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Posted by Giant Bomb Jan 30 2012 15:00 GMT
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Yoshinori Ono has been the face of Capcom fighting games since Street Fighter IV.

Between Street Fighter IV, Super Street Fighter IV, Marvel vs. Capcom 3, and Ultimate Marvel vs. Capcom 3, there have been plenty of fighting games from Capcom in the last few years. Street Fighter X Tekken will join that lineup later this year, a game Brad and Jeff were happily surprised by. Too much, too soon?

Our latest look at the game had the always-energetic producer Yoshinori Ono nearby, and as the demo wrapped up, I had a chance to ask a few questions. There wasn’t enough material to produce a full story, and I’m not interested in running four tiny stories, so I figured you should just go ahead and read everything.

Giant Bomb: With the gem system, why not allow users to filter out players, based on whether or not they are using gems?

Yoshinori Ono: When we were putting together all the concepts, we realized this would be the most ambitious fighting game that we’ve ever put together. Definitely, the gem system was part of that. If we made it so players could filter out players without gems and things like that, I mean, it’d be one way to play the game, but when we put together our initial vision of how it played, that was a very important part. Yeah, you can go into battle without gems--you don’t have to use it if you don’t want to--but we really think it’s a shame because we really think it makes the game better. As a whole, it’s a very important part of the game.

Giant Bomb: Fighting games were a massive hit in the 90s...until they weren’t. With several games now under your belt, how do you avoid falling into the same complexity pit that alienated so many players all over again?

Ono: As you mentioned, once fighting games had that boom in the 90s, basically the market was flooded with all sorts of different fighting games. Like we mentioned, they were kind of made for the arcade setting, so while there was a lot of them, they were actually really simple at heart. Some of them got kind of complicated--Third Strike had parries and stuff. For Street Fighter X Tekken, what we wanted to do, it all comes down to balance. You wanted to be able to appeal to the casual audience, while having enough stuff in there for hardcore fans to play, research and do their thing in the training mode. What we tried to do with Street Fighter X Tekken was to put in aspects that would appeal to all users, things like cross rush, the tag battles--these are the things that the casual user can really enjoy really easily, while it also has some merit for the hardcore players. It’s definitely really hard, but we tried our best with Street Fighter X Tekken to keep everyone in mind and make something that everyone can enjoy.

One more thing that wasn’t available in the 90s was online play, and that’s something that we put a huge focus on this game. All the modes in this game can be played online, and you can do online, offline, [and a] mix of human/CPU. We wanted to give players as many options as possible. The great thing about fighting games is that it’s like one-versus-one, and you’re trying to compete against the other guy in that kind of arcade setting. With online, we’ve been able to do is bring that kind of arcade setting onto the Internet, so you can do it, even though arcades don’t really do well these days, it’s still the kind of experience you can get if you’re playing the game online. We want players to foster that human network, human interaction--going back-and-forth with ideas and strategies. We think that Street Fighter X Tekken, [with] the new net code and things like that, will help them really enjoy the online.

Giant Bomb: What’s the biggest lesson you’ve learned from working with another developer’s set of characters?

Ono: We thought King was a tiger. He’s not! He’s a lion. [laughs] He has spots...he looks like a tiger, but, actually, he’s not a tiger.

Through this collaboration with Namco Bandai, we’ve been able to see, basically, what their philosophies were when they were making fighting games, and we learn. Although every developer has a different way of expressing it, it all comes back to having tournaments and supporting the community--the tournament scene. Namco Bandai are also big players in the community of fighting games, and through our collaboration with them, it’s [clear it's] really important to help foster the community. So for future titles as well, we want to keep putting our support with the community, helping them out in any way that we can, so that they can continue to have big tournaments and really grow the genre.

Giant Bomb: When you think about fighting games in 10, 20 years, what do they look like?

Ono: For me, the key word is customization. With Street Fighter X Tekken, this was a big challenge. It was the first time we’ve done anything like this with the gem system, but I think fighting games would really benefit from having a little bit more of that personal touch. How am I, as a player, approaching that particular character? In 10, 20 years, if fighting games can get to that point where everyone has their own little personality within their own character, I think that would really benefit the genre. It’s something that I’m really working hard towards.

If we come up with Street Fighter 5, Street Fighter 6 or Street Fighter 7, I’d like to have players be able to say “Oh, you know, Jason’s Ryu in Street Fighter 6 was so good!” That guy’s character, not that character, not “Oh, Ying & Yang are so broken!” If I’m still working for Capcom in the next 20 years and they haven’t fired me yet [laughs], that’s the goal that I’d want to work towards.


Posted by Kotaku Jan 26 2012 12:50 GMT
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#fanart Japanese artist Kei Suwabe created profiles for characters that don't exist in Street Fighter IV, but Japanese pop culture. More »

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Posted by Kotaku Dec 09 2011 20:06 GMT
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#film For years, fighting game fans in the New York City area gathered at Chinatown Fair, to hone their skills at the location's stand-up machines. That all ended earlier this year to the dismay of many. Chinatown Fair's legacy lives on across the river in Brooklyn's Next Level but you can relive the glory of days past in a new documentary. Directed by Calvin Theobald, King of Chinatown features competitive gamers Justin Wong and Daigo Umehara, too, and shows the pivotal role Chinatown Fair played in their relationship. It's been out for a while but you can get it on iTunes this week. If you miss Chinatown Fair or love fighting games, give the film a look. More »

Posted by Kotaku Dec 01 2011 11:00 GMT
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#review Square Enix's first two Street Fighter IV figures, based on series "heroes" Ryu and Chun-Li, have just hit shelves. Part of the company's Play Arts line, they're big, they're detailed and they're a little on the expensive side. More »

Posted by Rock, Paper, Shotgun Oct 17 2011 08:16 GMT
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My choice of feckless, work-dodging pursuit while a student (due to being too poor to afford a PC at the time) was PlayStation man-thumper Tekken, specifically 2 and 3 in the series. While I haven’t explored its strange lands of fighting bears and suicidal undead samaurai for many years, a certain nostalgia tickles at my childlike soul upon news that Namco’s longstanding brawler is to make its first foray onto PC.

In a manner of speaking, at least – the upcoming console licence mash-up Street Fighter x Tekken had its Windows version confirmed by Capcom over the weekend. No details yet, simply that the PC edition “just began development.” Rather surprising, to be honest, but it’s always heartening to see the platform tyrannies of the past slowly dissipate. It rather suggests the PC versions of Street Fighter IV’s assorted flavours did quite well, too.


Posted by Joystiq Sep 19 2011 20:50 GMT
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In what basically amounts to a 3-hit news shoryuken, LG and Capcom have announced that a mobile version of Street Fighter IV will fight its way onto Google's Android OS sometime in Q4 (Hit 1), and that the title will be exclusive to an upcoming LG smartphone (Hit 2), but only for the first three months (KO!).

No pricing or release information has been given beyond the Q4 window, and LG has yet to announce which of its smartphones will receive the title. The press release refers to the manufacturer's "first HD Android smartphone," however, pegging the LU6200 as the prime suspect. No word on whether or not this is a direct port of the iOS version of Street Fighter IV, but the LU6200's slate form factor would easily facilitate the title.

Once we know more about Street Fighter IV's system requirements, we'll have a better idea of which phones will be able to run the fighter once the exclusivity agreement has run its course. For now though, all we can do is cross our fingers and think button-y thoughts.

Posted by Kotaku Aug 26 2011 12:30 GMT
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Shinsuke Shimada, one of Japan's most famous comedians, retired from the entertainment industry this week after yakuza connections were revealed. Shimada was also an advisor at Dimps, the game developer behind Street Fighter IV, stepping down earlier this week. [Sanspo] More »

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Posted by Kotaku Aug 18 2011 08:30 GMT
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#film Filmmaker Jon Rafman made about arcade fighting games, childhood, junk food, and the tragedy of beating a video. There's a lot of big ideas here, and Codes of Honor is worth a watch. More »

Posted by Kotaku Jul 28 2011 09:30 GMT
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#streetfighter Jonathan Drake (aka Animatronic Ackbar) is putting together a documentary on the competitive fighting game scene. It's looking good! More »

Posted by Joystiq Jul 15 2011 05:00 GMT
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Street fighting is serious business, but even the single-minded Ryu can't be serious all the time. This is especially true when he's made out of vinyl and absolutely adorable. Just look at Dhalsim and his cute little Yoga Fire!

Standing at 3 inches tall, all twelve of the original Street Fighter 2 characters are represented in the Kidrobot collection, including some alternate costume colors. You can check out more images at the Kidrobot website. While you're there, see if you can avoid hitting that big, friendly "buy" button.

Posted by Kotaku Jul 11 2011 18:20 GMT
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#streetfighteriv Can't get enough Street Fighter? Love making a positive impact in the world? Then today's your lucky day. More »

Posted by Kotaku Jul 06 2011 12:00 GMT
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#watchthis Here's a look at Finalroundbats, a Tokyo-based fighting game tournament. If you've ever wondered what the fighting game scene looks like in Japan, this is a window in. More »

Posted by Kotaku Jul 05 2011 09:00 GMT
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#chchchchanges Besides being a model and a TV personality, Kayo Satoh is one of Japan's top Street Fighter players, more than holding her own against the likes of legendary player Daigo Umehara. More »

Posted by Joystiq Jun 20 2011 20:00 GMT
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Capcom has a sale running on four of its iOS titles. The discounted list includes Street Fighter 4, Resident Evil Mercenaries Vs, Dead Rising Mobile and Devil May Cry 4 Refrain. If you've been waiting to pick any of these up, you can snag them now for just $0.99 each.

Posted by Giant Bomb Jun 03 2011 20:05 GMT
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Under the old piracy measures, you would not be able to play as these characters offline. But now you can!

Capcom laid out the feature set and changes that would be integrated into the long-time-coming PC port of Super Street Fighter IV (complete with the Arcade Edition patch) last week. Along with those features--including more comprehensive video options for users with low-end hardware to hit 60 frames per second online-- Capcom also revealed the game's security and anti-piracy features.

Like the release of Street Fighter IV on the PC in 2009, SSFIV: AE features Games For Windows Live support for the online functionality and requires players to be logged into a GFWL account to access the game's full functionality. Those who played SSFIV without being connected to the Internet would find the game's offline functionality to be severely limited. Capcom senior VP Christian Svensson wrote in his blog post announcement:

If you aren’t signed in to an online GFWL profile, the offline mode has limited functionality. Obviously there’s no online play, access to replay channels or other online-centric features (and this is the part that keeps the online play secure from hackers or pirates). Additionally, you won’t be able to save any progress in challenges or settings, won’t have access to any DLC you’ve purchased and all local play will be restricted to 15 of the 39 characters.

As you would imagine, the realization that an offline outage would turn SSFIV into a game with less playable characters than the original release of SSIV (15 fighters compared to the original game's 25) sent prospective players into a frenzy. Fans argued that the anti-piracy measures would directly detract from the experiences of paying customers rather than deterring piracy or (as I imagine Capcom wanted out of this system) encouraging pirates to purchase the full game to unlock the game's full content.

The response to this function-locked PC release of SSFIV was so overwhelming that Capcom has decided to scrap parts of that system. Svensson wrote on his blog that, shortly after the game launches, Capcom would release a patch that removed the character limit from offline play. Players will still be prevented from saving their progress offline, but if you're looking to just practice combos or play local games on the PC, you won't have to connect online to do it.

It's good to see a big publisher like Capcom relent on some piracy countermeasures at the request of their fans. As far as I'm concerned, the easier it for those fans to take character models and bolt them onto other fighter's animations, the better.


Posted by Giant Bomb Jun 01 2011 21:10 GMT
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Riding high on the success of its specially designed arcade sticks and fightpads for Street Fighter IV and Marvel Vs. Capcom 3, as well as its recent line of instruments for Rock Band 3, peripheral manufacturer Mad Catz has decided to not only support existing games with specialty hardware, but to begin making new games, as well. Mad Catz announced its entry today into proper software development with the formation of ThunderHawk Studios, and also revealed the company is currently at work on a new MMO.

My ivories got tone!

What kind of MMO does a developer owned by a peripheral manufacture make? A flight simulation, of course.

No prizes for guessing if Mad Catz develops a series of flight joysticks for use with ThunderHawk's new game; Mad Catz also owns European hardware manufacturer Saitek, which produces a series of high end flight sticks and flight stick accouterment so specific and detailed that it really puts that Racing Wheel purchase into perspective.

Mad Catz' new software development turn seems to follow in the footsteps of RedOctane, a similar hardware manufacturer behind high quality dance pads and rhythm hardware before the company produced the original Guitar Hero back in 2005. RedOctane's breakthrough title also played directly into the company's hardware expertise with its plastic instrument-enhanced gameplay. It's easy to imagine that Mad Catz' entry into software development could similarly be viewed as a way to sell expensive peripherals as ideal (or even required) attachments on top of traditional software sales. The bottom line is that Mad Catz may not be the craziest business decision you hear today...which, in and of itself, is super crazy.

Mad Catz says ThunderHawk's flight sim MMO is on track for release in 2012, which should give you plenty of time to figure out how to play a flight sim with the Rock Band keyboard.


Posted by Rock, Paper, Shotgun May 26 2011 10:23 GMT
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Here’s a new one. The original Street Fighter 4 sold well on the PC by Capcom’s own admission, but apparently some folk found a way to acquire it without paying for it, so they didn’t bother releasing the PC version of Super Street Fighter 4 that they had already more or less developed. I hope no one tells them that piracy happens on consoles too, or they’ll maybe stop releasing any games, and just produce them for their own amusement. They’ve had a change of heart for the latest iteration though: they’ll be letting PC gamers give them their money if they so choose. Super Street Fighter 4: Arcade Edition is coming to PC, and it’s learnt a few new DRM tricks too.(more…)


Posted by Kotaku May 25 2011 09:00 GMT
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#picturethis Kayo Satoh, aka "Kayo Police", is one of Japan's most talented Street Fighter players. She's also a popular fashion model. But she wasn't always a she. More »

Posted by IGN May 15 2011 02:00 GMT
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Oh, Street Fighter IV... You bring out the best and the worst in me...

Posted by Giant Bomb May 13 2011 19:54 GMT
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How about some feel good news?

Capcom Japan today revealed that a whole bunch of you helped the company raise roughly $500,000 to donate towards the earthquake and tsunami relief efforts ongoing in Japan.

Back in March, Capcom put the pretty decent Street Fighter IV for iPhone on sale for $1 for a week, with all money collected becoming aid for Japan. The results of those sales were released by Capcom today, totaling about $500,000.

"Capcom hopes that these donations may contribute to help provide the greatest possible amount of assistance to the earthquake victims," the company said, while announcing the impressive numbers. "Furthermore, we wish the restoration activities in the damaged areas progress as quickly as possible."

Capcom will also be donating another one million dollars towards the same cause.


Posted by Kotaku Apr 26 2011 22:20 GMT
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#fanart Five Street Fighter legends take on rad animal form in this fan art piece by Chie Yamamoto Boyd. FIGHT! More »
Claus

wasn't blanka already pretty much an animal


Posted by Kotaku Apr 20 2011 11:40 GMT
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#itscloudy Singapore's SingTel kicked off a subscription-based cloud gaming service called ESC, which allows players to play high-powered games over the net via desktops or notebook computers with Pentium 4 chips. More »

Posted by Rock, Paper, Shotgun Apr 12 2011 17:05 GMT
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Are we still sore about Capcom not bringing Super Street Fighter IV? To the PC? y/n? Well, in case you can’t decipher those aconyms in the headline, today Capcom announced that they’re working on PC releases of both the enhanced Arcade Edition of Super Street Fighter IV, boasting four new playable characters (Yun, Yang, Oni and Evil Ryu), some balance changes and an impressive new suite of replay features (including the ability to “follow” the replays posted by any players or friends of your choosing), and Street Fighter X Tekken, due out in 2012. Trailers after the jump.(more…)


Posted by Giant Bomb Apr 12 2011 15:35 GMT
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The road to Super Street Fighter IV: Arcade Edition's home release has been a weird process of "will he or won't he?" Twitter messages from the franchise's current curator, Yoshinori Ono. It felt like he was going back and forth about the process, at times attempting to paint it as an internal struggle to get Capcom to release its most recent updates to Street Fighter IV for home platforms. I don't know that anyone ever truly believed that the Arcade Edition updates wouldn't make their way out of arcades, and leaks from ratings boards, which rated Arcade Edition for release late last month, certainly gave a clearer picture than Capcom was. Either way, now it's official: Yes, you will be able to acquire the Arcade Edition of Super Street Fighter IV for your Xbox 360 or PlayStation 3. And yes, for those of you clamoring for it, the game will be returning to the PC, as well.

You'll be able to get Arcade Edition as a $15 download if you already own a copy of Super Street Fighter IV, which is the right way to distribute what, in the grand scheme of things, isn't as large of a leap as the one from regular Street Fighter IV to last year's Super update. If, for whatever reason, you don't own Super but want to get involved now, the game will also be released on a new standalone disc. The DLC version of the content will hit on June 7, while the standalone disc will be available on June 28. The standalone version of the game will be the only version released on the PC, so don't expect a downloadable update to turn your existing PC copy of SFIV into SSFIVAE.

The biggest updates in Arcade Edition are four new characters. Yun and Yang--series veterans who first appeared in Street Fighter III--are joined by Evil Ryu and Oni, a glowing, even more demonic version of Akuma. Yeah, I'm not that crazy about it, either. The game already has its fill of characters that can throw out shoryukens and raging demons, and I'm not sure that it really needs two more. That said, the four characters get the same treatment as the existing roster, with lightly animated intro videos, voice in English or Japanese, and so on. New titles and icons will also be added to the game to further support these new fighters.

The game has also undergone a lot of balance changes, many of which appear to have been met with a mixed reaction, if the folks in the fighting game community I've asked about it are to be believed. I'm probably not the best person to judge the changes, as I haven't really kept up with Super too much after its release. As part of a desire to maintain compatibility with owners of Super Street Fighter IV that don't upgrade to Arcade Edition, the game will offer both sets of rules, listed as "v1.03" in the options screen of the PS3 build I played. On that same options screen, you can toggle between standard Super and Arcade Edition. Note that this doesn't mean that you can play one version of a character against another. If an Arcade Edition player matches with a Super player, the Super rules will be used, preventing the use of the four new characters in the process. Online matchmaking has been updated to allow players to specify if they'll accept connections from both versions or only pair up with AE-enabled fighters.

The replay channel, which lets users watch other fights, is getting an update, as well. A new "Elite" channel that showcases players with more than 3,000 PP will be added to give more players an easier way to find good fights. Replays can be shared from player to player in this new update, and you can also designate up to five players that you wish to follow, and replays from those players will be delivered to you. Assuming that the world's top players are still out there, slugging it out online instead of holing up in Japanese arcades or other offline locations, this could be a really cool way to watch some of the best fights possible.

The game will also offer support for additional downloadable costumes, so it seems safe to expect more packs of clothes for the various fighters after AE's release in June. It's also great to see the game returning to the PC. While it wasn't always a dramatic difference, running original SFIV on the PC in a higher resolution with some extra graphical effects enabled has always been the best-looking version of the game. But with other fighting games like Street Fighter X Tekken on their way, it's hard to get that excited about this final (?) update to the Street Fighter IV line.

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Posted by Kotaku Apr 01 2011 05:00 GMT
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#kickinlikechunli Interview w/ Broly Legs, Disabled SSF4 Chun-Li Player Mike "Broly" Begum is a Street Fighter IV player from Texas. And he's pretty damn good. What makes Mike's success notable, though, is the fact he's so good despite having to play the game with his face. More »

Posted by Kotaku Mar 28 2011 06:30 GMT
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#arcade Taiwanese arcade distributor Wahlap Technologies will be releasing in the Chinese market something of a novelty: a Street Fighter IV arcade cabinet that lets you play the game in 3D. More »

Posted by Kotaku Mar 24 2011 06:20 GMT
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Tomorrow, Japanese arcade gamers will get the chance to try out Evil Ryu in Super Street Fighter IV Arcade Edition. He's like regular Ryu, only because some of his attacks are more powerful, they're slower. More »

Posted by Joystiq Mar 15 2011 14:38 GMT
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If you've ever been even slightly curious about the iPhone version of Street Fighter IV, we encourage you to check it out today, for two reasons: It's 99 cents All proceeds from its sale for the next week are going to earthquake relief So by buying it, you do a good deed and you get a cheap game. Capcom is also dropping the Monster Hunter Frontier Online fee for people in the affected Tohoku region of Japan, which should make from a nice distraction. In addition, the company is donating ¥100 million ($1.23 million) to the relief effort, and reducing electricity usage at its arcades and other businesses in the area.