Upplagd: 23 mars
Ultra Street Fighter IV
Street Fighter IV, at this point, is like watching a drunk guy stumble around and crash into things. You think most people would have either moved on or try to help the poor guy, but instead, it's been left to get worse and manifest into the absolute worst fighting game ever made. Now I know what you're saying "It's not that bad", but believe me, it is.
The biggest and most obvious flaw with this game is its core gameplay. It's as if Capcom took a bunch of ideas from various other Street Fighter games and other fighting games and tried to put them into one and hope it would work. Things such as focus cancelling, Ultra combos, the combo system, and others are simply rehashed relics from previous fighting games that you might not have immediately noticed.
For starters, Capcom felt that they needed CVS2's system where low shorts and jabs are the segway for all big damage. So now instead of having low normals for the sake of poking, counter poking, and other tactical things such as tick throwing and footsies...your low short and jab have now become the most dangerous moves in your arsenal. This was primarily accomplished by not having them push you back as far on hit or block. This devolves the game into get close > Low short and jab to hit confirm. Of course, since the properties of block and hitstun have been ♥♥♥♥♥♥♥ized so badly, nothing seems to get in the way of the gameplay devolving to this.
Of course, Capcom, I think initially saw the idea of chaining 3-4 jabs and shorts into huge damage as a bad thing, so they make it so you can't chain after hitting a couple of them. However, this obstacle is simply circumvented if you link. So if you have 1/60th of a frame timing, this whole system of limitations becomes moot. NEXT POINT. LINKS, LINKS, AND MORE LINKS! I've never seen a game that predicated character's basic combos and means of damage around linking. Of course, link combos have been around since the beginning of time, but the difference is this game seems to embrace it and just force it in your face like some mechanic the designers are proud of. Many characters' only means of damage comes from linking, so it feels like it's forced on you, moreso than previous SF games where many links were impractical to pull off, mostly due to the fact that there were other viable, damaging options that didn't require such precision. The notion that Capcom openly pushes this nonsense idea in our face is further emphasized in their challenge mode, where the vast majority of challenges for nearly all the characters involve linking.HELP, I'M LOSING, CAPCOM!
Somewhere in development, Capcom figured that it wasn't fair if somebody was losing a match, so the best answer was to give players a way to comeback to even the odds. The genius solution that took dozens of brilliant minds to think of (In other words, 5 minutes spent playing K-Groove on CVS2 or Samurai Showdown) was to put in a 2nd super meter, only this one can only be built by taking damage. So now bad play is rewarded with an invincible ultra combo. The game becomes further watered down by gimmicky meters that reward bad gameplay, instead of deep, engaging gameplay (I'll get to that in a minute). Some characters can easily combo into their ultra, other characters have useless ultras alltogether. This is another thing that seems like, on the surface, it was a last minute idea thrown in and not given much throught to...but then they spent tons of money and time doing all the fancy animations for them. Capcom, stop feeding us this crap.Shorcuts
The idea for input shortcuts was a novel idea to get casual players into the game, which is fine. The only problem is, the input shorcuts create ridiculous amounts of overlap with many characters. Let's take M. Bison, for instance. If I hit a jump strong juggle and wish to do an ultra, I better hope I don't have full super meter, because if I press 3P and happen to be slightly off, I may get a super or even a teleport. The concept of supers being one punch or kick and ultras being 3 punches or kicks seems a bit strange and seems prone to more overlap than necessary. Also, the idea of pressing diagonal down twice to do a dragon punch with Ryu is another laughable shortcut idea. Could Capcom at least have provided an option to turn the shortcuts off?Slow, useless moves
This brings me to my biggest annoyance with the game: Characters having slow or pointless moves thrown in for the sake of being there. Granted, in most SF games, not all 3 variations of special moves for every character had an obvious purpose, but I think it's different here, and I'll explain why. Zangief's normal running bear grab is so slow that there's really no way nobody is not going to react to it and jump away or punish. Vega's flip kick has no invincibility, thus negating it's purpose as a reversal and rendering it a pretty lackluster move. Dhalsim's standing back jab chop, which has been a staple anti-air move of his since Street Fighter 2 is now utterly pointless because of how slow it is. E. Honda's handslap has historically been used as a pressure move to close distance between him and opponents, now it has absolutely no use at all unless it's cancelled from a low jab, due to it having absolutely no range or gap closing ability. Capcom gave Guile his diagonal roundhouse kick from Champion Edition and Hyper Fighting...except it doesn't anti-air, so what's the point?. Rolento, the original character who could super jump, doesn't have one...but Crimson Viper does. Was there pressure to give characters moves so that people would be upset that they didn't have them?
Ex moves, more often than not, are simply better versions of special moves that you can pay meter for. This is a mechanic brought back from Third Strike. The problem with Ex moves is that generally, as a designer, you're forced to make standard special moves less effective in order to justify using meter for them. In a game like Super Street Fighter 2 Turbo, where special moves are all really good, fast, and effective, it would be hard convincing a player to want to spend meter on a better version of most moves when the special move, to begin with, is exceptionally good and does its intended purpose without the need to spend meter. Once again, a sub-system of meters replaces actual, deep gameplay.Throws
Throwing does very little damage in this game and can be teched completely, 100%. Why not make throws do more damage if you can simply tech them fully? On top of that, why are throws allowed to be teched while crouching? You see, one of the most genius ideas ever come up with in fighting games was making players stand to throw. This meant that if a player, on the defensive, was looking to counter throw, he'd have to risk standing and getting tripped. Not in SF4...I guess it was too hard for new players or something. In SF4, just crouch tech without risking anything.
Why are the stages in this game so large?
Does the gravity HAVE to feel like you're playing on the moon?
Do all the characters have to look like roided out neanderthals?
Why does a character like El Fuerte exist?
Why didn't capcom use GGPO netcode?
What happened to Champion mode from Vanilla SF4? That mode was actually clever, fun, and well designed. It made me forget I was playing a terrible game for a while.
In conclusion, by the 5th iteration of Street Fighter 4, I hoped and figured that Capcom would have realized that sub-systems of Super meter, Ultra meter, focus cancelling, and other gimmicks take the place of deep, engaging gameplay and turn a chess match into a poker game. I constantly see reviews praising this game for being good, but conveniently never manage to actually say what's so good about the gameplay. This game has very little merits to stand on, other than the fact it sells based on its name and legacy.