Sunday, February 11, 2024

Street Fighter IV (Base) & AE 2012 Review

 (Originally posted on August, 2013)

                                       

Released 2009, PC

I wish to start out by stating that the concept of the fighting game 'review' has always bothered me. The experience can be so much more than just getting from one side of the screen to the other, or leveling up some stats. One could play a fighter for hundreds of hours without having mastered all the intricacies. As years go by, the play styles of the community as a whole evolve, essentially changing the game itself.

The only fighter I ever developed a decent understanding of was 3rd Strike. However, I've always loved to play various fighters casually, mostly to enjoy taking in the sights and sounds. Having only clocked in a total of 10 hours with Street Fighter IV, please understand that's the perspective I'm writing from.

This time opening to j-pop music, the game starts out with a creative and adrenaline raising intro, which is a pleasure to re-watch before each session. Besides the standard modes, there’s a straightforward but resourceful tutorial and plenty of media to be unlocked. To this day I still feel spoiled by the world tour mode of Alpha 3. While nothing like that reappears, in the age of online play, it’s not missed quite as much.

Apart from taking various bits and pieces from past Street Fighter games, the biggest innovation I was able to discern is the focus attack. It's like a counter attack, but expanded into an entire system, offering more depth and able to be used by every character. I’m not experienced enough to go into more detail, but I feel it's an interesting idea that happens to set it apart from other Street Fighters the furthest. In addition to most of the returning SSF2T cast (and a few from Alpha), the 5 new characters fit into the universe quite well. While I initially thought El Fuerte was a stupid design, he’s actually a lot of fun to use. I found myself wishing to make him my “main” character and strive towards a deeper understanding of.

As mentioned, I love to play random fighters just to enjoy the artwork and music. The efforts put into SF4 were wildly successful in resurrecting the 2D fighter, but the general aesthetics often tempted me to switch to another game. Other than the opening theme, none of the original music was memorable. This is very disappointing for a series often known for having some of the greatest, even most iconic music in the entirety of the medium.

I liked the design, lighting and sense of depth in the “historic distillery” stage. The “crowded Asian market” is a well done re imagining of Chun-Li’s SF2 stage. Aside from those, I found the backgrounds dis-interesting, especially with the nature stages appearing particularly artificial by 2008 standards. While hardly an issue in the midst of a serious match, the actions of the spectators don’t sync up very well with the fight taking place. Animating robotic-ally, they often react to the fight despite while another direction. Earlier games are guilty of doing the same thing, but this error is far more distracting in 3D.

The addition of animated intros and endings were a nice touch. The Japanese voice acting is well done. The English acting is atrocious, but strangely appropriate if you’re playing SF4 to revive your nostalgia towards the 90s!

The Street Fighter cast is very successful in their (latest) attempt to make the jump to 3D. Sagat in particular looks wonderfully intimidating, reminding me of how I felt when I first saw his Street Fighter Alpha sprite. The facial expressions/reactions are wonderfully done. Giving the game it’s most unique sense of style, the characters’ subtle transition into an ink effect during focus attacks makes them even more satisfying to connect. Starting a successful ultra combo also feel epic thanks to the dynamic camera angles.

Possibly motivated by the difficulty and expense of 3D modeling, something bothers me quite a bit: Aside from the obese Rufus, every character is built like a leaned out, densely muscled power/Olympic lifter. Why do a wandering martial artist, sumo wrestler, yogi and wildman all look like they practice the same preparations for the tournament? I’m reminded of how the varying physiques of 70s-80s professional wrestlers evolved into the more homogenized athletic/bodybuilder look today. For some wrestling “characters,” you can’t imagine them having the ability to stringently visit a gym, sleep adequately and follow a specific diet. Does anyone reading this remember “The Boogeyman”? His character was supposed to be completely insane, yet his body was the product of complete dedication and consistency. That’s the same lack of cohesiveness I felt from controlling the world warriors.

Much of this writing focused on the game’s superficialities and how I was largely unimpressed by them. The game mechanics themselves, from what little I’ve gained command over, are quite fun. Had I played the game upon release, I could see myself being drawn into the online play and participating in the community. At this time, I’m now eager to try a later revision. Either way, I would consider that as a largely successful revival by Capcom.


(Originally posted April 2014)
(PC, 2012)

Please don't take this as a review, but rather as some random, shallow thoughts taken from the 10 or so hours I've put into the game. See my review of the original Street Fighter IV for more impressions on the game in general.

SFIV AE2012 is the latest upgrade in the Street Fighter IV series (until Ultra hits). While I’m not experienced enough with this series to notice the numerous balance and gameplay tweaks, just from a glance one can see plenty has changed from the original Street Fighter IV on the PC.

The biggest update is the addition of 15 more fighters.
-    Cody, Guy, Adon (looking particular well transitioned into polygon form) and Evil Ryu have been pulled from the Alpha series.

-    Makoto (my main character from 3rd Strike!), Dudley, Yang, Yun and a less nimble (but no less fun to use) Ibuki travel backwards in time from the SF3 universe.

-    New character Oni is rather generic, but Capcom proves they can still create memorable new characters like the eye-catching, bizarre Hakan and the amazingly evil Juri.

-    Dee Jay and T. Hawk also return, possibly more for completion’s sake than fan demand.

I love playing fighters just to ogle at the backgrounds. In my writing on the vanilla Street Fighter IV, I criticized the bland backgrounds. This time, tasked with simply improving on what’s already been created, Capcom designed some wonderful new stages.
-    The skyscraper construction stage is not just fun, but actually convincing enough to make me a bit nervous.
-    The African stage is not just interesting because of all the wildlife to been seen, but it even features a solar eclipse!
-    The South Korean and Indian stages are beautifully colored and bustling with activity.
-    Seth’s stage has been altered in a way that’s quite unnerving.

From what I remember of playing Street Fighter IV, the lighting seems to be upgraded slightly, as well, The bonus stages from Street Fighter II return. In a nice touch, the car stage appears almost identical to the location in Street Fighter’s cousin, Final Fight. Capcom did a great job with fan service, slightly continuing the story and creating all new intros, endings and rival scenarios.

In terms of pure fun, for me, 3rd Strike has yet to be topped. For style and aesthetics in fighters, I’d rather sit in front of a Neo Geo. Despite that, I can tell a ton of work went Super Street Fighter IV AE2012. It’s very much worth purchasing on sale, even if one goes no further than a curious look.

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