Street Fighter IV Review

Many reviews of Street Fighter IV has been flying around all over the web but none sums it up as well as Ars have. It pretty much details out almost every aspect of the game from every perspective possible. I couldn’t have possibly done better myself so I’d like to  share to the world what I’ve read and completely agree.

Developer: Capcom Publisher: Capcom System availability: Xbox 360 (reviewed), PS3, PC release in June 2009 Price: $59.99 (Standard edition)

When it comes to the storied Street Fighter franchise, I think the majority of our readers are like me. You played Street Fighter II in the arcades and followed the game through its different incarnations on the consoles, you were aware of the 3D versions of the game but didn’t care for them that much, you think it’s silly to spend $100 or more on a copy of 3rd Strike for the Dreamcast. So the main question you’re now asking is the following: is the new Street Fighter IV something I’d be interested in, or is it more of a game for the smoky arcades filled with inscrutable and talented gods who pump thousands of dollars into the game to master every move?

This review is my attempt to answer that question, and right here at the start let me give away the ending by saying that I have very good news for you: Street Fighter IV feels like coming home. The game employs a brand new, striking art style including 3D graphics and backgrounds, but it’s also fast; the Xbox 360 doesn’t feel like it’s struggling to keep the framerate up at any time. All the moves take place on the same plane, so while the characters are rendered in 3D, the play itself is as two-dimensional as it gets.

The game’s roster is filled with old favorites, but it also adds a few new characters. If you’ve played previous Street Fighter installments, you’ll know how to Dragon Punch the second you pick up the this latest edition, but you can also spend weeks mastering everything new the game has to offer. This is a game for the casual fan and the hardcore fighting game junkie. It’s also a game that makes me wish we could go back to giving games scores, because Street Fighter IV is one of the few games that feels nearly perfect.

SO WHAT IS NEW? WHAT HAS STAYED THE SAME?

Chronologically, the events of Street Fighter IV take place between Street Fighter II and III, although if you’re actually following the story of these games you’re a better man than I am. The arcade mode features animated cinemas for each of the characters, and these are all supposed to link together into one big story. But don’t hurt your brain trying to follow it—the dialog and animation are both frighteningly cheesy.

The game retains the same array of half-circles, charges, and joystick moves that you’ll recognize from past Street Fighter games, and you’ll be able to look up the moves list for each character from within the game, making this an easy title to get into even if you’ve only played Street Fighter II.

The main addition to the action is the Focus system. By holding both Medium Kick and Medium Punch at the same time you’ll adopt a new stance and begin to charge your focus attack. This will let you soak up some attacks or simply unleash a devastating hit that does serious damage and leaves your opponent falling to the floor, ready to be hit again. The move is simple, and anyone can play with Focus attacks the first time they pick up a controller. So what else can you do with them? Much more than it first appears.

Capcom Community Manager Seth Killian summed up Focus attacks rather nicely: “The attack becomes more powerful the longer you hold the buttons down, and they’re actually unblockable at full power… As your skills improve, you’ll also be able to use them to cancel the recovery on your special moves, to create new combos and pressure strings,” he told SiliconEra. “The only limit is really your imagination, and I’m already surprised at some of the innovative ways we’ve seen players use them in the arcades.”

You also have an Ultra Meter that is filled by taking damage, allowing you to hit back with Ultra Combos, which are flashy, cinematic moves that can quickly turn the tide of battle. These moves are hard to pull off and connect with, but they give you a sort of a “Hail Mary” pass to try when you’re near death in a match. The Super Meter allows you to unload different versions of your standard attacks to change things up. All of these meters can be ignored by beginning players, although you’ll need to master all of them if you’re hoping to become competitive. Your level of commitment is up to you.

While these additions may not seem like much when they’re written out in a review, they do quite a bit to change the flow of battle when used effectively. You’ll start by using the same moves with the same characters, but the more you learn about what is possible, the closer you’ll come to finding your own fighting style.

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