<?xml version="1.0" encoding="UTF-8" standalone="yes"?><oembed><version><![CDATA[1.0]]></version><provider_name><![CDATA[Darkstalker90 Gaming]]></provider_name><provider_url><![CDATA[https://darkstalker90gaming.wordpress.com]]></provider_url><author_name><![CDATA[Darkstalker90]]></author_name><author_url><![CDATA[https://darkstalker90gaming.wordpress.com/author/darkstalker90/]]></author_url><title><![CDATA[Revisiting Street Fighter&nbsp;IV]]></title><type><![CDATA[link]]></type><html><![CDATA[
<div class="wp-block-image"><figure class="aligncenter size-large"><img data-attachment-id="2124" data-permalink="https://darkstalker90gaming.wordpress.com/sfiv-2/" data-orig-file="https://darkstalker90gaming.files.wordpress.com/2020/09/sfiv-2.jpg" data-orig-size="705,344" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="sfiv-2" data-image-description="" data-medium-file="https://darkstalker90gaming.files.wordpress.com/2020/09/sfiv-2.jpg?w=300" data-large-file="https://darkstalker90gaming.files.wordpress.com/2020/09/sfiv-2.jpg?w=705" src="https://darkstalker90gaming.files.wordpress.com/2020/09/sfiv-2.jpg?w=705" alt="" class="wp-image-2124" srcset="https://darkstalker90gaming.files.wordpress.com/2020/09/sfiv-2.jpg 705w, https://darkstalker90gaming.files.wordpress.com/2020/09/sfiv-2.jpg?w=150 150w, https://darkstalker90gaming.files.wordpress.com/2020/09/sfiv-2.jpg?w=300 300w" sizes="(max-width: 705px) 100vw, 705px" /></figure></div>



<p class="has-dark-gray-color has-text-color">It&#8217;s fair to say that I&#8217;ve had a very rocky relationship with <em><strong>Street Fighter V</strong></em>. After giving it several chances (and after Capcom did more work to actually<em> finish</em> the damn game), I<em> did</em> end up enjoying it somewhat, but I still don&#8217;t <em>love</em> it. Perhaps that will change when I get around to upgrading to the <em>Champion Edition</em>, but I&#8217;m not holding my breath. It <em>did</em> make me wonder though: how has its predecessor &#8211; <em><strong>Street Fighter IV</strong></em> &#8211; aged in the twelve years since it launched? The first of several revisions, <em>Super Street Fighter IV</em>, was one of the games that forced me to upgrade my PS2 to a PS3 back in the day (the other being <em>Yakuza 3</em>) and I recall happily buying the other updates despite all the negative comments from the fanbase following Capcom&#8217;s &#8220;promise&#8221; (lol) that they wouldn&#8217;t replicate their <em>Street Fighter II</em> strategy&#8230;</p>



<p class="has-dark-gray-color has-text-color">2014&#8217;s <em><strong>Ultra Street Fighter IV</strong></em> finished the &#8220;series&#8221;, and I probably spent the most time with this final update than any of the previous versions. Well, I decided that &#8211; since I was between games &#8211; I would revisit <em>Ultra SFIV</em> to see how it holds up in the harsher light of 2020. That and the fact that I need to pick up the <em>Champion Edition</em> of <em>SFV</em> before flicking back over to it, but I haven&#8217;t found the enthusiasm to do so yet.</p>



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<p class="has-dark-gray-color has-text-color">The <em>first</em> thing to make clear is that, while I still consider <em>Street Fighter IV</em> to be a great fighting game, it remains a pale imitation (in my opinion) of the greatness that came before. You see, in the late 90&#8217;s, Capcom probably raised the bar a little TOO high when they delivered the absolute masterpieces that were <em><strong>Third Strike</strong></em> and <em><strong>Alpha</strong></em>/<em><strong>Zero 3</strong></em>. Not only do these games <em>play</em> better than most other 2D fighters, they are also <em>works of art</em>. From the gorgeous sprite work, animation, and lovingly-crafted backgrounds, to the masterful soundtracks, these were the <em>pinnacle</em> of Capcom&#8217;s 2D fighting games along with <em><strong>Marvel Vs Capcom 2</strong></em> and the <em><strong>Capcom Vs SNK</strong></em> duo.</p>



<p class="has-dark-gray-color has-text-color">By comparison, I&#8217;ve always viewed <em>Street Fighter IV</em> as an imposter of sorts; almost like a <em>parody</em>. That might sound like an overly-harsh assessment but it begins with the 2.5D graphical style that Capcom introduced here before making it a standard feature of their fighting games going forward. Now, I completely <em>understand</em> that it&#8217;s much cheaper and faster to use these sorts of character models, but it&#8217;s <em>still</em> a massive come-down from traditional, hand-drawn and animated characters. There&#8217;s very little charm, and I can&#8217;t say that I&#8217;ve ever caught myself admiring the work that went into bringing the characters to life in <em>SFIV</em> (again, harsh on the developers but it&#8217;s just the truth). Additionally, I just <em>don&#8217;t</em> enjoy the cartoon-like, exaggerated look of <em>SFIV</em>. Most of the characters looked like they&#8217;re pumped-up on steroids and <em>impossibly</em> ripped &#8211; even some of the girls have abs that you could grate cheese on (though I do kinda <em>like</em> Cammy being ripped AF&#8230;).</p>



<p class="has-dark-gray-color has-text-color">You <em>could</em> (reasonably, I might add) argue that the <em>Street Fighter</em> characters <em><span style="text-decoration:underline;">always</span></em> looked like this in the 2D games, but I think that it just worked <em>better</em> in 2D. These 3D models with bulging muscles just don&#8217;t do it for me.</p>



<div class="wp-block-image"><figure class="aligncenter size-large"><img data-attachment-id="2121" data-permalink="https://darkstalker90gaming.wordpress.com/sfiv-select/" data-orig-file="https://darkstalker90gaming.files.wordpress.com/2020/09/sfiv-select.jpg" data-orig-size="1024,576" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="sfiv-select" data-image-description="" data-medium-file="https://darkstalker90gaming.files.wordpress.com/2020/09/sfiv-select.jpg?w=300" data-large-file="https://darkstalker90gaming.files.wordpress.com/2020/09/sfiv-select.jpg?w=1024" src="https://darkstalker90gaming.files.wordpress.com/2020/09/sfiv-select.jpg?w=1024" alt="" class="wp-image-2121" srcset="https://darkstalker90gaming.files.wordpress.com/2020/09/sfiv-select.jpg 1024w, https://darkstalker90gaming.files.wordpress.com/2020/09/sfiv-select.jpg?w=150 150w, https://darkstalker90gaming.files.wordpress.com/2020/09/sfiv-select.jpg?w=300 300w, https://darkstalker90gaming.files.wordpress.com/2020/09/sfiv-select.jpg?w=768 768w" sizes="(max-width: 1024px) 100vw, 1024px" /><figcaption><strong>The roster contains more than enough variety and series representation [image &#8211; <a href="https://gamefaqs.gamespot.com/ps3/722788-ultra-street-fighter-iv/images/215">gamefaqs</a>]</strong></figcaption></figure></div>



<p class="has-dark-gray-color has-text-color">So I played the game again anyway, and it took me a while to get back into it, chiefly due to several key issues that I remember disliking the first time around. First of all, this game feels <em>slow</em> in a way that&#8217;s difficult to pinpoint. It <em>moves</em> smoothly and is certainly quick <em>enough</em>, but there&#8217;s a vague floatiness to the way that the characters move in the air. On the <em>ground</em>, they feel a bit heavier and less agile than their 2D predecessors. It&#8217;s in no way enough to spoil the game but it took me a certain amount of acclimatisation before I gelled with <em>SFIV</em>&#8216;s &#8220;feel&#8221;.</p>



<p class="has-dark-gray-color has-text-color">Next, the Ultra Combo attacks. I didn&#8217;t like them the <em>first</em> time, and I <em>still</em> don&#8217;t like them now. Yes, they <em>look</em> cool, and I&#8217;m onboard with the idea of accessing them by taking damage and thus having a way to make a comeback, but the cinematic nature of Ultras spoils the flow. Some are just <em>way</em> over the top and take forever, removing you from the game while you sit and watch the screen like a <em>spectator</em> rather than a <em>player</em>. I know I keep banging on about the past like an old fart, but the super moves in the 2D games were flashy <em>without</em> disrupting the flow of battle or breaking a dimensional wall with spinning camera angles and all that shit. Possibly the <em>worst</em> knock-on effect is how <strong>other</strong> fighting games introduced similar super moves post-<em>SFIV</em> &#8211; <em>Soul Calibur</em> and <em>Dead or Alive</em> to name two examples. It&#8217;s all a bit gimmicky, a cheap way of &#8220;innovating&#8221; and an artificial method of moving the genre forward, but that&#8217;s just my take on it.</p>



<p class="has-dark-gray-color has-text-color">There&#8217;s a bit of suspicious CPU AI at work too. I&#8217;ve noticed &#8211; when playing Arcade mode on the default medium setting at least &#8211; that the third or fourth opponent tends to be a massive difficulty spike, reading your moves and blocking/countering everything. Then, subsequent opponents tend to put up <em>less</em> of a solid defense. I often think that I&#8217;m just imagining this (or that I&#8217;m simply <em>trash</em> at the game) but it <em>keeps</em> happening, regardless of who I&#8217;m using or who I&#8217;m facing off against. Additionally, there are several characters who seem to possess the ability to grab you as soon as you regain your footing, leaving you no chance to escape. Fuck <em><span style="text-decoration:underline;">that</span></em>.</p>



<p class="has-dark-gray-color has-text-color">And I <em>can&#8217;t</em> vent my frustrations about<em> Street Fighter IV</em>&#8216;s turn-offs without mentioning the<em> utter bastard</em> that is Seth, the game&#8217;s final boss. This guy is a cheap mother who can just do one. He <em>does</em> have some predictable AI that can be exploited, but I also find him absolutely <em>zero</em> fun to fight. Round one is fairly easy to surpass, but Seth kicks it up a few gears for the <em>second</em> round. He teleports about like crazy and possesses <em>outrageous</em> priority over your attacks, so much so that he can interrupt your Ultra combos with special moves and throws. What is that all about? </p>



<p class="has-dark-gray-color has-text-color">But the thing I find the <em>most</em> offensive of all is Seth&#8217;s boring-ass <em>design</em>. Honestly, this dude looks like Geegus from <em>World Heroes</em>! He&#8217;s just a blue-skinned dude with<em> no</em> personality whatsoever (save for being a generic evil bloke with generic world-domination plans) and his special moves are all borrowed from other <em>SF</em> characters (there <em>is</em> a plot reason for that but it&#8217;s still no excuse). An over-powered, cheap, rule-bending boss is <em>always</em> a negative in ANY fighting game, but I tend to be a bit more lenient if their visual design or personality are fun to have on-screen. But Seth? Annoying to deal with, and uninteresting to behold. The Seth battle at the end of Arcade is one of those pre-scripted destinations that causes me to sigh whenever I reach it.</p>



<div class="wp-block-image"><figure class="aligncenter size-large"><img data-attachment-id="2118" data-permalink="https://darkstalker90gaming.wordpress.com/seth-geegus/" data-orig-file="https://darkstalker90gaming.files.wordpress.com/2020/09/seth-geegus.jpg" data-orig-size="859,1047" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;Richard&#039;s&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;1600808754&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;1&quot;}" data-image-title="seth-geegus" data-image-description="" data-medium-file="https://darkstalker90gaming.files.wordpress.com/2020/09/seth-geegus.jpg?w=246" data-large-file="https://darkstalker90gaming.files.wordpress.com/2020/09/seth-geegus.jpg?w=840" src="https://darkstalker90gaming.files.wordpress.com/2020/09/seth-geegus.jpg?w=840" alt="" class="wp-image-2118" srcset="https://darkstalker90gaming.files.wordpress.com/2020/09/seth-geegus.jpg?w=840 840w, https://darkstalker90gaming.files.wordpress.com/2020/09/seth-geegus.jpg?w=123 123w, https://darkstalker90gaming.files.wordpress.com/2020/09/seth-geegus.jpg?w=246 246w, https://darkstalker90gaming.files.wordpress.com/2020/09/seth-geegus.jpg?w=768 768w, https://darkstalker90gaming.files.wordpress.com/2020/09/seth-geegus.jpg 859w" sizes="(max-width: 840px) 100vw, 840px" /></figure></div>



<p class="has-dark-gray-color has-text-color">All of these gripes aside, I <em>have</em> enjoyed playing<em> Street Fighter IV</em> again. Certainly more so than <em>SFV</em>. The biggest plus is that I find the game infinitely more <em>accessible</em> than its sequel. Ironically, I seem to remember <em>SFV</em> being touted as a more accessible game but I find the <em>opposite</em> to be true. All the V-Trigger stuff in <em>SFV</em> feels a lot more in-depth to me and I find that a decent amount of time needs to be spent in the training modes to get half-way competent with characters and learn combos &#8211; combos which change under V-Trigger conditions. I also find it difficult to take some time <em>away</em> from the game and return <em>without</em> re-learning everything all over again&#8230;</p>



<p class="has-dark-gray-color has-text-color"><em>Street Fighter IV</em> on the other hand is much more straightforward. The powered-up EX versions of special moves are a lot more intuitive, for example, and so is the Focus mechanic. I&#8217;ve never really understood why Focus was viewed as overly-complex, and off-putting. It&#8217;s a constantly-accessible, simple-to-trigger risk vs reward technique that can turn the tide of battle (just like the mighty Parry), but also easily be played through if your opponent is spamming it.</p>



<p class="has-dark-gray-color has-text-color">Overall, <em>Street Fighter IV</em> is the better pick-up-and-play game. It doesn&#8217;t feel anything like the classics, but you can still jump right in with a cursory look at a character&#8217;s moveset and a quick refresher of the controls.</p>



<p class="has-dark-gray-color has-text-color">And while it&#8217;s true that I don&#8217;t particularly care for <em>IV</em>&#8216;s character models, I <em>have</em> always enjoyed the artistic direction of the game <em>as a whole</em>. The painterly-effects used for the official character concept art and in-game animation are a nice touch that go some way towards softening the arrival of 3D. Most of the stages are fun to look at (I particularly enjoy the Underpass, Skate Park, and Skyscraper Under Construction), and some are genuinely attractive (Morning Mist Bay for example). Revisiting this game has also made me realise how good the <em>soundtrack</em> was &#8211; something I <em>definitely</em> didn&#8217;t appreciate at the time. There are some fantastic, original tracks in there (Volcanic Rim and Cosmic Elevator being my top two picks) and most characters have sweet remixes of their classic themes. I&#8217;ve found myself listening to the OST from <em>Ultra</em> on Youtube quite frequently lately &#8211; <em>always</em> an endorsement for a videogame soundtrack!</p>



<figure class="wp-block-image size-large"><img data-attachment-id="2119" data-permalink="https://darkstalker90gaming.wordpress.com/morningmistbay-1/" data-orig-file="https://darkstalker90gaming.files.wordpress.com/2020/09/morningmistbay-1.jpg" data-orig-size="1440,900" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="morningmistbay-1" data-image-description="" data-medium-file="https://darkstalker90gaming.files.wordpress.com/2020/09/morningmistbay-1.jpg?w=300" data-large-file="https://darkstalker90gaming.files.wordpress.com/2020/09/morningmistbay-1.jpg?w=1024" src="https://darkstalker90gaming.files.wordpress.com/2020/09/morningmistbay-1.jpg?w=1024" alt="" class="wp-image-2119" srcset="https://darkstalker90gaming.files.wordpress.com/2020/09/morningmistbay-1.jpg?w=1024 1024w, https://darkstalker90gaming.files.wordpress.com/2020/09/morningmistbay-1.jpg?w=150 150w, https://darkstalker90gaming.files.wordpress.com/2020/09/morningmistbay-1.jpg?w=300 300w, https://darkstalker90gaming.files.wordpress.com/2020/09/morningmistbay-1.jpg?w=768 768w, https://darkstalker90gaming.files.wordpress.com/2020/09/morningmistbay-1.jpg 1440w" sizes="(max-width: 1024px) 100vw, 1024px" /><figcaption><strong>I love the Morning Mist Bay stage (Sagat, not so much) [image &#8211; <a href="https://forums.shoryuken.com/t/character-stages-take-3/170661">Shoryuken.com</a>]</strong></figcaption></figure>



<p class="has-dark-gray-color has-text-color">Most of all though, I think I enjoy playing <em>Ultra Street Fighter IV</em> moreso than <em>Street Fighter V</em> because it&#8217;s just much more straightforward and to the point. Let&#8217;s not kid ourselves: the <em>SFIV</em> series certainly brought its <em>own</em> share of distracting bullshit to the table with its host of updates and DLC, but that was as far as it went. <em>V</em> has always struck me as a minefield of in-game currencies, superfluous modes/menus, season passes and so on. As much as I&#8217;ve come to be able to get something out of <em>V</em>, the whole thing <em>does</em> feel like a hassle at times. Furthermore, it just <em>doesn&#8217;t</em> have the charm or the personality of previous <em>Street Fighter</em> games. It&#8217;s difficult for me to explain but I feel as if <em>V</em> doesn&#8217;t even have an <em>identity</em>. As I&#8217;ve detailed further up the page, there&#8217;s plenty that I don&#8217;t like about <em>SFIV</em>, but it does at least have its own vibe going on.</p>



<p class="has-dark-gray-color has-text-color">Additionally, <em>Street Fighter V</em> took some of the worst aspects of <em>IV</em> &#8211; overly-cinematic super moves and exaggerated characters &#8211; and ran with them. For me personally, there exists an invisible tipping point between <em>IV</em> and <em>V</em>. <em>Street Fighter IV</em> will never captivate me in the way that <em>Super Street Fighter II Turbo</em>, <em>Alpha 3</em>, or <em>Third Strike</em> do, but it stands on the right side of that tipping point and remains an enjoyable fighting game for it.</p>



<p class="has-dark-gray-color has-text-color"><sub>(<span style="text-decoration:underline;">Disclaimer!</span> I know this reads like a <em>Street Fighter V</em>-bashing post but rest assured that I <em>will</em> be giving it more time soon. I <em>don&#8217;t</em> hate the game, and it <em>isn&#8217;t</em> a poor product at all, but I&#8217;m likely never going to be able to consider it as one of my go-to fighting games. Heck, one of the <em>main</em> reasons I put aside some reservations and got involved in the <em>first</em> place was once again being able to play as the Queen Of Thicc a.k.a. Rainbow Mika!)</sub></p>
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