
|
|
|
|
 |
|
|
|
Back in the mid-Nineties the
3D beat-’em-up was king.
Virtua Fighter, Tekken, Battle
Arena Toshinden, Soul Blade,
Dead Or Alive, Bloody Roar, Rival
Schools – these titles were wowing
gamers with their chunky 3D graphics,
and spectacular cinematic moves,
leaving the beat-’em-up champion of
the earlier part of the decade, Street
Fighter, stuck between something of
a rock and a hard place. At fi rst, Street
Fighter stuck to its guns and stayed
2D, tweaking, but not fundamentally
messing with, its near-perfect formula.
While this strategy ensured that Street
Fighter maintained a loyal cult following,
particularly in its native Japan, there
was no denying that it wasn’t the
commercial powerhouse it used to be.
It was getting overlooked because it
looked dated. People thought Street
Fighter couldn’t keep up.
However, the truth was quite the
opposite. Two generations of 3D Street
Fighter EX games – which were okay,
but just too slow – demonstrated that
Street Fighter was perfectly capable of
handling 3D graphics. The problem was
that 3D graphics couldn’t handle Street
Fighter. Not just yet.
|
|
|
|
 |
|
 |
|
|
|
But now, fi nally, graphics-processing
technology has caught up and made
possible what Capcom has been
gagging to do for years – a proper,
full-speed Street Fighter game with
contemporary 3D graphics. We didn’t
really believe it ’til we played it, but then
we played it and now we do believe it, if
you can believe that, which you might
not, seeing as you haven’t played it yet.
This paragraph really needs to end.
So, during our hands-on with Street
Fighter IV it proved itself to be fast
enough and 3D enough for all tastes,
but there was an even more important
issue at stake: would we, proud
representatives of Play magazine, prove
ourselves in the Street Fighter arena.
As games journalists, we feel we have
an obligation to not be embarrassingly
bad at Street Fighter, particularly
when playing it in a Capcom offi ce in
front of Capcom people. And the fi rst
thing we saw when we stepped into
the room didn’t fi ll us with confi dence:
two joysticks. Two massive, massive
joysticks. Seriously, it was like John
Holmes and Peter North lying side by
side. We were quite intimidated, not
just by their size, but by the fact that,
being fervent PlayStation gamers,
all our skills are in our thumbs. Our
fi ngers and wrists are comparatively
underdeveloped, and lacking the
precise co-ordination required to pull
off special moves consistently. Indeed,
most of what were supposed to be
our Dragon Punches ended up being
ineffectual jumps forward, which was
bad news seeing as you can’t block in
midair in Street Fighter IV. However,
just like in any other Street Fighter
game, you can win by keeping things
simple, staying calm and waiting for your
opponent to screw up. And it still feels as
satisfying to play it this way as it ever did.
See, that’s what those two generations
of gamers slavering over
Tekken, Dead Or Alive
and Soul Calibur never really
understood about real fi ghting games.
It’s not about what moves you know,
but how you implement them into your
own particular fi ghting style. It’s about
timing and about thinking on your feet
and about outsmarting your opponent.
Remembering a huge sequence of
buttons won’t get you anywhere, and
if you are struggling to pull off specials
you can go a long way simply by making
clever use of your basic kicks, punches
and throws. And we did just that, at least
until we’d won enough matches to earn
the respect of our rivals, at which point
we began taking risks and experimenting
with some of the new stuff.
|
|
|
|
 |
|
 |
|
|
|
We mostly used the ‘Charge Attack’
because it involves simply holding down
both medium attack buttons together,
although even that was diffi cult for us
with those massive joysticks and their
massive, really-far-apart buttons. It’s a
useful move too though. If you just tap
the two buttons, you get a kind of fast
dodge/counter/jab move, but you can
hold them to store increasing quantities
of attack power. The real beauty of doing
this is that your opponent has to hit you
twice to break the charge, so you can
charge until he hits you once then let one
go right in his face. Of course, two hits can
come in very quick succession in Street
Fighter so, as ever, precise timing is key.
Overall, we had a great time with Street
Fighter IV even in this fairly early state.
We had just enough time with it to get us
excited about the different tactical and
technical possibilities offered by the new
mechanics (and new combinations of
old mechanics), but not enough time to
uncover any fl aws or balancing issues.
There’s bound to be loads in there, and
the only way to weed them out and
perfect the gameplay is to get lots of
people to play lots and lots of matches.
This is why Capcom plans to release
limited numbers of unreleased versions
of the game into Japanese arcades
months prior to its general release. A PS3
release, by the way, is not yet confi rmed,
but why would Capcom invite us to play if
there wasn’t going to be one?
|
|
|
|
|
|
|
|