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by Jedah » 09 Aug 2008 23:16
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by Jedah » 12 Aug 2008 00:47
by icycalm » 12 Aug 2008 13:06
by Molloy » 12 Aug 2008 15:19
by JoshF » 27 Aug 2008 15:10
Yoshinori Ono wrote:Why did you make the decision to remove parrying for Street Fighter IV?
I didn't want to create an entertainment videogame as such. I wanted Street Fighter IV to be a tool for the people to use and enjoy themselves.
I often use the analogy of a chess game. Chess can be played by the American or Russian champion, if you like. We can see them playing chess on live TV and so on. The parrying system is that level. It's quite hard for the vast majority to master but chess can be played by grandpa and grand kids on a Sunday afternoon.
I want Street Fighter IV to be a tool for everyone to enjoy. Therefore I deliberately didn't include the parrying system. But you know we carried on with the focus attack and such. Basically we used the rule book from Street Fighter II because that was the most popular.
Some critics have said the game is too similar to Street Fighter II. That is doesn't move the series forward. What do you say to those criticisms?
Well, you know obviously there are subtle differences, wider screens and speed. But ultimately we wanted to create a sequel to Street Fighter II, so if someone says this looks just like Street Fighter II with glorified graphics, then that's music to our ears!
There is one other journalist in Asia, he is from Hong Kong. He said the same thing. He was poker faced. I wasn't sure if he was sarcastic or he meant to be positive but when I said that's the word I wanted to hear, he just shut up. So he was probably being sarcastic.
When you compare the two side by side, Street Fighter II and Street Fighter IV, obviously there are lots of differences. However the team focused on creating a sequel to Street Fighter II. So if people play it and then have the control feel of Street Fighter II, that's what we were aiming for.
by icycalm » 27 Aug 2008 15:46
by Molloy » 27 Aug 2008 23:38
by icycalm » 27 Aug 2008 23:58
Molloy wrote:Most people weren't able to get their head around the parrying so Capcom really had to remove it.
Molloy wrote:In fairness, I don't know if it was very meaningful complexity anyway.
Molloy wrote:Having to learn off big strings of defence inputs isn't what the game should necessarily be about.
Molloy wrote:To quote Sirlin (balance designer on SF2 HD Remix).
"Making various special moves a bit easier to perform puts more emphasis on strategy and reading the mind of your opponent."
by JoshF » 28 Aug 2008 04:22
To quote Sirlin (balance designer on SF2 HD Remix).
"Making various special moves a bit easier to perform puts more emphasis on strategy and reading the mind of your opponent."
In fairness, I don't know if it was very meaningful complexity anyway.
by adrenalinq » 28 Aug 2008 12:24
Making various special moves a bit easier to perform puts more emphasis on strategy and reading the mind of your opponent
by Molloy » 28 Aug 2008 12:41
Producer Yoshinori Ono has stated that he wanted to keep the game closer to Street Fighter II than its sequels, and as such the "parry system" from Street Fighter III has been dropped. A new system called "Focus Attacks" ("Saving Attack" for the Japanese version) has been introduced, as well as Ultra moves.
The game has a very similar feel to Super Street Fighter II Turbo, but also has several features from Street Fighter III 3rd Strike. Pressing both light attack buttons is still for throwing, and both heavy attack buttons are for the personal action or taunts. Both medium attack buttons are for the saving strike. Dashes and quick standing are also in the game. At the moment, C.Viper is the only character who can perform a high jump.
Saving system (Focus attacks)
The system that has been referred to as "Saving" for the time being, but will be renamed "Focus" for North America and Europe, is a new system that is being introduced in Street Fighter IV. The saving attack is a move that allows the player to absorb an attack and launch a counter attack, and it is performed by pressing the medium punch and kick buttons simultaneously. There are two phases to the attack. In the first phase, the player will shift into a new stance, at which point he is able to absorb one attack from the opponent. The second phase is the counter attack. The longer the player holds down the medium punch and kick buttons the more powerful the attack will be. If the buttons are held for long enough the attack will cause the opponent to crumple slowly to the ground, allowing the player to follow up with a free hit. If the buttons are held for longer still the saving attack will become unblockable. Attacks that were absorbed during the first phase of the saving attack still cause damage to the player; however, life lost from the opponent's attack will be gained back afterward. In addition, during the first phase of the saving attack the player may perform a dash either forward or backward to cancel the saving attack. Finally, at the cost of half the super meter, many special moves can be canceled into a saving attack. By executing a saving attack during the special move, the animation of the move will be cut short and go instantly into the saving attack animation. This allows players with precise timing to cancel special moves into saving attacks, and in turn cancel saving attacks into the forward dash, resulting in new combo possibilities. If a special move is blocked by the opponent, the new system allows players to cancel the blocked move with a saving attack, and then cancel the saving attack by dashing backward safely away from the opponent.
Ono has stated that this system was incorporated in order to shift the emphasis away from combos and toward a more realistic system he has compared to boxing, in which "the skill is in reading your opponent's move before he starts moving ... We haven't forgotten about combos and linked moves, but saving makes it so that you have to read your opponent." The system aims to make ground attacks as viable a way of approaching opponents as jumping was in previous games. The saving system is a core part of Street Fighter IV's gameplay.
Super Combos and Ultra Combos
Super attacks, officially dubbed "Super Combos", return in Street Fighter IV. Similar to Super Street Fighter II Turbo, each character has one set super move.
In addition to Super Combos, the game also features Ultra Combos. Ultra Combos are performed similarly to the character's Super Combo but are executed with three attack buttons (much like the EX Special system which uses two attack buttons). Ultra Combos are long and cinematic moves featuring a lengthy combination of punches, kicks and other moves. Just as there is a Super Combo meter, there is also an Ultra Combo meter, but whereas the Super Combo meter fills as the player hits an opponent, the Ultra Combo meter fills when one takes damage from the opponent. Along with the Super Combo, Ultra Combos are one of the only times the camera breaks from its normal fixed position to show a more dynamic, cinematic view of the gameplay.
by icycalm » 28 Aug 2008 18:08
adrenalinq wrote:Making various special moves a bit easier to perform puts more emphasis on strategy and reading the mind of your opponent
It sounds to me like: "We are making the game easier and more accessible". Cant see how making move execution easier can make game deeper... What a bullshit
by Jedah » 28 Aug 2008 19:31
by icycalm » 28 Aug 2008 19:50
Jedah wrote:Guys, let's not mourn over the death of parries.
Jedah wrote:The fact is that this game is bringing back interest to the fighting genre.
Jedah wrote:BUT we are arguing about SF IV.
Jedah wrote:The second one will be if all home versions will provide a better experience than the arcade.
Jedah wrote:As for the fighting system itself, we simply can't argue about its simplicity or scrub friendly nature till we play it.
Jedah wrote:Has anyone in this forum played the game? Is it possible for us to criticize a fighting game released exclusively in Japanese arcades, about a month ago?
by Jedah » 28 Aug 2008 21:28
by icycalm » 28 Aug 2008 21:47
Jedah wrote:The second one will be if all home versions will provide a better experience than the arcade.
Jedah wrote:We define/assume a different thing about a home arcade port. For you a home port is actually nowhere near the arcade version due to the fact that you are playing at home, its lacking the arcade site and competition. To me a better-than-arcade-home port is to provide the same or better audiovisual quality, plus extra content.
It is indeed a sad fact that never in my life have I visited a proper arcade, like the ones you visited in Japan. Don't I (among many others) deserve the right to play the game in the comfort of my place and feel happy if the program perfectly resembles the arcade one?
Jedah wrote:Due to the lack of proper arcades (excepting Japan), the home port and online competition will be probably my only chance to experience the best SFIV has to offer. Sad but true. I believe that we need to consider this situation in our criticism about the game.
Jedah wrote:On the other hand SFIV is a new game, that retains the SFII feel of movement, while targeting to be newbie friendly. Let's not kick others from the experience. We can always kick their butts online:).
