Street Fighter IV: A Review From A Fighting Game Enthusiast

capcom_street_fighter_4

Street Fighter IV

Playstation 3 and Xbox 360

2 Player/ Online Play

Developer: Capcom/Dimps Corporation

Publisher: Capcom

ESRB Rating: Teen

Price: $59.99

Our Score: 7 out of 10

The fighting game genre has needed a kick in the pants for quite some time. In an odd fashion, the Dreamcast/Playstation era marked a passing of the torch in terms of how fighting games would be played in a generation where accessibility would be key. Unfortunately, this age of the fighting game became less and less accessible with less than stellar sequels. The likes of Mortal Kombat and a now tarnished Tekken franchise created two specific rifts:

  1. The genre is an incredibly niche market which easily intimidates someone who is looking to mash a button-or-two as a means of letting out some aggression [ex. Marvel vs. Capcom 2, Street Fighter III: Third Strike]

  2. Fighting games are notorious for having a cavalcade of freaks, monsters and big boobed anythings which turns off any player over time [hardcore as well as casual]. [ex. Dead Or Alive series, Guilty Gear series]

Prior to Street Fighter IV’s release, developer Capcom touted this iteration as not only a return to a more accessible fighting game, but also as a game with enough depth to appease the hardcore community.  Does Street Fighter IV accomplish this? “Yes”, with an “if” and “No”, with a “but.”

Street Fighter IV was met with a fair amount of resistance from the fighting game community. In 2008, there were a fair amount of threads on sites like Shoryuken.com, baying for the blood of Capcom to go another direction with the design. On first impressions, the characters looked hulky and a shameless attempt to attract the “Gears Of War” American audience. Unfortunately, not much has changed since this first impression. Ryu and Ken are beefier than ever and women are objectified to the point of comedic obscurity. Seriously, whom ever worked on Crimson Viper’s design needs that “How to Draw Anime Characters” book; even that book knows how to construct a woman who doesn’t look as if she is wearing a diaper. On a positive note, the detailed backgrounds are a nod to the previous Street Fighter games.

Aside from Street Fighter IV’s new and infused steroid look, the game plays pretty well. I mean “well”, in the sense, if you have never played a Street Fighter game since Street Fighter II. To this game’s credit, the story and inspiration is directly driven by the events which occurred in Street Fighter II. For those not privy, Street Fighter II is seen as the pinnacle for a well character balanced fighting game [although an argument could be made]. However, in Street Fighter IV [or chronologically Street Fighter 2.5], there is clearly balance issues the player will have to get use to. Sagat, Ryu and Ken are the most powerful players in the game, I know … big surprise. The secondary tier, should more than likely belong to Rufus, Blanka and the boss characters [Gouken, Akuma, Bison].  These are balance issues that ‘could’ be fixed with a patch, but after hearing of the imminent release of Super Street Fighter IV, I would not hold my breath. The tried-and-true comboes of Street Fighter II live and breath under the skin of this glossy imitation. And the Super and Ultra combos add depth and an element of flashy style to how fights are determined. I bad mouth the game from a hardcore standpoint, but even hardcore players would have to concede to how matches can turn on a dime and matches not feel like the game’s balance issues screwed the player over.

I have played a large majority of fighting games and have entered the occasional tournament to flex my nerd skill. Sure, I am no Justin Wong or Sanford Kelly, but I can hold my own against an average player. A point that many reviewers refused to address[or simply did not care to] would be the comparison between Third Strike’s parry system versus Street Fighter IV’s save system [a system where you press two buttons at the moment of getting attacked in order to absorb the blow and counter, with the hopes of recovering the energy lost]. Both add an additional layer of depth to their respective games making the ‘hardcoreness‘ a barrier of entry for the average player. If you hope to excel in this version of Street Fighter, you MUST learn how to use the save system.

The online play is not good, but what next-generation fighting game has done this correctly? Tekken: Dark Resurrection? Okay, but fighting games require split-second timing which online functionality for both the Xbox 360/PS3 infrastructures have yet to cater [not to equivocate, Capcom is just as guilty for not creating a solid network play environment]. At times, the matches are seamless, but this requires you to exit and enter the lobby numerous times to find an adequate connection; doubled with playing with someone who does not rage quit on account of being beaten to a pulp. Online play, avoiding the pun, is very hit and miss.

Seems like all these steps into the next generation of gaming has shown the lack of attention to detail. Chun-Li does not weigh 220 lbs. Why make her legs look like they weigh as much cumulatively? The sound design is amazing and the soundtrack is stellar. The “Indestructible” theme song now joins my “I Wanna Take You For A Ride” list* of annoying songs which gets stuck in your head. The storyline of Street Fighter is not usually what is pushed to the forefront when first mentioning the game, but it is appreciated the amount of time and effort constructing some sort of narrative in this iteration. The cheesy anime I could have done without, but it does add something positive to a game were you ‘could’ go from fight to fight beating people up for no reason [although that does happen as well and in some cases ... are welcomed].

The hardcore community has begrudgingly accepted Street Fighter IV into their overly-critical paws, but I fail to see how this game is any more accessible to average gamers who are more concerned with getting head-shots than executing a well placed dragon punch.  The sales of Street Fighter IV have proven that fighting games still have some say in the gaming culture, but it will take better online functionality and character balance and design before it reclaims the crown from its first-person shooter adversary.

*A Marvel vs. Capcom 2 reference. If you have never heard the MvC2 theme music…well it looks like you have something to youtube.

[Edit] In the large pantheon of Street Fighter games, this fourth installment comes chock full of features. There are time trial, survival, and training modes which are divided up according to skill level. This his helpful for anyone who wants to make the jump from casual button masher to a more skill-based style. Training mode in particular is useful to master those ever-so-important “Focus Attack” combos.  If given enough training, you can unlock titles which you can don during online play. Unlocking all nine characters and galleries are essential to keeping most-if-not all players coming back for a quick match with their favorite character(s).

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