Official Japanese Street Fighter IV Blog Update

June 12th, 2008 Seth Killian

Street Fighter IV fan’s favorite cornball, project manager Shiozawa-san, is back on the SFIV blog mic:

6/10/2008
Who is the number one in the West!?
Project Manager:
Shiozawa Natsuki

Hey everyone!

Thanks for all of the comments you guys sent about our promotional video during Capcom USA’s CAPTIVATE’08 event! As we expected, the response to Ryu’s theme was very positive! Hehe, look forward to our next promotional video!

Now, back in April we posted a blog entry with SFIV main designer Ikeno Daigo and some concept sketches of Crimson Viper’s
“Capital Punishment Combo”…

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Bionic Commando: Next-Gen has Multiplayer Too!

June 9th, 2008 Seth Killian

I hate it when awesome stuff gets lost in the shuffle (like when we dump massive piles of CAPTIVATE-related goodness on you all at once), so I’m calling out BC multiplayer specifically!

Yes, full-on, friend-crushing, enemy pwning multiplayer. It’s a really nice fit with the swing, too. Of course you have to swing to get around quickly, and swinging has a great set of advantages (harder to hit, special moves, mobility) and disadvantages (travel arcs more predictable, harder to aim while swinging), both offensively and defensively.

The latest batch of screens (video incoming!) show off both single and multi-player action, and Ben Judd himself talks all about it over at bioniccommando.com:

…and damn, is it fun. It’s been hard to keep silent on this feature. Every time someone compared the game to Spiderman - not necessarily a bad thing but still I think BC is a game that stands on its own - I so wanted to bust out this gem of a feature.

Did I mention it was fun? We’ve been playing it for over 6 months and it was gold right from the start. There is something about chasing down another opponent while swinging through the air that just needs to be played to be believed. The swing mechanic totally fits the Multiplayer and creates the perfect balance:

Read the full multiplayer breakdown here!





SSF2T HD Remix: Hitbox Mode!?

June 2nd, 2008 Seth Killian

It’s Super Street Fighter II Turbo HD Remix producer Rey Jimenez, checking in to detail yet another supercool piece of fanservice he’s packing into the game for you. Can this thing GET any better? Maybe if it made my XBox smell like cinnamon during the download. At any rate, smell what Rey is cooking:

Just wanted to update you guys with a quick look at the new hitbox display feature we’re implementing for training mode in SFHD. Just to give you a breakdown of what’s going on, the blue boxes represent the characters hitbox. This is the areas where the characters can be hit. The red box is the offensive hit box. It shows the areas of the character that are attacking.

Whenever a redbox overlaps the opponents blue box, the result will be a hit. When a red box overlaps an opponents red box, they will almost always trade hits (where both players get hit). There are exceptions to this that I’ll let you guys figure out when the game comes out.

For those looking to become great at the game, you’ll find this to be an invaluable tool to figure out spacing (very key to the game) and exactly when and for how long a move is able to hit the opponent.

Well, that’s it for now. Be on the look out very soon for more assets being released on the game. You guys haven’t been using the blog to ask questions lately, and I’d like to open the blog back up to that sort of dialog. I’ll do my best to address what I can in the comments (except for the release date ;P).

On behalf of all my fellow fighting game scientists out there, “Thanks Rey!”





Japan’s Official SFIV Blog Update

May 27th, 2008 Seth Killian

In this week’s installment of “I know something and you don’t! Neener-neener-neener!” SFIV project manager Natsuki Shiozawa confirms, she is in fact a big tease:

5.27.08 “Preparing the big news!” - Project Manager: Natsuki Shiozawa
Good afternoon, everyone!
Thanks to everyone who came out this past weekend in Tokyo and in Osaka for
our location test, it was a great success thanks to you guys! We’re really
thankful that all of you decided to join us!

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Dark Void Dev Blog!

May 23rd, 2008 Seth Killian

Dark Void is beginning its move into the limelight with a week-long exclusive focus over at 1Up.com There’s a bunch of great stuff over there but the most fun for my money is the developer’s blog.

Featuring the key players from both Capcom and Airtight, the blog is a great mix of insight from the development and publishing sides, and already ranges over topics from the development of the core gameplay to the team’s new (and terrifying!) philosophy of openness, all served with a side dish of funny.

Check it out here!





Japanese SFIV Blog Update

May 23rd, 2008 Seth Killian

That zany Shiozawa-san is back in action on Japan’s official SFIV blog. This installment brings us news on the arcade machines’ special modes:

In “Beginner’s Mode,” you can practice on 3 computer opponents before getting the option to fight a real person on your fourth fight.

“Arcade Mode” is the standard “automatically fight anyone who joins in, and play against computer if nobody else is playing.”

“Trial Mode” pits you against computer opponents until you lose, and then compares your ranking against the rankings of other players across the country, if you have a IC card registered (these are cool little identity cards that record your SFIV stats).

“Event Mode” is a special mode created for official mobile site events, where participating winners receive a special prize. Shiozawa-san also mentions that this current Tokyo location test is actually an Event Mode event, so the top-ranked player (or team?) when the event ends will receive… something? As always, the SFIV blog remains full of mystery!





Behind-the-Scenes: Rebalancing Super Street Fighter II Turbo HD Remix (Part 12, Guile)

May 1st, 2008 Seth Killian

This is part twelve in an extended series of articles from David Sirlin, detailing the changes we’ve made to the rebalanced mode of the new Super Street Fighter II Turbo HD Remix project. The previous articles can be found here.

This week’s article discusses America’s supersonic superstar, Colonel Guile. Already armed with the best haircut in fighting games, HD Remix Guile is powering up in a few new ways. Read all about it:

Part 12: Guile

Guile is a solid mid-tier character in Super Street Fighter 2 Turbo (ST), but it takes quite a bit of player-skill for him to fulfill that potential. As a mid-tier character, he’s eligible for a few upgrades, especially in his bad matchups. More than that, he’s eligible for some fun.

Crazy New Flash Kick
Guile’s roundhouse flash kick goes straight up very high in ST, and has no use I’m aware of. I’ve never seen a good US or Japanese Guile player use it in a real match, so it’s a ripe place for some new spice. Instead of traveling straight up, it now travels very far forward and diagonally up just a bit.

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Behind-the-Scenes: Rebalancing Super Street Fighter II Turbo HD Remix (Part 11, T. Hawk Revisited!)

April 21st, 2008 Seth Killian

This is part eleven in an extended series of articles from David Sirlin, detailing the changes we’ve made to the rebalanced mode of the new Super Street Fighter II Turbo HD Remix project. The previous articles can be found here.

This week we revisit the enigma wrapped inside a mystery that is T. Hawk, the world’s biggest Native American (who is apparently from Mexico). Hawk has spent a lot of time in the rebalancing lab, and Sirlin walks you through the dizzying highs and devastating lows of trying to get him juuuust right.

Part 11: The T.Hawk Chronicles

T.Hawk has been one of the hardest characters to balance (along with Fei Long and Honda). On the one hand, he has an extremely damaging command throw, a great Dragon Punch-type move, and an aerial dive. These moves could conspire to make him terrifying, so I understand why the original SF2 developers were so careful to keep him check. Hit the jump to get the full story…

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Behind-the-Scenes: Rebalancing Super Street Fighter II Turbo HD Remix (The Story So Far / Updates on Character Changes)

April 11th, 2008 Seth Killian

This is part ten in an extended series of articles from David Sirlin, detailing the changes we’ve made to the rebalanced mode of the new Super Street Fighter II Turbo HD Remix project. The previous articles can be found here.

Much time has passed since these articles were first written, but tweaking of the game has continued non-stop, even for the characters whose changes have already been revealed. As a result, in honor of the tenth article, this article provides a quick recap of “the changes to the changes!”

Part 10: The Story So Far

A lot of time has passed since I wrote the first parts of this series about the balance changes in Street Fighter: HD Remix (remember, I wrote them many weeks before they were posted). Some things have changed since then, so here are the updates.

Ryu
No change. He still just has the fake fireball, and it’s great. It tricks people like Honda into jumping at the wrong times and Zangief into doing lariat at the wrong times. He can also use it to pressure with stuff like low roundhouse, cancel into fake fireball, walk up throw.

Ken
I have a “watch list” of things that might be too good. (hit the jump to read more!)

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Behind-the-Scenes: Rebalancing Super Street Fighter II Turbo HD Remix (part 9, Fei Long)

April 4th, 2008 Seth Killian

This is part nine in an extended series of articles from David Sirlin, detailing the changes we’ve made to the rebalanced mode of the new Super Street Fighter II Turbo HD Remix project. The previous articles can be found here. This week focuses on the character so cliched that he stands out even among a strong field of cliche contenders: Hitenryu kung-fu master Fei Long!

Balancing Fei has been a long and rocky road, so this is a long entry, but it’s also a ton of fun for Fei Long fans and game design nerds alike. Read on!

Part 9: Fei Long

Fei Long is usually considered one of the five worst characters in the original Super Street Fighter 2 Turbo, but he’s still pretty deadly if he can get close to the opponent and get his offense going. The trouble is, it’s very hard for him to ever get close enough to most characters to get it going. Also, his Flying Kicks move (aka Dragon Kicks, aka “Chicken Wing”) is just too hard for most players (including myself) to physically execute. Unlike the other Tiger Knee-like moves, the Flying Kicks required you to start with *back* on the stick, then go down/back, down, down/forward, forward, up/forward + kick.

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