So after purchasing Street Fighter 4, I see now that my issue with its production value was unfounded. I had based my opinion on the still images that I had seen, which did not do the game justice. Viewing the thing first hand and in motion is an entirely different thing. For the style they chose, it looks awesome.
That said, after playing the game for a few days, I am afraid I have come to the conclusion that I just do not like the game. I realized that I was just not having fun. Who ever said SF4 was designed to be accessible for new or casual players is sorely misled. I am veteran player and I am lost. For example:
- There's a four part super meter that can be used for super combos or EX specials moves.
- There's a three part, circular revenge meter and orb that sheds flames which can be used for ultra combos.
- There is a tri level focus attack that splats ink about and can be used as a counter or as an unblockable attack if charged long enough.
- Sometimes I hear glass breaking when moves happen.
- Sometimes characters flash bright yellow at random times.
- There is mention in the manual of Super armor, whatever that is.
- The game will often report "Technical" or "Counter" or "Reversal"
- Final boss is a cheap and cheating piece of crap.
It is all a bit much.
On top of this, the control is TERRIBLE with the standard gamepad. But forget about getting one of the arcade sticks. Madcatz did not manufacture enough to meet demand; Regularly retailing for $140, I just saw that one was listed on ebay for a grand. Yup, $1000.
I have to single out the final boss, Seth. What a trajedy. I have been of the opinion for some time now that Japanese developers are way behind the curve on a number of fronts when it comes to game development. Seth only reinforces this position. His cheating (double walking forward sonic booms?) and cheap moves (repeated cross up instant teleports,) smack of early 1990's Japanese programmer mentality. It is almost as if these guys think "HA HA! I am so good at programming that no player will ever beat my AI!" (Itagaki of Ninja Gaiden fame is another one guilty of the same mindset it would appear.) No more for me. I do not have time for that frustration. I have more respect for Western developers who take the time to craft challenging but beatable gameplay, rather than abuse their customers.
So with heavy heart, I now realize that this Street Fighter is not for me. The game play is geared for a style of play different than I would have liked to have seen. I guess I am old school, but I miss the days where victory depended on your knowledge of the priority, timing, and ranges of each character's move set. Used to be that if you knew that, you could win without ever throwing a hadoken. Now a days, standard moves are marginalized, and spamming specials, supers, and ultras is the path to victory. Sorry, just not for me.
Score: 1

3 COMMENTS:
Alan,
I'd *love* to play a couple of rounds with you sometime assuming you're ever going to play it again. I'm pretty mediocre myself, but playing with someone that has a developmental history with the series dating back a decade would be pretty damn cool.
My PSN name is "WebScud" if you ever feel like it.
- Brandon
I feel that I have gotten lost by most of your examples then the game itself. If you don't mind would you please elaborate on them? I would like to see it from your perspective.
Knowing of your work on the JCVD SF movie game, what is your opinion of the new SF movie?
Obama will bailout Seth.
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