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Street Fighter IV’s Fighting Spirit, In Painstaking Detail

Posted by John Constantine



In the year since Street Fighter IV was first announced, producer Yoshi Ono has been spreading the good news, making sure that every gamer, and not just fighting enthusiasts, knew about Street Fighter’s glorious return to the world stage. It’s rare that even a few weeks have gone by, especially following EGM’s exclusive cover story on SFIV last December, without Ono sitting down with journalists across the world to discuss the game’s ongoing development and refinement on the road to its release this past summer. But excitement for Street Fighter IV, at least in the United States where only a scant few imported arcade cabinets are available to players, is at a perilous stage, somewhere between tense excitement and frustrated impatience. We’re ready to fight, and even though the fall gaming season is just swinging into gear, it’s hard to ignore Street Fighter IV’s absence from the landscape.

To tide over the faithful, Brandon Sheffield’s interview with ubiquitous Ono running on Gamasutra today has some of the deepest insights into SFIV’s structure yet to be published. The familiar territory of how SFIV has been built to bring casual players back into the fold is covered well here, but filtered through the perspective of the fighting genre’s most technical aspects. Ono also provides some fascinating perspective on the series’ history, particularly fighter’s-fighter Street Fighter III and why it’s taken some twelve years for that title to gain the respect and audience it has always deserved:

Sheffield: Why do you think that Street Fighter III was so ahead of its time? It feels like it's starting to really get appreciated in the last two or three years.

Ono: Definitely at the time we didn't think it was ahead of its time. I think at the time, it was the right game to come out, from our perspective. The way that fighting games were at the time, their popularity, and the need for something more technical and complex... we felt that it suited the air at the time.

The reason it seems to be ahead of its time and the reason why it's gaining more popularity now is probably because it's taken people that long to get really good at it, and they appreciate the depth that the game has to offer.


Ono also elaborates on the high barrier of entry in Street Fighter III, and every other fighting game from the genre’s late-90s peak, leading to the genre’s fall from mainstream grace:

Ono: If you think about chess for instance, a kid and a grandfather can play the same game, with the same ruleset, and understand what's going on. I think through our (fighting game developers) competitive spirit back then we were always out to out-complicate each other, and make our systems deeper and deeper. It was ok then because there was a wide player base who understood how to play these games, but that's not true anymore.

Even though we know what it will look like when it finally does arrive, Street Fighter IV is still painfully out of reach for gamers not based in the Land of the Rising Sun. If you’ve felt your interest tested by the wait, head over to Gamasutra and get pumped all over again.

Related links:


Versus: Rebirth of the Fighting Game

The Street Fighter IV Boxart: A Warning of Things to Come
Street Fighter IV in NYC and We've Got Proof This Time
Trailer Review: Street Fighter 4
Street Fighter II in Your Financial Times
Bringing Sexy Back: Street Fighter Dress-Up Party!


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John Constantine, our superhero, was raised by birds and then attended Penn State University. He is currently working on a novel about a fictional city that exists only in his mind. John has an astonishingly extensive knowledge of Scientology. Ultimately he would like to learn how to effectively use his brain. He continues to keep Wu-Tang's secret to himself.

Derrick Sanskrit is a self-professed geek in a variety of fields including typography, graphic design, comic books, music and cartoons. As a professional hipster graphic designer, his recent clients have included Hooksexup, Pitchfork and MoCCA, among others.

Amber Ahlborn - artist, writer, gamer and DigiPen survivor, she maintains a day job as a graphic artist. By night Amber moonlights as a professional Metroid Fanatic and keeps a metal suit in the closet just in case. Has lived in the state of Washington and insists that it really doesn't rain as much as everyone says it does.

Nadia Oxford is a housekeeping robot who was refurbished into a warrior when the world's need for justice was great. Now that the galaxy is at peace (give or take a conflict here or there), she works as a freelance writer for various sites and magazines. Based in Toronto, Nadia's prized possession is a certificate from the Ministry of Health declaring her tick and rabies-free.

Bob Mackey is a grad student, writer, and cyborg, who uses the powerful girl-repelling nanomachines mad science grafted onto his body to allocate time towards interests of the nerd persuasion. He believes that complaining about things on the Internet is akin to the fine art of wine tasting, but with more spitting into buckets.

Joe Keiser has a programming degree from Johns Hopkins University, a tiny apartment in Brooklyn, and a fake toy guitar built in the hollowed-out shell of a real guitar. He writes about games and technology for a variety of outlets. One day he will stop doing this. The day after that, police will find his body under a collapsed pile of (formerly neatly alphabetized) collector's edition tchotchkes.

Cole Stryker is an American freelance writer living in York, England, where he resides with his archeologist wife. He writes for a travel company by day and argues about pop culture on the internet by night. Find him writing regularly here and here.

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