Street Fightin’
I am a huge fighting game
enthusiast. I grew up playing Street Fighter 2, Fatal Fury, and Mortal Kombat
on my Sega Genesis. I watch a lot of
streams of local tournaments and of course I watch the awesomeness that is EVO,
which is one of the biggest fighting game tournaments in the world. I love the
competition, the comradery, the showmanship, and overall community that is
represented within the Fighting Game Community (FGC). Street Fighter 5 is going
to be released in February and has the potential to be the most rewarding and
best fighting game ever.
Let’s rewind back to 2008 with the release of
Street fighter 4. Admittedly, at the time I wasn’t really that into fighting
games. My favorite fighting game at this point was Virtua Fighter 4 Evolution
(which I think is one of the greatest fighting games of all time) and Street
Fighter had pretty much been in hibernation with its last release, Street
Fighter 3: 3rd Strike coming out in 1999. I could never get into 3rd
Strike because of its odd character roster and difficulty. That’s not to say it
isn’t an excellent fighting game because it is, but it was pretty hardcore to
learn and master. Street Fighter’s comeback in 2008 was sort of a renaissance
for fighting games. There have been very good fighting games released between
Street Fighter 3 and 4 but none had the impact that Street Fighter 4 had.
Street
Fighter 4 went back to its roots with a more familiar character roster with 4
new ones, a new focus system, and an Ultra Revenge Combo to help turn a losing
match in your favor. It looked awesome in 3D, ran smoothly at 60 FPS, and
seeing it and playing it in arcades brought back a feeling of excitement that I
haven’t felt in a very long time in fighting games. I couldn’t wait for the home
release that would come about 8 months later in February 2009.
The
home version was a fantastic game. It included more characters, a decent
training mode, and the biggest addition which was online play. This wasn’t the
first time a Street Fighter game was online but it was the most important
feature of the game. You could finally play against competition from around the
world. The online play for me was pretty good (but not perfect because it can
be laggy and was full of rage quitters) and I learned how much better the
competition was once I played online. Overall, it was a fantastic game that for
me didn’t really need much more to it. It wasn’t the most balanced (Sagat,
anyone?) but it was fun and I felt like I got the most out of it. That was
until the released Super Street Fighter 4 and the problems for me started to
arise.
Similar
to the old Street Fighter 2 with its numerous releases with Street Fighter 2,
SF2: Champion Edition, SF2: Turbo, SF2: The New Challengers, etc... Street
Fighter 4 started to head in the same direction. I think most fans were happy
with the new edition of the game as it added 10 characters, new stages, and new
mechanics. However, it kept on coming with an Arcade edition and finally an
Ultra edition to Street Fighter 4. The original arcade release of Street
Fighter 4 featured 16 characters and its final edition featured 44 fighters.
While that seems great, it almost started to feel cluttered and started to show
a lack of creativity for characters. For the hardcore, these 44 characters give
players a lot of choice and variety but for me it became too overwhelming.
Let’s take the shoto characters for instance. Shoto characters are fighters
that based their fighting style off of the Shotokan Karate fighting style of
Ryu. In Ultra Street Fighter 4, Ryu, Ken, Akuma, Sakura, Sagat, Dan, Evil Ryu,
and Oni are all characters that fight based off this style. Now for most
hardcore enthusiast, these characters are very different from one another but
to most players they are very similar. You can master one and have a decent
idea how they all work. Of course on the higher levels of competition, they are
very different but the idea that they are similar is the same.
Another
issue with all these characters is that it throws the balance of the game all
over the place. I got a good handle on the characters in the original SF4 but
with all the new characters added, it creates a lot of new match ups and
sometimes creates characters that are way too strong compared to others. Arcade
Edition’s Yun was a great example of a new character that pretty much dominated
the scene because of his speed and power that made him almost too good. Playing
online, you would mostly run into that character which made the game kind of
boring and not very fun. Though future patches would address the issue, they
eventually are replaced with a new dominating character (now I hear it’s Elena
in Ultra SF4). I don’t mind new characters added to a game to keep it fresh,
but I think there is a point where it becomes too much.
Street
Fighter 5 will release on February 16 with 16 characters initially, then in the
first year will slowly add 6 characters down the line as DLC. Capcom promised
that this version of the game will be the only version as to say there will be
no Super, Hyper, or Ultra version of Street Fighter 5. That’s a great sign that
Capcom has listened to its fans. It even offers a way to unlock the DLC without
paying for it (though I am sure that it won’t be the easiest process). Sure
there may be an edition of the game that comes with everything unlocked but
there will be no need to purchase a new game like there was in SF4. I hope that
Street Fighter 5 doesn’t get too character happy, as its improvements over SF4
get me excited again for fighting games. As for the specific changes to the
game, stay tuned to the next Street Fighint blog update.
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