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  #16  
Old 10-02-2009, 04:58 PM
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Just seen my first footage of Street Fighter IV and although the art direction and the graphics look good I'm left wondering why there has not been a bigger leap since Street Fighter III.

A title like Killzone 2 gets hammered for not pushing the genre or offering anything substantially new in the FPS space. The same could be said for Street Fighter IV for the fighting genre. The only substantial difference Street Fighter IV seems to have over previous Street Fighter titles is an HD coat of paint.

Where is the hit model, that is, take out a knee cap or rib and have the fighting style change. Where is the clothing and scenery damage model. Break the floor with a pile drive and you have to watch you don't stumble on a broken floor panel, etc. Why is the back ground still just scenery and not something you could use to your advantage in a fight. For instance, kick the $hit out of your opponent and land him/her on one of the generators (?) kicking out all that steam/heat and cause extra burn injurty as result.

The concept of having rounds that start from scratch is also so last gen. A new round should be treated like there was a break to take a 5 minute breather or something. Not reset the entire environment and be injury free again.

The whole fighting genre needs some much needed life injected into it and not just a new coat of paint. Street Fighter IV currently has a retail price of $129 in New Zealand. To be it looks like a game that should be offered on PSN for $20-30 NZD.

Last edited by CloseSecond; 10-02-2009 at 07:41 PM.
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  #17  
Old 10-02-2009, 05:08 PM
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Wow, I hardly know where to start in attacking your criticisms... so I won't. Maybe Flux will humour you.
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  #18  
Old 10-02-2009, 05:58 PM
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Ill say this....

Its street fighter, people dont want it to change
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  #19  
Old 10-02-2009, 07:49 PM
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Quote:
Originally Posted by CloseSecond View Post
A title like Killzone 2 gets hammered for not pushing the genre or offering anything substantially new in the FPS space. The same could be said for Street Fighter IV for the fighting genre. The only substantial different Street Fighter IV seems to have over previous Street Fighter titles is an HD coat of paint.

Where is the hit model, that is, take out a knee cap or rib and have the fighting style change. Where is the clothing and scenery damage model. Break the floor with a pile drive and you have to watch you don't stumble on a broken floor panel, etc. Why is the back ground still just scenery and not something you could use to your advantage in a fight. For instance, kick the $hit out of your opponent and land him/her on one of the generators (?) kicking out all that steam/heat and cause extra burn injurty as result.

The concept of having rounds that start from scratch is also so last gen. A new round should be treated like there was a break to take a 5 minute breather or something. Not reset the entire environment and be injury free again.
I guess the reason that none of that stuff was added is because most street fighter players don't want it added. Games that had hit model damage didn't do too well anyway.
Take Tao Feng: Fist of the Lotus, has hit model detection, and nobody plays it. Tekken, Doa, MK, King Of Fighters, Virtua Fighter, none of them have hit model damage cause it's not what the people want. It would be nice, but take one hit in the legs and then your crippled? Doesn't really make for a fair fight.
Imagine if you broke someones legs at the start of round 1 and they had that injury for round 2? You would have a huge advantage that there would be little point in playing.
But as for Destructible scenery, just play DOA. It has it and it seems to work pretty well.
SF4 seems to play like tradition SF, but with focus attacks, ultra moves, ex moves added it make for a pretty intense game.

Low quality, but pretty cool match, shows focus canceling.
Edit: I agree about the price, thats why I ordered it from cdnow.com for $80nz inc shipping
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Last edited by glisignoli; 10-02-2009 at 07:51 PM.
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  #20  
Old 10-02-2009, 07:57 PM
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If they changed everything like that so many people would have a fat cry. If you want a new type of fighting game you have to start a new IP but that means it won't do so well and since fighting games are overall a niche anyhow it would take some balls to dev something that would need all the polish that a fighting game needs to balance all the chars on a unestablished IP
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  #21  
Old 10-02-2009, 08:04 PM
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*sits in quiet contemplation of trees, birds, water, the clouds...*
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  #22  
Old 10-02-2009, 08:40 PM
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Stick with what works.

i'll be going with Tekken 6, grew up with tekken so its natural.
Plus SF4 is really hard ;[
May pick up SF4 for a bit of a play however.
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  #23  
Old 10-02-2009, 08:53 PM
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Did Tekken 6 actually end up having that stupid "do more damage when in critical health" mechanic they were contemplating?
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  #24  
Old 10-02-2009, 10:00 PM
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Quote:
Originally Posted by Vivasanti View Post
Ill say this....

Its street fighter, people dont want it to change
QFT

I'm not even much of a SF player, and SFIV is brilliant. They've maintained the gameplay that made SF2 and its thousand sequels great, while make it all pretty and cool.
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  #25  
Old 11-02-2009, 07:55 AM
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Quote:
Originally Posted by Wugga View Post
Did Tekken 6 actually end up having that stupid "do more damage when in critical health" mechanic they were contemplating?
Yep.
And if the game wasn't juggle based enough, they added "bouncing" so that juggles now last twice as long and are always guaranteed 50% life damage.
Still, A LOT of Hamilton people play this over street fighter. And it has to be because it's an easier game to play with more moves, characters and bigger bosses to fight (I'm not saying it's a bad game, just that unexpirienced players seem more likely to play tekken over street fighter)
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  #26  
Old 11-02-2009, 11:20 AM
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yeah I saw that large mech boss in Tekken 6 on Monday and it looks like a Megaman boss fight where there are a few set patterns that you have to know then you just unleash your combo after avoiding it.

Also if people think sf4 is hard no wonder very few play vf5 lol

edit:
holy crap sf4 is on pc >.>
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  #27  
Old 11-02-2009, 12:05 PM
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Quote:
Originally Posted by gilsham View Post
yeah I saw that large mech boss in Tekken 6 on Monday and it looks like a Megaman boss fight where there are a few set patterns that you have to know then you just unleash your combo after avoiding it.

Also if people think sf4 is hard no wonder very few play vf5 lol
I don't find VF5 any harder than tekken. Actually, I find tekken 6 much harder than vf5.
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  #28  
Old 11-02-2009, 12:09 PM
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Yeah that 'feature' is called "Rage"
and i'm not so much a fan.

Tekken's just a bit more casual, i like that.
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  #29  
Old 11-02-2009, 12:13 PM
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well from my experience with vf5, sf2-4, and tekken 3-5 seams like tekken is a lot more about knowing combos and keeping the opponent lunched/floating esp with chars like lee, steve etc where as vf is a lot more about knowing when to attack and how to dodge with eteg fuzzy DM etc and sf seam to be somewhere in the middle although it is a little hard to compare the evades in it to vf5.

also by the by does sf4 have the parry system like sf3 at all? I like how it still has the ex system so you don't have to build a full super meter to use more powerful attacks
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  #30  
Old 11-02-2009, 01:36 PM
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Quote:
Originally Posted by gilsham View Post
Also if people think sf4 is hard no wonder very few play vf5 lol

People think SFIV is hard? o_O

I'm noob at Street Fighter and still schooled the first few AI opponents at the arcade... The old SF2 strats are largely intact...
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