Saving the Street Fighter Franchise
Gamasutra did an in-depth interview with Yoshi Ono, producer of Street Fighter IV, about trying to bring the series back to the quality and popularity of the '90s. Ono also talks about broadening the market to include casual players, who were slowly driven away from the game by the increased focus on competitive play. Quoting:
"If you think about chess for instance, a kid and a grandfather can play the same game, with the same ruleset, and understand what's going on. I think through our competitive spirit back then; we were always out to out-complicate each other, and make our systems deeper and deeper. It was ok then because there was a wide player base who understood how to play these games, but that's not true anymore. What we're trying to do with Street Fighter IV is bring them back in. There's not a whole lot of other fighting games out there to compare it to, but hopefully, if we play our cards right and get people back in to the genre, we can blossom the genre itself again and spread things out and get it back to the way it was."
being able to play my nephews at a game i grew up on, and watching them enjoy it also, definetly a nostalgic aspect their I would like to see, so I hope they can retain some of the original gameplay.
I'm a major fan of the series, so I had a lot of hopes for it. The graphics are noticeably improved, but the gameplay hasn't changed much. These kinds of games don't have a lot of room for depth though, so one can't really expect gameplay to change drastically.
I think the main problem Street Fighter has is that it's best played in an arcade, with a loud energetic environment surrounded by 5-10 people. Most people (in the USA, at least) don't go to arcades anymore.
So I played SF4 at Comic Con, it was fun. I still think Street Fighter Alpha 3 was the best of the series, but I'll definitely be buying this for the PC when it comes out later this year
no way the old days will be back. People still complain about a fireball + shoryuken trap, even in 3 when they could just parry out. Games aren't supposed to be complex anymore, just fun for about 2 hours so SF4 won't re-create the scene because everyone's moved on. Sure, we'll still have Evolution every year, and it will be dominated by the same players as every other year, and new tactics will be on display, but that is the large scale, which doesn't change very much. On the small scale, at home and in the arcades (wherever they may still exist), scenes that are established will flourish for a bit, but I see nothing that is going to start up an explosion of smaller, new scenes around the country. Online will be interesting, but without the social aspect, it will feel cold and empty. Street Fighter was just meant to be played by hardcore enthusiasts person-to-person, much like chess, as Mr. Ono equated it.
The eternal struggle of good vs. evil begins within one's self.
Finish him!!!
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You don't mess with the classics!
It's been over a decade, but I still know that a lower quarter circle + any punch = Hadouken!
Wrong game. That's Mortal Kombat.
I'm just glad they eventually were able to count higher than II.
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I hope you were wearing your depends, senator.
Street Fighter 4 is already out in Japan and in some arcades in the U.S.
The eternal struggle of good vs. evil begins within one's self.
... but it won't be how the devs see it. MUGEN pretty much takes up my time when it comes to fighting games. Seriously, it's everything versus everything.
Still waiting on Serviscope_minor to wake up to fucking reality and realize that Jessica Price isn't going to fuck him.
What are these guys smoking?
Street Fighter while an fun game, died because the gameplay didn't evolve due to the zen of fighting (timing) like Soul Caliber, Tekken, Virtual Fighter, which also had smooth 60fps and 3d graphics.
I also think people got sick of the all variations of SF2. Hyper. Turbo. Enough already!
Dammit! I wanted a fatality, not a friendship!
In CVS2, rolling was not the problem, nor was it the throws. Throws actually beat rolling every time. The problem was that rolls were invincible, and more importantly, they were also considered special moves, which are cancelable into other special moves. And you kept the invincibility. Oops. It only lasts 3 frames, but that's enough.
The eternal struggle of good vs. evil begins within one's self.
Why don't they just release more versions of Street Fighter 2? That should work, right?
Fnord.
Get Jackie Chan to portray Chun Li. (video clip from City Hunter 1993 movie)
The reason I paused development is that no one wants to help me develop a NAT punch through. My game plays fine as long as you're not using your router.
I bring a new thing to the table with my fighter: Up to 1,000 players can fight in the same place, up from the traditional 2. The reason this is cool is that you have new dynamics like FFA, Team attacks, and giving one fighter increased statistics so he is like a boss vs everyone else.
And the only reason I wanted to do a fighter was to put me in a position to make an action paced MMOG.
And the reason I want to make an action based MMOG is that traditional MMOGs make me yawn.
To be honest: I'm at a stand still now. I don't know if I want to finish my fighting game or move on to a math teacher. The math teacher is cool in that most people can sit down behind it and learn math. It has many cool features that will make it the WOW of math teachers. The main difference is that not many people foresaw a computer teaching most levels of math and for it to figure out what math you don't know yet.
It is like... I want to make the game because it will be cool... But I also want to make the math program because it will educate people. Anyway my fighter is at: www.roamingdragon.com but it has no fun demos at the current time.
God spoke to me.
You wanna save the franchise? Base the next game on Street Fighter: The Later Years.
Beating a dead horse is the new mini game replacing destroying the car.
God spoke to me.
The only thing I have to say is watch this:
http://www.youtube.com/results?search_query=street+fighter+the+later+years&search_type=&aq=f
Kriston
I won't, but someone else might.
I'll give you that, outside of SF3, the games are not very smoothly animated. SF3 is very pretty and very smooth. Street Fighter has always been about timing and zen, although prior to turbo, the game didn't have fast enough action to really be much fun.
The various versions of all the games are actually quite warranted. Few developers revise their games like this, or even have games that people would buy revisions of. Each revision in SF is generally seen as an improvement, and most have strong enough content updates to be considered separate from the unrevised game.
I'd thought the 3D nonsense was put behind us by the players, despite developers maintaining the delusion. Apparently not. If you look past the graphics for a moment SFIV is still essentially a 2D game, and if you don't, it's not quite as pretty as SF3 3rd Strike.
I've been playing SF4 almost daily since its release over here in Japan. This game really brings back memories of how fun it was to play SF2. It also makes up for all of the crap SF3 titles that have come along in the years between the two titles.
seriously, you act as if most people, all the way from the late 80's, were not "button mashers".
The quality of the audience for these games has not changed since then, it was not "better" back then.
VLC FOR MAC IS DYING! IF YOU DEVELOP, PLEASE SAVE IT!!
NOOB saibot wins! Fatality!
i am curious to see who will win a fight between a vetern grandparent who seen the birth of SF or a technology-savvy grandchild who's been with games before he/she can walk....
If you don't like it then don't play it. It's not our fault you can't recognise quality.
Yoshi Ono seems to place a lot of focus on bringing completely new, casual gamers into the SF franchise. So why does the article not once mention the one of the biggest "casual gamer" fighting games? He talks a lot about reducing the amount of memorization needed for a fighting game - this is exactly the argument that my friends used to get me into the original Smash Brothers on the N64. Be as derisive as you want, the Smash Brothers franchise (especially in Melee, somewhat less so in Brawl) is incredibly good at providing a fighting game that casual gamers can enjoy but that can also be played at a much higher level in a flourishing tournament scene (to the point where casual players, while still enjoying the game, have no idea just how good they can get at it until they sign up for a tourney).
Fighting games these days have two audiences, your VF4 hardcore crazy types, or your Soul Calibur I just want to mash some buttons types. I usually only break fighting games out with friends or family, so hopefully SF4 will give me something new everyone can enjoy.
I'll see you at the arcade, LOSER.
After all, I am strangely colored.
Why bother? Street Fighter is retarded weaksauce.
Soul Calibur is the only fighting game worth playing.
That is all.
Why are there no PC fighting games? The genre is suspiciously absent considering the extremely high polygon count a modern PC graphics card could render for what is in effect only 2 models.
But blowing stuff up in Crysis is the new genre...
I would defanitely beat off to it.
It gives me back my joystick just thinking about it.
Sex with a mare?
Actually, I believe that's Return of the Jedi.
I don't see how this is flamebait. It's quite valid, I was hoping a lot of franchises would die recently:
Street fighter
Mortal Kombat
Mario
Halo
Devil May Cry
Medal Of Honor
Sonic
The Sims
The list goes on, beating a dead horse is one thing, equine necrophilia is another.
wow. you suck.
It sounds like Guilty Gear has already done what they are trying to achieve. SFII was quite "hardcore" in that to be really good at it you needed to learn all the combos, get perfect timing etc. With SF4 those things are still there.
Guilty Gear, on the other hand, is the exact opposite of SF in almost every way. Movement is very fluid instead of precise. Combos do /less/ damage with each move. There are complex aspects to it, but because it relies far more on the basics instead of memorisation and perfect timing, it's far more accessible. It's just a shame it's not popular in the west.
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SJW, n: "Someone I don't like, and by the way I'm a fuckwit" - AC
There really hasn't been a new style of fighting game for a long while. To me, they all have the same weakness... learning curve + reaction time.
I've played most fighting games and wanted to like them since probably sf2. But everytime I try to play, the skill level of players is so skewed that one party was constantly not having fun. Getting your ass handed to you alll day long just isnt fun for anybody. You can't even learn moves, since you are too busy getting comboed/stunned/thrown whatever do death. All you really learn how to do is get up off the floor.
Soul caliber did a good job with some button mashing vs skilled opponent equality, but you still have a skilled opponent going in like 30 game streaks on someone who did not own the game.
The only traditional fighting game I've been able to enjoy is DOA:extreem. To win at doa, all I had to do was learn 4 "moves" to reverse my friend. I might not know the game, but I know my friends, and can figure out that they tend to lead with say medium kicks with a certain character. So very quickly I could play on equal footing with my friend who would go 50 and 1 against me in soul calibur.
But there is still a roof. You always have to learn your char, learn combos, proper ways to block, all that. You definitly hit a roof of where you can go in JUST multiplayer alone, and you really need to step back, open a FAQ, then learn and practice moves/combos on your own.
Fighting games just have a lot of technical stuff, on top of that, the time in which you have to react is so small, unless you have the dictionary of your moves, and your opponents moves, in your head, there is no time at all to formulate a game plan.
SF and SNK are particularly bad imho at the moves sets. For the first part of my life I couldn't do a dragon punch, and those SNK super combo things later on, what? Does anybody remember the accomplishment it was to do 2 360's for zangiefs special move? I mean yeah, eventually you learn it, but it sure is frustrating to not even be able to enter the commands to do a move. I know "EO" mode or whatever in some of these games is a solution, but it is still limits you how you can play the game.
I really would like to see some innovation in fighting games. I love the idea of 2 wildly inventive characters squaring off to fight. I just wish they could try to come up with some new control scheme on how to do it. Big health bar on the top. check. Guard meter, check. "I can react in .5 seconds guard/parry button" check. Super meter charge bar, check. 99 Seoncs to win, check. Possible ring out, check. Some sort of bastardized throw/guard/strike triangle, check. Built in combos, check.
They are all, the, same!
For me personally, the buishido blade series really did something unique. They had a DAMAGE model. During the fight, I could disable my opponents arm, and he would have modified animations and combos as his arm hung limp next to him. He fought slower and worse, but could still win.
There has been no advance in the fighting controls and presentation. There have been SOME great new animations for moves (not in the recycled SF world, well, sans 4 now i guess), fun and inventive characters...but they all hit each other the same way. Low, middle, high. I guess this is a nice easy thing to program and debug, but I want to see something new!
Perhaps with the push towards procedurally animated characters lately, I can finally roundhouse kick someone from the left and watch them fall over to the right. I would love a fighting game where I can hit them anywhere on their body, and do damage to the character model, rather then a bar across the screen. Have we gotten to the point where we can do that yet?
But really, all fighting games just feel the same. And I know each one has a different feel within the genera, but a fighting game is still a fighting game. I guess I've seen pushes in every genera for something unique, except fighting games. The last innovation in the genera I've seen is the climb from 2d to 3d. Fighting games have to catch up, where are my physics? :)
Honestly, I disagree about one of those.
Specifically, Mario. That series continues to evolve, from 2D platformers, to 2D plaformers played in two dimension, to Mario 64, the first awesome 3d platformer (apart from Rayman 3, perhaps), to Mario Galaxy (which I haven't played since fucking newegg fucking doesn't fucking have fucking wiis). Even Mario Sunshine is fun, if a bit difficult for people my age (who played M64 for acrobatics and not speed -- those "secret" levels are all about speed)
I don't give a shit about the rest. It's been a long time since 1992. :0)
But if Mario died, I would mourn him sadly, dress up as him for Halloween, and try to get laid. If you lame asses tried it, you might find that you can get some. But don't. It's scary in the grown up world. I was invited into a threesome last night!