Street Fighter IV

Aardvark

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Η αγαπημενη τριλογια ,που μας ειχε αφησει αφωνους με τα γραφικα του 2ου μερους της επιστρεφει δυναμικα με 4ο μερος.

Μια αποκαλυψη " the playable cast of Street Fighter II would be returning for Street Fighter IV "

Φωτος.

Εδω τις εχει ολες το περιοδικο "famitsu" αξιζει το κλικ.

http://www.famitsu.com/game/news/1213478_1124.html

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Απ: Street Fighter IV

Ειναι απο κινητο και κουνιεται αλλα για αυτο φταιει η "capcom" που το κραταει μυστικο (για λιγο ακομα).

"Street fighter IV arcade footage"

http://www.youtube.com/watch?v=o8_Gx3-_Xpk
 
Στα Arcades τον Ιουλη!

While it's been less than four months since Capcom's announcement of Street Fighter IV, the game's debut today at the Amusement Machine Operators’ Union show in Japan revealed that its development is far enough along for all known characters to be fully playable. Given that, it's not surprising that Capcom already has a good idea on when the game will be ready for the arcades.
In a sales leaflet given to arcade dealers and members of the press during the event, Capcom once again confirmed that Street Fighter IV is on course for a summer release in Japan. According to the leaflet, arcade operators who purchase the game board in conjuction with a Taito VEWLIX arcade cabinet will receive their order in late-July, while those picking up the board stand-alone will receive their orders in mid-August.

Gamers eager to check out the latest edition of Street Fighter for themselves will have two chances this month to do so in Japan. The game will be playable at the AOU show when it opens to the general public tomorrow, and the game's first beta test will take place at Plaza Capcom in Tokyo from February 22 to 24.
 
Ηδη στην "Τζωρτζ" το φερανε ,ημουνα το μεσημερι .

Να και oι φωτος. :p

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After playing street fighter IV on its (fantastically expensive) arcade cabinet at gdc for well over an hour, I can't help but feel like Cacpom will soon pull off one of the best cons in gaming history. You see, if you've played Street Fighter II then you've essentially played Street Fighter IV. There are a few differences, of course -- we'll get to those in a minute -- but for the most part it's the same game it was nearly two decades ago. There's a common axiom that states, "if it ain't broke, don't fix it," or in Capcom's case, "if it ain't broke, keep repackaging it and selling it to the same people over and over again." That's basically what Street Fighter IV does once again. My would-be journalistic sensibilities tell me I should be angry about that. Honestly though, I was having too much fun to care. Hence, a con.
Playing Street Fighter IV is like visiting an arcade (remember those?) in the mid-90s. Capcom's trademark rock solid controls, flamboyant characters, super moves, it's all there. It's more closely aligned with the original series than, say, Street Fighter Alpha. Don't expect any huge chain combos or extreme juggling. Combos are small and mostly rely on the tried and true 2-in-one system, which allows players to fire off an attack while performing a special move (like having Ken follow up a crouching fierce punch immediately with a fireball, for example). There is no air blocking (though certain characters do have air throws) and there aren't midair combos either.

Traditional super moves make return. Rather than choosing them before a round as in SFIII, each character has two from which to choose at any given time, assuming the combo gauge is full. It's also possible to power up normal special moves by using two buttons instead of one. This causes special moves to do two hits instead of one, but it also drains some of the combo gauge.

Removed from the game is the parry system introduced in Street Fighter III, which allowed players to negate all damage and counter an attack if they were quick enough. In its place is the new saving attack, which a rep told me is being renamed focus attack for North America. To initiate a saving attack, one has to press both the medium punch and kick buttons simultaneously. Holding down the buttons allows players to charge the attack for up to approximately one second. If fully charged, the attack is unblockable and will knock opponents to their knees, opening them up to a free combo, though they will collapse if the attacker doesn't act fast. While charge moves are nothing new, what makes the saving attack interesting is that it allows players to absorb one attack without stopping the attack. Because of this, it's possible to use the saving attack as a sort of counter. This is still a dangerous strategy though, as any follow up attack will interrupt the saving attack. Still, with practice, saving attacks could easily become one of the most important elements in the game.

Finally, there is also a new revenge meter, which fills as players take damage. When full, it allows for the use of devastating super combo.

The full Street Fighter II cast makes a return in SFIV, and players should instantly be instantly familiar with old favorites. Ken is Ken, Blanka is Blanka, and Zangief is the same mad Russian he's always been. Pick your favorite, pull off your standard combos, and enjoy. Abel is currently my favorite of the two new characters. He utilizes a fast wrestling system (I'm pretty sure it's Judo) that feels a lot less ponderous than other heavy characters like Zangief. Abel's most interesting special move is a custom two hit combo followed by a throw. Both the combo and the throw can alternate between high and low attacks, which allows players to mix it up. He also has a throw that pulls opponents directly out of the air and a special throw that requires spiral joystick input akin to Zangief's spinning pile driver. Crimson Viper, whom I actually didn't try, uses several dashing maneuvers and a ranged shock wave attack.

But enough of all this talk about gameplay. What about the fancy "three-dee" graphics we keep hearing about? I can safely say that screenshots really don't do the game justice. In motion, Street Fighter IV has a lot going for it. Character animations are top-notch, and 3D does allow for detail that was never seen in previous iterations. You'll notice facial expressions change depending on the situation. For example, when moving towards and opponent, Blanka's face is contorted in a snarl. When backing up, he looks almost timid, as though he's afraid of the beating to come. The touches are subtle, but definitely cool. There are also lots of background details to notice, like a dog stealing a chicken from a vendor's stand in Chun-Li's busy China street.
 
Ένα βίντεο με τους χαρακτήρες της νέας έκδοσης του παιχνιδιού.

[ame=http://www.youtube.com/watch?v=16n6uXZ-bKI]YouTube - Street Fighter IV - Character Trailer
 
Ενας απο τους παραγωγους του παιχνιδιου μιλαει για τα 10 χρονια μεταξυ 3 και 4.

Yoshi Ono Interview

If we look at the history of the series, we had the four officially numbered titles: Street Fighter 1, and II, and then we did Zero, which of course is the Alpha series [in the west], and then III. In all honesty, and I feel this way, to a degree — we could have stopped at III and been pretty satisfied. We didn't hit a brick wall, so to speak, but we did pretty much all we could do with 2D fighters by the time we got to III. We were very satisfied with the results, and it was hard to imagine doing more than that; certainly, staying within 2D.

But, we've had ten years to think about it, had a lot of ideas being bounced back and forth. For this series, I almost think that we are better off having waited. It gave us a lot of time to settle down and throw ideas back and forth, think about how we would tackle it... Having that time actually helped us to get the game headed in the direction that it's headed now — which I think is a good direction — and to get us where we are today.

Another reason I think that it's actually better that we let it sit on the back burner for ten years, is that technology has advanced so much in the last decade. There is no way that we could have envisioned arcade boards as powerful as this. The 360 and PS3, certainly, are incredibly powerful compared to what we had to work with ten years ago.

...So, we thought, what could we do to reproduce this art, in motion, literally moving in 3D before your eyes, with modern technology? This would not have been possible ten years ago. There is just no way. So we are finally at a point where technology is aiding us, and helping us to do something that would not have been possible ago.
 
Δεν μου λες Aardvark εχει και "3 διασταση" ? Κατι σαν Tekken ή Soul Calibur? Θα με χαλαγε απιστευτα...
 
Δεν νομιζω ψευτο 3D πρεπει να ειναι με το background να γυρναει για 3D-εφε. :xm:
 
Και γιατι ρε αδερφια τετοια απεχθεια για το 3D?

Σκεφτειτε απλα ποιοι ειναι οι πιο σοβαροι BEU τιτλοι...Virtual Fighter series,Soul Calibur 2...
 
Σοβαρα μιλας ,απο που να αρχισω,2D rules (φοβερο επιχειρημα εε) :D .

Και μονο που το 3D ηταν ο κυριοτερος λογος "θανατου" του Saturn επρεπε να σου φτανει.

Edit:Αυτο το "ΒEU" τι το'θελες ,πανω που ειχα αρχισει να σε καταλαβαινω.
 
Wally είπε:
Και γιατι ρε αδερφια τετοια απεχθεια για το 3D?Σκεφτειτε απλα ποιοι ειναι οι πιο σοβαροι BEU τιτλοι...Virtual Fighter series,Soul Calibur 2...
γιατι καποια πραγματα πρεπει να παραμενουν 2D....οπως καλη ωρα το Sf

ειδατε τι επαθε το castlevania οταν απεκτησε και 3η διασταση...
 
Μην εισαι απολυτος...παιρνω πασα απο την υπογραφη σου και σου θυμιζω τον Mario και το Metroid Prime ;)
 
Edit:Αυτο το "ΒEU" τι το'θελες ,πανω που ειχα αρχισει να σε καταλαβαινω.
Μάλλον Beat-Em-Up εννοεί ο ποιητής.

Πάντως κι εγώ διαφωνώ κάθετα όσον αφορά τα 3D. Ειδικά όσον αφορά τα BEU (sic), νομίζω οτι όλα όσα περιείχαν 3η διάσταση παίζονταν "στην τύχη" και απαιτούσαν πολύ λιγότερη δεξιοτεχνία απο τα παραδοσιακά δισδιάστατα ...

2D Rules!! :headbangdude:
 
δεν ειμαι απολυτος ειπα κάποια πραγματα... τα παιχνιδια που ανεφερες οντως "εδειξαν" σε 3D
 
Απλα δεν θα ηθελα να εχει την καταληξη των Mortal Kombat κριμα θα ηταν
 
H αλήθεια είναι ότι στα beat 'em ups,κι εγώ προτιμώ αναμφισβήτητα τα 2D,με εξαίρεση τα φοβερά και τρομερά Soul Calibur.....

Π.χ ένα νέο 2D Mortal Kombat θα ήταν λουκουμάκι...!

(το ΜΚ Mugen ακόμη να ολοκληρωθεί...!! )
 
In topic

Εμένα πάντως, δεν με πείθει. Το Steet Fighter II είναι ουσιαστικά με καινούρια γραφικά. Δεν είναι το IV που περιμέναμε. Ας το ονόμαζαν Street Fighter II next gen ή κάπως έτσι. Δεν έχει στοιχεία που να δικαιολογούν τον ορισμό του ως IV.
 
kapamaru είπε:
In topicΕμένα πάντως, δεν με πείθει. Το Steet Fighter II είναι ουσιαστικά με καινούρια γραφικά. Δεν είναι το IV που περιμέναμε. Ας το ονόμαζαν Street Fighter II next gen ή κάπως έτσι. Δεν έχει στοιχεία που να δικαιολογούν τον ορισμό του ως IV.
Εχει και νεους χαρακτηρες...ολες οι σειρες BEU ετσι πανε... νεοι χαρακτηρες+τους παλιους με καλυτερα (οχι παντα) γραφικα!
 
ΥΤ οκ

Eνα βιντεακι με τον Ακuma σε δραση.

 
Τελευταία επεξεργασία από έναν συντονιστή:
Best SF ever!(τουλαχιστον κατα το EDGE)

http://www.edge-online.com/magazine/...ver?page=0%2C0

For everyone else, Street Fighter is now as much a strategy game as it is a fighting game, a brilliantly orchestrated exchange between two players that concentrates on expression rather than limited movesets. It would be foolish to make comparisons between three games that will continue to be argued over and played in tandem with each other for years to come, but one thing can be said unequivocally. Street Fighter IV is not only the finest 2D fighter since… well, since Street Fighter III, but itʼs a triumphant demonstration that classic mechanics can be updated and reimagined in the current videogame climate. Itʼs every bit the equal of its older brothers, and in conceptual terms is perhaps even beyond them in the way it caters for players of all abilities. This is, without doubt, a masterpiece of the genre.
9/10
 
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