Shortly after my post yesterday about Street Fighter and Tekken getting in bed with each other, AndriaSang posted a translation of a comprehensive interview session Famitsu did with Yoshinori Ono. A lot of people around the internet are asking various questions about this game, along with it's brother, Tekken x Street Fighter. It answers a lot of them.I said the game would probably be out by the end of 2011. It turns out that Ono isn't expecting for this game to be out for two years. In fact, they don't plan on showing it again until Captivate 2011, which should take place sometime between March and May of next year. You'll have plenty of time to play Marvel vs. Capcom 3 by then. Ono also thinks that Tekken x Street Fighter won't be available until after Street Fighter x Capcom, which is belivable given how we've seen footage of the latter. Anyone fearing that Capcom might be stagnating the genre is very incorrect.
Also: the build you saw in the video is only two months old. It was evidently very early considering it was using Super Street Fighter IV's announcer and music.
Given that Capcom isn't releasing a big fighting game during the second half of 2011, that might mean Street Fighter III: 3rd Strike: Online Edition might make it out during that time. Hopefully with plenty of new features in tow -- perhaps some rebalancing, widescreen, no Backbone Entertainment or Udon involvement, for instance -- since otherwise there wouldn't be much incentive for people not to just load it up and play it on GGPO. Just don't expect them to redraw all of the sprites, as some people are suggesting.
There are a lot of fighting games on the horizon all of a sudden -- with another of the most recent being Arcana Heart 3 for consoles -- leading to fears that the fighting game genre will reach stagnation like it did before. I don't think some people really remember how it actually happened the first time. The downfall of the fighting genre was exacerbated by the death of arcades, meaning the easiest way for American gamers to get together to play games was evaporating. Considering this was the late-90s, an era without a concept like "online play," there really wasn't a place for fighting games to go. Now, things are a little different.So yeah, I think we'll be OK. For the time being at least.
I played quite a bit with both Guy and Ibuki. I managed to rack up more wins with Guy pretty quickly, but once you really get into him, you'll begin to realize he isn't all that great. I had a lot of fun playing him in the
Ibuki, on the other hand is pretty good. Maybe too good. She does take a plethora of practice, though. It took me about 40 matches to really get a grasp of her normal and special techniques. It's what happens when your character has a command list that consists of 20 unique moves. But she is quite the powerhouse. There aren't a lot of characters in the game that can get 400 HP damage from one combo without using a super or an ultra. She might be the best of the new characters. I can't super jump cancel into Ultra II to save my life, though.
Having fun with Makoto in Street Fighter III: Third Strike, I decided to play with her a little here too. Her situation is the same as Guy's, except far more severe. She's nowhere near as dominant as she was in Third Strike, and it's incredibly difficult to get wins with her. That kind of makes me sad, because though she was a tough character to learn in Third Strike, she was at least competent.
Capcom's also doing the nice (though admittedly silly) alternate costume situation again. Again, you can't unlock these through the game itself like any other fighter, you'll have to purchase them in five for $4 packs released incrementally. Price gouging that a company like Namco or Activision would be proud of, but damn if they don't look nice. Well, most of them.
Super Street Fighter IV is what most fans of
A popular point of conjecture around its announcement was that SSFIV was just Capcom being Capcom. This means that the company, upon the success of the previous product, has decided to milk this game to hell until fans get seriously sick and tired of the formula. Ostensibly, it's a pretty good consideration given their penchant for it, but the fact that it actually started is silly in itself. This version has ten characters over last year's game, with balance changes made to the existing 25. The existing characters have also been given another Ultra Combo, with the game allowing you to choose your Ultra on the character select screen; in that vein, it's similar to choosing your Super Art in the
More importantly, Capcom fixed a critical flaw that unfortunately hampered the playability of the original: multiplayer lobbies. Being dubbed the clever name "Endless Mode" here, these lobbies allow up to eight players to gather and take turns fighting each other. It's a mode to relive the glory days of arcades with people who don't live near you. It's just that, you know, it's online. There's also a Team Battle mode that allows teams of up to four players to compete against each other.
The online netcode overall is pretty good, being a notch better than the one found in the original. That's not to say it's lag free though. Even in a four bar match, the highest possible connection instead of five from the last game, there's still some obvious input delay problems present there. It's nothing you can't adjust to, but it's that process that can make things a little frustrating. It's no problem finding a match in Ranked, but sometimes you can be paired against people with less than stellar connections in both Endless and Team Battle modes. Online games are usually better on 360 rather than PS3, so if you had the choice of both, I'd choose the former.
The three fans of the single player modes are actually going to find less variety here. Arcade Mode is still as intact as it ever was, with rival scenes for every character. Unfortunately, aside from six of them, everyone from the last game still has their same rival scene. That's pretty lazy. Capcom also promised that the anime story sequences would be better this time around, but the animation itself is still spare-every-penny cheap. And though Capcom promised a better story this time around, it seriously isn't. In fact, it's worse.
If you played the original, you may remember that the music for the individual stages, save a couple, was some of the blandest material to ever grace a fighting game. However, the music that played during the Rival battles in Arcade mode, which consisted of mostly remixed tracks from older games, was fantastic. The same music still graces the stages here, but you now have the option of using the remixed tracks for regular battles against human opponents. While seven characters from the previous game didn't have a rival theme, they do now. They're all quite exquisite.
It took a while to get here, and the wait was one of the worst I've ever had. But my copy of Super Street Fighter IV has finally arrived. Yeah, yeah, it's just an upgrade to
As of today, Super Street Fighter IV's official release is only a few days away. And I say "official" because there are already plenty of people who have already managed to acquire a copy. The bastards. Anyway, since that game is nearly upon us, it's time for a retrospective about the game that inspired its name: Super Street Fighter II.
Actually, part of that is a total lie. SSFII was the turning point in the franchise in a very bad way. Its release marked exactly when fans thought the franchise was becoming long in the tooth, and it arrived at a period when arcades were beginning to lose their stronghold on the average person as a popular hangout - though the effects of it wouldn't be seen until around four years later; a slow-but-gradual depopularization. It was also the game that began the reduction of Street Fighter into a niche franchise.
The thing is, those are all aspects that only the most dedicated fans of the series could appreciate. But that's not to say there wasn't anything to offer for the average player. Realizing that the aforementioned enhancements wouldn't provide anything useful, SSFII also added four new characters: Cammy, Fei Long, Dee Jay, and T. Hawk. All of them had their own unique movesets to deviate from the preestablished 12. Additionally, the aforementioned 12 also had at least one new technique, whether it was a normal or a special move. Capcom figured this was enticing enough to get people to try this game, to show that they just weren't regurgitating the same thing over and over again.
I love how the Japanese cover used art from Street Fighter II: The Animated Movie.
People are undoubtedly complaining about how Super Street Fighter IV is Capcom's way of going back to the old days of milking their franchises, but said people fail to stack together the dissimilarities between their releases. Street Fighter II: World Warrior and Turbo were both pretty expensive, costing $60 and $70, respectively. Following the trend, SSFII demanded an even higher price at $80. Capcom couldn't have been more misguided when they figured everyone who made the last two games worldwide successes would flock to this one. Retailers marked the price down after only a few months on the market. SSFIV adds a bunch of characters, online modes that seriously should have been in the first game, and a bunch of balance changes. And it's priced lower than the original was. It's basically what SSFII's home release should have been.
Though
The only characters that are already confirmed are Wolverine, Iron Man, and Hulk from the Marvel side, and Ryu, Morrigan, and Chris Redfield on the Capcom side. We probably won't see any gameplay footage until E3, but to help ease the pain, we can make do with guessing who the characters in the silhouettes are. Some of them are really obvious, because who couldn't guess Chun-Li, Captain America, and Deadpool? Some of them require a little more thought. Dante, Frank West, and Felicia can be made out on the Capcom side, while the guy in the hood could be Dr. Doom or Moon Knight, and the guy with the pointy ears is probably Super Skrull (from Fantastic Four). As for the woman in the heels on the Capcom side, I'm going to guess that it's Trish from Devil May Cry based on her stance in the Shinkiro art silhouette.
And it appears that test was passed, as MvC2 is one of Capcom's best selling digital games ever. And it outsold
Some fans also would like to have the same control scheme MvC2 had return, which is OK. But some of them would like a Street Fighter-style six button control scheme, which, like the 2D sprites thing, is very unlikely. TvC uses an even simpler three button scheme, which apparently works very well in that game. It's likely that it will use four, though; not including dedicated buttons for assists, of course.
Fans were elated to see
Oh, and Mai is back, which you couldn't help but see given how she was
Super Street Fighter IV took a turn for the hilariously bizarre when Capcom finally revealed Hakan this week, the final character for the update to last year's biggest fighting game. We've known about him and his gimmick for a while (since the Tokyo Game Show in September), but now we're finally able to see him. He actually has a rather appealing and endearing character design, though that's noticeable when we're not laughing at his main gimmick. Or his quotes in and out of battle.
Blazblue: Calamity Trigger happened to be a case of a fighter releasing at precisely the right time when it came out at the beginning of last summer.
And for anyone who wants to enjoy the experience portable, Blazblue: Calamity Trigger Portable just released for PSP in Japan this past week, with an American release coming on March 9th. The screen shots make it look pretty bad, worse than Guilty Gear XX Accent Core Plus on PSP in fact! But it apparently doesn't look as bad in motion. The resolution is seriously downgraded from its native 720p resolution, but the results should be fine on a small screen.
And said sequel, Blazblue: Continuum Shift, is due for a home console release on Playstation 3 and Xbox 360 in Japan on July 1st. It hasn't been announced for an American release yet, but hopefully Aksys can get the game out in America at around the same time like Calamity Trigger. There's been some dispute around certain parts of the 'net about this game being more of a shameless cash-in than Super Street Fighter IV, since CS features three new characters (one of which is exclusive to the home version) instead of SSFIV's ten. And that's silly, since Arc System Works is nowhere near as big of a company as Capcom. I also
For as great of a game as it was, and as saddening as it was, it probably wasn't a surprise for fighting game fans to see that Virtua Fighter 5 didn't take of as well as Sega intended when it released on Playstation 3 and Xbox 360 back in 2007. The PS3 version, though, sold around 500,000 copies worldwide, and it might have been enough for the game to make its budget back. Those sales were pretty OK for a game released on a console in its infancy, and for a fighting game with no online play. What probably hurt Sega more is the enhanced version of the game they made Xbox 360, which bombed pretty hard despite having more and enhanced gameplay modes and online. But there's a good excuse: the 360 was hardly known as a fighting game console back then (can you believe how far it's come in two years?), so fighting game fans hadn't gravitated towards the console just yet.
But there may be still hope that a new edition of VF5 can hit home consoles. At the AOU (Arcade Operators Union) expo last weekend, Sega announced Virtua Fighter 5: Final Showdown. As the name implies, this will be the final upgrade to VF5. Details of what it will have specifically are unknown, but you can bet that it will be a hell of a send-off for a game that's lasted so long and has been so popular in Japanese arcades.
But last week, dedicated fans of the franchise got something they really wanted; something...some characters, rather, that they wished were a part of the original
It's also funny to see the opinions of these characters from people who never got into any of the SFIII titles. Some think Ibuki looks like some Naruto rip-off (despite the character existing a little before the Naruto manga came around) and think Makoto looks a bit too masculine. The latter of which is rather understandable, as upon her unveiling for 3rd Strike, many fans weren't precisely sure of her gender. Now with the obvious cleavage there's no way you can't know -- her chest was only slightly visible in her dizzy stance before.
If you ever needed a word to quickly sum up the entirety of the package that Tekken 6 offers, that word would be: Confounding.
This is the best stage in the history of fighting games. FACT.
If you get hit by a launcher, you know you're in trouble.
Looks like a parody of an Arrested Development scene!
Oh, look! Tekken still has the same hit effects after all these years.
My, what a fitting time for a Darkstalkers post!
Indeed, Darkstalkers has an incredibly colorful cast of characters, and they're all unique in their peculiarity. Your usual fighting game will only have a few off-hand characters for the sake of balance, just to make sure that not all of its characters are "normal." That actually describes Darkstalkers entire cast, as not even its normal-looking characters are exempt of craziness.
The good thing about a 2D game is that most of them will always look great in the future, especially if they're preserved well. Darkstalkers is no exception to that, as each character is given various animations to make them look as exaggerated as possible. It was a game that, at the time of its original release (way back in 1994), used the anime-style fighting game graphic design in the best way. Yet another way in which it inspired Guilty Gear, whose unique style relies on the same technique.
Darkstalkers characters also have movesets similar to what you'd find in the average 2D fighter, with some characters requiring either circular motions to perform special techiniques, while others require charging. That's perfectly OK, unless you're using a PSP-1000, whose directional pad and wonky square button couldn't be more unfriendly for this game. You'll want to use these techniques to finish off chain combos to maximize damage.
Unfortunately, there are a few problems with the port. Anyone who likes to preserve the original aspect ratio of their games may find a problem here initially, as the widescreen view is achieved by stretching the game's previous 4:3 ratio to fill the screen. Fortunately, you can turn this off, but it's a shame that Capcom didn't put enough care into the game to make a true widescreen image. Perhaps too much effort for what was essentially a low-cost port job.
While I was looking through the list I made of ideas for Street Fighter articles, it occurs to me that one of them unfortunately didn't make the cut. This happened either because (1) I planned for each entry to only have one feature a day, and this one unfortunately didn't make that, or (2) I was too damn lazy to write it. I'm pretty sure it was the latter, though. Whoops.
On the surface, you'd think the team of people who thought porting
It was 1996, and the Playstation, Saturn, and Nintendo 64 (and those other systems that died a quick death) were now on the market. But some of us were still stuck in last-gen with our Super Nintendo's and Genesis', unable to plead to our parents that those new consoles were well worth the asking price. While the Street Fighter franchise had moved on to having a home on the Playstation and Saturn, Capcom thankfully looked out for anyone who hadn't upgraded yet, and made a version of Street Fighter Alpha 2 for SNES. A shame they decided to pass on releasing it outside of Japan for some reason, but Nintendo decided to publish it in America and Europe. The port was expectedly not as good as the PSX and Saturn versions -- which also weren't arcade perfect, by the way -- but it was an incredibly good replica.
For the three of you who wanted to know how the original Street Fighter Alpha: Warrior's Dreams would look on an NES, Capcom answered your pleas with a port of the game to Nintendo's short-lived Game Boy Color. In a way, it's kind of similar to the Game Boy version of SFII, in that you're hindered by only having two buttons (you won't be showing off your fancy chain combos here), most of the sound effects and music are left out, and it really only works as a diversion. However, it's not similar in that this game is two-times better than SFII for GB.
Next, we have Super Street Fighter II Turbo Revival for Game Boy Advance, the first really stellar portable port of a Street Fighter game. Actually, calling this merely a port is doing it a disservice a little, as it goes slightly beyond that. Capcom added quite a bit to this version, including new special effects (the super-triggering effect is ripped right from the Alpha games), alternate stages for 1/3 of the cast (Chun-li has her Alpha 2 stage, Ken has his SFIII: 2nd Impact stage, etc.), and the character portraits have all been completely redrawn - a sample of which is included in the banner. The fan-favorite bonus stages were also re-added to this version, which were absent from the original. The gameplay is just as balanced as the original, and this time you're only hindered by having four buttons instead of two.
The last portable compromised port we have is Street Fighter Alpha 3 for Game Boy Advance, which is even more of a faithful port than ST Revival. Somehow, Capcom was able to jam most of the console version's features into a GBA cartridge. That includes all 32 characters from the console version; heck, they even added a few - Maki from Final Fight 2, Eagle from the original Street Fighter, and Yun from
If you were ever considering purchasing Soul Calibur: Broken Destiny, you only need to ask yourself two questions: have you ever had a passing interest in the franchise? Or, if you've played it, have you ever thought about how good it would be to have what's essentially a portable version of Soul Calibur IV? If you answered yes to either of those questions, you're in luck! For Broken Destiny is an essential purchase. And really, when you know that, who needs a review?
Yeah, you can tell this is a guy that doesn't take himself seriously.
Yeah, the action isn't always this close. But eh, press shots.
Wow at those outfits. Just like the console version!
Yeah, he's here. And he's still just as mad as ever.
Anyone who's played through Blazblue's story mode should know who these two are.
From left to right:
Oh hey, and there's also an update to
Yet in all of this talk, there's still one game that's regrettably left out of most conversations about the genre: Virtua Fighter 5 R. VF5 R is, well, an enhanced version of Virtua Fighter 5, originally released on PS3 and 360 - the latter of which with online play. Some vocal fans of the franchise outside of Japan have been clamoring for the game to receive a console release, but Sega won't budge. It's a shame, given all of the rebalancing and enhancements R has - including the inclusion of one returning character and one completely new - but it's perfectly understandable that they haven't. You see, the fanbase for this game is vocal, but it's undeniably niche, and a console port would be a hard sell anywhere. It's popular in Japanese arcades, but usually that doesn't equal brisk console sales, and the franchise was never that popular in America or Europe. It would be a gamble, and it's definitely one Sega isn't willing to take. It's a shame though, given how well balanced it apparently is, and how good VF5 is online.
I'd been anticipating King of Fighters XII for a while. For too long SNK relied on the same sprites powered by the same technology for all of their games in the franchise. Not to say they don't look nice, of course, but come on; everyone who plays every game in the franchise likes to have something new every once in a while, and though the mechanics improved, the aesthetics remained a little too similar. That's not to say that those old sprites don't have their charms (they do, and by the bucket load), but it was time for SNK to embrace newer technology. And by that, I don't mean 3D.
The game itself handles just as well of the Dreamcast version, which this apparently is a direct port of. The biggest change is the removed hassle of unlocking half the cast (that's 28 out of 56 characters), palette swaps of stages, and extra colors. The game itself looks beautiful too, and you can tell Backbone did a careful job with upscaling this game to HD resolutions. For smaller touches, it also has a new, simpler menu design and three graphics options for you to fiddle around with: Classic (its original form, though it doesn't look as nice in HD), Smooth (i.e. utterly hideous), and Crisp (a nice little mix of the last two).
Normal to the left, dazzlingly peculiar to the right.
That's Dan's father shooting a beam from his nose. In other words, it's the perfect complimentary picture to this feature.
Believe me, there are weirder things in this game. But this is close!
