Soundtrack Central The best classic game music and more

Jay Dec 18, 2007

Amazingu wrote:

I don't really see the point of this article.

Neither do I. Even the parry in SF3, which I also had a lot of trouble mastering the use of, was actually a ridicolously simple command.

XLord007 Dec 18, 2007

Amazingu wrote:

How is Street Fighter "combining buttons"!?

It's not just combining buttons like in Custom Combos, Alpha Counters, EX moves, Supers, Throws, etc.  It's also the insane timing and the incredible difficulty of pulling that stuff off.  I would have no problem with all the complexity if I could actually use it.  The game shouldn't be about being able to physically execute the moves.  The game should be about knowing which moves to use and when.  As it is now, only supremely dexterous people can enjoy them.  How much fun would Super Mario Galaxy be if you only had a 20% shot of successfully pulling off the spin attack?

Ryu Dec 28, 2007

1up went to Japan to play the game.  They have footage of the game running as well as explanations from a Capcom guy (I forgot his name) that explains why they removed some stuff and why the game has two meters---super and revenge.

http://www.destructoid.com/first-gamepl … 1748.phtml

Jay Dec 29, 2007

Ick.

Ashley Winchester Dec 29, 2007 (edited Dec 29, 2007)

Jay wrote:

Ick.

The look on Ryu's face makes him look like a freakin' zombie or someone that's running on caffeine because they had to stay up all night and cram for a test. Roid rage maybe? Also, that's one ugly logo.

XLord007 Dec 30, 2007

My computer always chokes over these GameVidoes vids so I can't really judge until someone re-encodes these into a video player my machine can handle or I actually buy a new PC.

Adam Corn Dec 30, 2007

The announcement and trailer had me excited but these first gameplay clips are awful.  One of the biggest perks of moving to 3D graphics is the capacity for silky smooth animation, so seeing SF animation far inferior to stuff Namco and Sega put out years ago is disappointing.

And yeah Ryu looks freakish.  I fear for what they'll do to poor Chun Li.

XLord007 Dec 30, 2007

XLord007 wrote:

My computer always chokes over these GameVidoes vids so I can't really judge until someone re-encodes these into a video player my machine can handle or I actually buy a new PC.

I had to chance to check these out today on my sister's Mac Book Pro, and I'm fairly pleased with how it looks in motion, freakish character art aside.

Angela Dec 31, 2007

I picked up the latest EGM just for the SFIV feature, and it's a superbly fascinating read.  It's a candid one, too, as Yoshinori Ono lays bare his soul as producer of the project.  To recap:

Says Ono on the existence of SFIV: "From the beginning, the prevailing attitude at Capcom had been that there would never be a SF4.  Everyone had given up on the idea because too much time had passed since SF3, and everyone at Capcom seemed perfectly OK with it letting it end.  ... Getting this game made hasn't been an easy process within Capcom.  There was certainly resistance at first, but the more interaction I had with fans at conventions, the more I realized that gamers desperately expected this to happen, and that Capcom had to do it."

On the art style: "When I look at other upcoming games, I see a predictable fashion: everything is going toward a very photo-realistic look.  That's only given the team more confidence, as we're definitely going in a fresh direction with our art style.  You've seen a lot of Street Fighter art from our illustrators over the years that look like oil paintings and watercolors - so when we first started this project, we thought, 'What would that look like if it were moving in 3D?'" 

On the exagerrated expressions: "We've never been able to convey realistic facial expressions that make you feel like you're in a real street fight.  Maybe you'd see someone puke after a strong hit in SF2, but now you'll finally see guys wincing in pain and cheeks being deformed by fists in real time.  I also hope that we can include some sort of visible reaction from the characters based on how much damage they receive and where they're hit.  We'd like to add details such as if a character gets hit in the shoulder multiple times, perhaps his shoulder hangs a little lower, or perhaps his animations are affected."

On the 3D look/2D plane gameplay: "Within the company, there were plenty of people who felt that we should go fully 3D with SF4's gameplay - but I have too much respect for Street Fighter as it's always been, and 3D fighters can be very intimidating. ... We want to preserve the strategic nature of SF2 and SF3, where matches unfold almost like a chess game.  .... I feel the need to vehemently protect what's at the title's absolute core: a side-view 2D game with one character on the left and another on the right, fighting each other in an arena in a very serious manner.  I told those who wanted a 3D SF4 to keep their hands off my SF4."

On the character roster: "As a nod to the fans, we're trying to get as many of the original SF2 characters into the game as possible.  SF3 was a very great game, but we have our regrets about having a whole new roster of characters..... We feel that we may have betrayed the audience we built up with SF2."

On the new 'Saving' system: "The hardcore players are terribly important to us, so we have to give them a deep system to keep them interested.  SF3's parries were in early versions of SF4, but we've pulled them out and replaced them with the new Saving system that broadens your possible options instead of limiting them.  The great thing about the Saving system is that it can be used by newcomers and expert players alike." 

On background graphics: "That stage you fought in [China] is only about 50 percent done right now.  We want this place to feel as if people actually live there, to impart a better sense of atmosphere with subtle details and plenty of motion.  We're doing experiments with having elements in the stages react to being hit by fireballs, or when your character lands from a jump, having the objects near his feet move in real time.  One of the experiments we did was with actual chickens walking by the action, and if a fireball went past them, they'd actually roast.  We'll add little details like that, but we do need to make sure that the player's attention remains squarely on the two characters fighting." 

On platform release: "I mean this in all sincerity: we haven't decided for sure what platforms SF4 will end up on, or if there will even be an arcade version.  Speaking personally as the producer, I'd like to get it out on as many platforms as possible.  I don't think that I'd like to go the exclusive route.... and I've made this known to the company as a whole, so we'll see how that turns out."

On current development and a potential 2008 release timeframe: "The game is only about 2 percent complete. .... Of course, they've already announced the new feature film to mark the 20th anniversary [next year], but there are no guarantees that SF4 will necessarily make it out in time for that.  It could be a year or two after that!"

On public reaction: "At this early stage, I'm emotionally preparing myself for the inevitable backlash.  What happens when you revisit something that people remember from their youth?  People will be very nostalgic about the game, and everyone will envision precisely how they want it to be.  I think a lot of the internal pressure has been taken off now that the trailer is up and people seem genuinely excited about it.  I can tell my superiors that, yes, people do want this.... but now the question becomes can you make something to live up to the legacy?"

SonicPanda Dec 31, 2007

Hold up. Yoshinori Ono? The composer of Rockman Battle & Chase? That's one heck of a promotion.

Anyway, I'm largely ambivalent about the footage released so far, as WIP is a poor indicator of what to expect. On the other hand, what DOES disappoint me is the reversion back to the original roster. I didn't even get into Street Fighter until '96, so I'm much more familiar and accustomed to the the breadth and styles of the Alphas and VS' rosters. But hey, I understand why they did it. I just think I'll hold out for SFIV-3.

Angela Dec 31, 2007

SonicPanda wrote:

Hold up. Yoshinori Ono? The composer of Rockman Battle & Chase? That's one heck of a promotion.

The very same.  He also had a hand in the development of the Alpha and SFIII series, and served as producer for Chaos Legion, Onimusha: Dawn of Dreams, and Capcom Fighting Jam. (He's pretty apologetic for Jam, though. "That game was basically thrown into my lap after another producer left the company halfway through development [of Capcom Fighting All-Stars].  Where the game broke down was the idea of having all the different gameplay systems intact, so it wasn't really balanced.")  The feature also mentions that he penned the slammin' hip-hop tune that plays during 3rd Strike's intro.

GoldfishX Jan 1, 2008

Worst thing is that Fighting Jam isn't that bad of a game...With a little more work and making it not look like a budget title, it could have generated more interest. I enjoyed it for a time, but no one I knew could even keep a straight face when I suggested putting it in...I enjoyed my time spent pwning people with Jedah.

It's not going to hurt to wait until this thing comes out before condemning it...At least it sounds like a sincere effort and Ono is mercifully intent on keeping a lot of 2D stuff intact. And personally, ditching the 3rd Strike cast for the classic SF crew (and parries) isn't breaking my heart at all. Maybe they'll toss in Yun or Makoto as an afterthought.

Jay Jan 2, 2008

GoldfishX wrote:

Ono is mercifully intent on keeping a lot of 2D stuff intact.

All except the actual 2 Ds.

Jay Feb 6, 2008

So it's SF2 with some nasty looking 3D then.

Haven't even changed their clothes.

Angela Feb 6, 2008

Jay wrote:

Haven't even changed their clothes.

Well, four out of eight of them wear very little garment to begin with.  One would expect Ryu and Ken to keep the ol' white and red series staples respectively.  I see potential for a second player outfit for Chun-Li..... and I'd actually love to Guile done up in Charlie ensemble.

shdwrlm3 Feb 17, 2008

Jay wrote:

So it's SF2 with some nasty looking 3D then.

Has anyone else seen the trailer for King of Fighters XII? It seems like SNK are intent on upstaging Capcom this year, because KOF XII looks absolutely GORGEOUS. There are conflicting reports on whether the characters are high-res 2D sprites or cel-shaded 3D (I think they're the former), but either way the game looks a whole lot better than SFIV or SFII HD.

McCall Feb 17, 2008 (edited Sep 10, 2012)

.

Jay Feb 17, 2008

Yeah, I was pleasantly surprised by the kof footage. Looks 2D to me. Of course, like all koc games it could do with a few more frames to smooth it up but I'm so happy they're updating it and yet keeping it 2D. It's one to watch.

XLord007 Feb 18, 2008

For my money, the new SF4 footage looks hot.  I want this now.  KOFXII looks surprisingly good, but the new Samuarai Spirits game looks like complete ass.

Angela Feb 18, 2008

XLord007 wrote:

For my money, the new SF4 footage looks hot.

Agreed.  The attention to background detail is absolutely stunning, and the game is looking stellar in motion.

I'm quoting one of the NeoGAF guys here, but I've gotta agree..... seeing stills like this one really show off the incredible potential of the 3D engine.  It very nearly looks 2D in its slickness.

Jay Feb 18, 2008

Of course you know what looks even more like 2D, right?

Angela Feb 18, 2008

Jay wrote:

I'm really hoping this will be 2D.

Jay wrote:

Those other screenshots from Blogeek are vile.

Jay wrote:

Ick.

Jay wrote:

All except the actual 2 Ds.

Jay wrote:

So it's SF2 with some nasty looking 3D then.

Jay wrote:

Of course you know what looks even more like 2D, right?

Zvarri!  I dub thee...... "Negative Nancy"!

Seriously Jay, we get your stance on the game already.  Those first two or three comments are understandable, but there's no need to insert a snide retort at every waking opportunity.

Jay Feb 18, 2008

But how else would I earn such a great nickname?

I thought my last 'retort' was implying a pretty valid point regardless of any negativity. You were using 2D as a benchmark for a slick 3D engine and that would say to me it would make more sense to do it in, you know, 2D.

You can call that negative if you like but, given your post, I think it was pretty valid.

How does my KoF post fit with my new nickname? Should I edit it?

Angela Feb 18, 2008 (edited Feb 18, 2008)

Jay wrote:

But how else would I earn such a great nickname?

I dunno..... how 'bout we riff about Sonic The Hedgehog for a while? ;)

I thought my last 'retort' was implying a pretty valid point regardless of any negativity. You were using 2D as a benchmark for a slick 3D engine and that would say to me it would make more sense to do it in, you know, 2D.

I acknowledge that point, then.  Maybe it was just the feeling that you were treading familiar ground by yet again stating your stance that the game should not be in 3D.   It might not have been negative or retorting in intent, but it's certainly getting repetitious, because we clearly know where you stand on the issue.

How does my KoF post fit with my new nickname? Should I edit it?

The KoF post was fine.  Although, you might want to do an edit on the second acronym; you mistakingly put "KoC" instead of KoF.

Jay Feb 18, 2008

I was thinking of chicken. It was on the way to being KFC.

XLord007 Feb 18, 2008

Jay wrote:

You were using 2D as a benchmark for a slick 3D engine and that would say to me it would make more sense to do it in, you know, 2D.

The reason it is significant that the 3D engine is able to make the game look 2D is because we are getting the same look and feel, the same speed, more animation, and a flexible camera for a far lower cost and far quicker timeframe than if a high-res, highly-animated 2D game with the same look were to be developed.  Capcom or Dimps or whoever's making the engine is basically giving us what we want in an economically viable manner.  A 1080p 60fps hand-drawn SF4 would be so prohibitely expensive to develop that it would never sell enough copies to cover its development cost.

Jay Feb 18, 2008 (edited Feb 19, 2008)

.

Datschge Feb 19, 2008

The footage so far looks very ugly.

I wonder why they didn't opt for flat cell shading instead the icky 3D shadowing. The two The Rumble Fish arcade games by Dimps already showed that using 3D in a sane, very nice 'n' smooth 2D way is possible, but it still didn't get used by anyone else...

XLord007 Jun 1, 2008

New SF4 Commerical and Pre-Order campaign:

http://www.streetfighter.com/flash/

Although Capcom has not yet announced any official release dates for the home versions, GameStop is listing 2/3/09.

Carl Jun 2, 2008

Those 2 watercolor flash vids are nice.

Bernhardt Jul 5, 2008 (edited Jul 5, 2008)

Hly sht do I hope they release the soundtrack for this.

So, uhh...someone remind me what console(s) Street Fighter IV is going to be on, again?

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