Page 3 of 4 FirstFirst 1234 LastLast
Results 31 to 45 of 47

Thread: If they made a Street Fighter 4...

  1. #31
    Talim Lover! BatChao's Avatar
    Join Date
    Mar 2001
    Location
    Torrance, CA
    Posts
    686

    Default

    Quote Originally Posted by Bakuretsu Hakkei
    Ummm....GG's graphics aren't as good as SF3's, not by a long shot.
    This is up for debate. I'll give you that GG's animation doesn't match SF3's, but then again, GG has high-res sprites, while SF3 doesn't. I guess it all depends on what you value more. I think that while GG doesn't have as fluid of animation as SF3, what it does have is passable and acceptable. However, if Capcom was to put out SF4 today, with the same exact sprites as SF3, that would be unacceptable (unless it was on a portable). It would be like they had put out RE4 with the RE2 Leon model. Totally unacceptable! The graphical jump from SF2 to SF3 was huge, thanks to all that great animation, but it was like they ran into a wall after SF3. Pretty much every game after SF3 re-used old sprites. And look at their latest fighting game, Capcom Fighting Evolution, that game had low res sprites, crap animation, AND crap gameplay. All I'm trying to say is that yes, SF3 looks great, but SF4 could look better. As Dark Holmes was saying, putting high res sprites together with SF3 quality animation would result in something spectacular. In my eyes, Capcom has already been one-upped by Sammy, so it's time they change.

    As for never innovating unless someting is wrong with that game... I will give you Tetris... Tetris is the one exception to the rule as its game design is absolutely perfect. Pokemon sales are slowly getting weaker, though. Reviews have been getting worse as well, with the main complaint that all the game are the same. That's also my main complaint with the series, and though I'm was a huge Pokemon fan, I will not buy another Pokemon game until the series goes through a serious overhaul. Capcom already one-upped itself with SFA after the SF2 series, even though no 2D fighter really came close to it. I really don't think the mentality of "if it ain't broke, don't fix it" works... well, it does to a certain extent, but after a while, even if nobody has done better, companies will be forced to better themselves. As gamers, we better hope that developers try to better themselves, even if they lack competition...or we'd be stuck playing the same games over and over again. If that was the case, we'd be playing SSF2: Turbo Hyper Championship Twentieth Attack Superstar right now instead of at least having SF3:TS. Because seriously, did any non-Capcom game really become better than SF2?
    "It's an adult kiss...we'll do the rest when you get back." -Misato Katsuragi

    [size=1]Soul Calibur r0x0rz my b0x0rz!
    Actually... I don't wear boxers, but Soul Calibur r0x0rz my briefz0rz just doesn't have the same ring to it...

    **Proud owner of the Mercedes Scar**

  2. #32
    I might..depend on you.. Lionx's Avatar
    Join Date
    May 2002
    Location
    Breezegale
    Posts
    4,223

    Default

    I would like everyone to go to Sonichurricane.com and download fun with CFE, thats fun stuff RIGHT there. Its a horrible game.

    Differnet -ism of course, sorta like CvS2, a parry system, a custom combo system(less liberal please), 3 tier super, and 1 huge ass super bar would be nice. A little more "gimmicky" kind of subsystem too to differentiate all of them too. AND most of all, Sagat not overpowered...c.fierce whore..>_>

    Maximum Impact is trying to move in that direction, it doesnt have to compete directly with the 3-D fighters, they just have to make it more cel-shaded instead of sprites or they can make it 3-D but keep the 2-D physics.

    That and i like to see more innovation, since SNK's bankruptcy, SNK has been trying to keep themselves on foot, and look what happens when SNK is gone and Capcom has no real decent competition(Guilty Gear is underrated). I like to see Capcom try to explore new grounds and do things never done before sorta like SNK did, sure they had alot of bad titles in general, but after all those mistakes they make awesome titles now and then with all those things refined. Capcom needs to push themselves. Come onnnn SNK @_@

    My Youtube Page - Full of Capcom vs SNK 2 goodness!
    Check it out Nya~! @.@
    貓..貓..Yeh! X3

  3. #33
    Banned DeathKnight's Avatar
    Join Date
    Jan 2006
    Location
    Zanarkand AKA NYC
    Posts
    2,689

    Default

    Quote Originally Posted by Darth Holmes
    Region free? Will that work if you play forgien PS1/2 games in it?
    Great question, I hope so

    Oh and 'bout PlayStation3 not getting 2D fighting games. They said the same thing with the PS2 "It will never get 2D games" and look around ya, countless 2D games

  4. #34
    Fei Gone Wrong Polnareff's Avatar
    Join Date
    Jun 2005
    Location
    Columbus, OH
    Posts
    1,266
    Blog Entries
    2

    Default

    Quote Originally Posted by Lionx
    I would like everyone to go to Sonichurricane.com and download fun with CFE, thats fun stuff RIGHT there. Its a horrible game.

    Differnet -ism of course, sorta like CvS2, a parry system, a custom combo system(less liberal please), 3 tier super, and 1 huge ass super bar would be nice. A little more "gimmicky" kind of subsystem too to differentiate all of them too. AND most of all, Sagat not overpowered...c.fierce whore..>_>

    Maximum Impact is trying to move in that direction, it doesnt have to compete directly with the 3-D fighters, they just have to make it more cel-shaded instead of sprites or they can make it 3-D but keep the 2-D physics.

    That and i like to see more innovation, since SNK's bankruptcy, SNK has been trying to keep themselves on foot, and look what happens when SNK is gone and Capcom has no real decent competition(Guilty Gear is underrated). I like to see Capcom try to explore new grounds and do things never done before sorta like SNK did, sure they had alot of bad titles in general, but after all those mistakes they make awesome titles now and then with all those things refined. Capcom needs to push themselves. Come onnnn SNK @_@

    I assume you're talking about branching out to other genres?

    If that's the case, HELLO! *points at Viewtiful Joe, Okami, RE, Onimusha, Puzzle Fighter, and the countless other games and genres Capcom has made games in*

    Heck, they even made sports games :P

    SNK should just make sequels to Fatal Fury and some of their other games for right now. IMO KoF and MS are getting quite dull. The only game I'm really looking forward to from them right now is KoF Maximum Impact 2.

    They're going in the right direction by releasing collections, though. I'll give them that.
    Xenogears is the tragic story of how your whole life can take a crappy turn, just because you happened to see a lady in a wedding dress before her wedding.

    This boy is crackin' up, this boy has broken down
    This boy is crackin' up, this boy has broke down

  5. #35
    I might..depend on you.. Lionx's Avatar
    Join Date
    May 2002
    Location
    Breezegale
    Posts
    4,223

    Default

    You completely missed my point. Branching out as in testing new waters more often, Fatal fury tested out fighting games with two planes, where you can move in and out of and fight in. Although it was a failure it was an experiment kinda thing. Another thing is how KoF usually reinvent the rules per game, differnet types of super bars and switching modes in mid-battle, strikers and other stuff like that. I am not talking about their other games. I am talking about going wild and experimenting with things and making it work, sorta like how SF3 had Parry and Garou had Just Defense. Thats what i am talking about here, another example is KoF's Counter Movement and Run and their Rolling subsystems.

    My Youtube Page - Full of Capcom vs SNK 2 goodness!
    Check it out Nya~! @.@
    貓..貓..Yeh! X3

  6. #36

    Default

    Quote Originally Posted by DeathKnight
    Oh and 'bout PlayStation3 not getting 2D fighting games. They said the same thing with the PS2 "It will never get 2D games" and look around ya, countless 2D games
    That doesn't apply to games made before 2004 or multiple 2D games packed together.

  7. #37
    Gau Dude's Avatar
    Join Date
    Jan 2005
    Location
    Karmiel, Israel.
    Posts
    121

    Default

    An apology for the movie. with a chocolate box attached to the game.


    I know. I saw my nickname. but please don't look at me that way, Klayman. I beg of you.

  8. #38

    Default

    I wanna also see Chun-Li NOT wearing any underwear. She wore a thong in almost all of her games, why not just cut out the middleman and score higher fanboy points too.

  9. #39
    Fei Gone Wrong Polnareff's Avatar
    Join Date
    Jun 2005
    Location
    Columbus, OH
    Posts
    1,266
    Blog Entries
    2

    Default

    Quote Originally Posted by Lionx
    You completely missed my point. Branching out as in testing new waters more often, Fatal fury tested out fighting games with two planes, where you can move in and out of and fight in. Although it was a failure it was an experiment kinda thing. Another thing is how KoF usually reinvent the rules per game, differnet types of super bars and switching modes in mid-battle, strikers and other stuff like that. I am not talking about their other games. I am talking about going wild and experimenting with things and making it work, sorta like how SF3 had Parry and Garou had Just Defense. Thats what i am talking about here, another example is KoF's Counter Movement and Run and their Rolling subsystems.
    Well, the way you phrased it made it seem like you were talking about different genres. Apologies for misunderstanding.

    Yeah, KoF changes the rules, but that didn't necessarily affect gameplay so much (at least not a few years ago; now you can actually tag teammates in, perform cancels, among other things). Back then it basically just affected super bar properties.

    Capcom has already experimented with a lot of stuff. They usually keep the changes in their respective series, though.

    Take a look at other Capcom fighting games like Darkstalkers. Darkstalkers has chain combos, pursuit attacks, push blocking (but push blocking is different in this game), EX attacks, and then in the last games you get Dark Force and Dark Power, which had different effects for each character.

    Then SFA came out. At first it had Chain Combos, but since Darkstalkers had chain combos (and executed them a lot better), they decided to take most of them out for Alphas 2 and 3.

    Then there's Alpha Counter in all three games, Custom Combos in 2 and 3 (in CC in A2 your character moves forward uncontrollably, while in A3 you can actually move them, another huge difference), multiple ISMs in 3, and stuff like teching and a brand-new juggle system in A3, which made the game completely different from its predecessors.

    A3 also introduced the Guard Meter.

    Star Gladiator, IIRC, was one of the first weapon-based fighters to come out (but I believe Toshinden and its sequel were first). It introduced Plasma Combos; while they were too easy to pull off, it meant everyone had at least a few preset combos.

    While Star Gladiator was barebones at most, Plasma Sword made SG into a 2.5D fighting game. Plus it added Plasma Fields, Plasma Revenge moves, and the like.

    Rival Schools.

    Well, what it brought to the table doesn't really need explaining, but for those who still think Capcom doesn't (or hasn't) branch (ed) out....

    Rival Schools was the first game to have Team-Up supers, and after a match you were able to actually pick your next character for your next match. Then there were Tardy Counters and all that stuff. Project Justice upped the ante by lowering the super bar count to 5, adding one more teammate to each team, and creating Party-Up techniques.

    The Marvel vs. games each had different kinds of "striker systems" and I'll admit that it's probably the only Capcom fighting series that hadn't changed all that much.

    Final Fight Revenge had weapons and items you could pick up from the ground and use, but the rest of the game is quite bland, except for the moves.

    Capcom vs. SNK experimented with different Grooves and the Ratio system, which didn't allow you to have certain teams (IMO a crappy idea; anyone should have any team they like). CvS2 added more Grooves, Roll Canceling, and some other changes, like the Guard Meter.

    Capcom Fighting All-Stars was basically a huge experiment. Though it never came out, there were features in it like a new type of guard, finishing moves (!), three-tier life bars (sort of like Vampire Savior), and even more than that.

    Capcom Fighting Evolution, though not that good a game, was Capcom's attempt at putting characters that played in fixed systems together into one game.

    There may have been a couple fighters I forgot, but Capcom has experimented with stuff more than you may think. Trust me on this.
    Xenogears is the tragic story of how your whole life can take a crappy turn, just because you happened to see a lady in a wedding dress before her wedding.

    This boy is crackin' up, this boy has broken down
    This boy is crackin' up, this boy has broke down

  10. #40
    Banned DeathKnight's Avatar
    Join Date
    Jan 2006
    Location
    Zanarkand AKA NYC
    Posts
    2,689

    Default

    Quote Originally Posted by Darth Holmes
    I wanna also see Chun-Li NOT wearing any underwear. She wore a thong in almost all of her games, why not just cut out the middleman and score higher fanboy points too.
    :chuckle:
    Quote Originally Posted by Bakuretsu Hakkei
    Well, the way you phrased it made it seem like you were talking about different genres. Apologies for misunderstanding.

    Yeah, KoF changes the rules, but that didn't necessarily affect gameplay so much (at least not a few years ago; now you can actually tag teammates in, perform cancels, among other things). Back then it basically just affected super bar properties.

    Capcom has already experimented with a lot of stuff. They usually keep the changes in their respective series, though.

    Take a look at other Capcom fighting games like Darkstalkers. Darkstalkers has chain combos, pursuit attacks, push blocking (but push blocking is different in this game), EX attacks, and then in the last games you get Dark Force and Dark Power, which had different effects for each character.

    Then SFA came out. At first it had Chain Combos, but since Darkstalkers had chain combos (and executed them a lot better), they decided to take most of them out for Alphas 2 and 3.

    Then there's Alpha Counter in all three games, Custom Combos in 2 and 3 (in CC in A2 your character moves forward uncontrollably, while in A3 you can actually move them, another huge difference), multiple ISMs in 3, and stuff like teching and a brand-new juggle system in A3, which made the game completely different from its predecessors.

    A3 also introduced the Guard Meter.

    Star Gladiator, IIRC, was one of the first weapon-based fighters to come out (but I believe Toshinden and its sequel were first). It introduced Plasma Combos; while they were too easy to pull off, it meant everyone had at least a few preset combos.

    While Star Gladiator was barebones at most, Plasma Sword made SG into a 2.5D fighting game. Plus it added Plasma Fields, Plasma Revenge moves, and the like.

    Rival Schools.

    Well, what it brought to the table doesn't really need explaining, but for those who still think Capcom doesn't (or hasn't) branch (ed) out....

    Rival Schools was the first game to have Team-Up supers, and after a match you were able to actually pick your next character for your next match. Then there were Tardy Counters and all that stuff. Project Justice upped the ante by lowering the super bar count to 5, adding one more teammate to each team, and creating Party-Up techniques.

    The Marvel vs. games each had different kinds of "striker systems" and I'll admit that it's probably the only Capcom fighting series that hadn't changed all that much.

    Final Fight Revenge had weapons and items you could pick up from the ground and use, but the rest of the game is quite bland, except for the moves.

    Capcom vs. SNK experimented with different Grooves and the Ratio system, which didn't allow you to have certain teams (IMO a crappy idea; anyone should have any team they like). CvS2 added more Grooves, Roll Canceling, and some other changes, like the Guard Meter.

    Capcom Fighting All-Stars was basically a huge experiment. Though it never came out, there were features in it like a new type of guard, finishing moves (!), three-tier life bars (sort of like Vampire Savior), and even more than that.

    Capcom Fighting Evolution, though not that good a game, was Capcom's attempt at putting characters that played in fixed systems together into one game.

    There may have been a couple fighters I forgot, but Capcom has experimented with stuff more than you may think. Trust me on this.
    That's smurfing great! great job man. Oh, you forgot Pocket Fighter......which had a different feel to it, don't remember if anything's really different from Alpha 2 but I think you had to beat up your opponent and pick up gems he/she dropped and use it for specials.....wait..was it like that? And you also forgot, Puzzle Fighter, a puzzle(tetris)game with DarkStalkers and Street Fighters

    Edit by Kishi: Don't double-post.

  11. #41

    Default

    Quote Originally Posted by Bakuretsu Hakkei
    Well, the way you phrased it made it seem like you were talking about different genres. Apologies for misunderstanding.

    Yeah, KoF changes the rules, but that didn't necessarily affect gameplay so much (at least not a few years ago; now you can actually tag teammates in, perform cancels, among other things). Back then it basically just affected super bar properties.

    Capcom has already experimented with a lot of stuff. They usually keep the changes in their respective series, though.

    Take a look at other Capcom fighting games like Darkstalkers. Darkstalkers has chain combos, pursuit attacks, push blocking (but push blocking is different in this game), EX attacks, and then in the last games you get Dark Force and Dark Power, which had different effects for each character.

    Then SFA came out. At first it had Chain Combos, but since Darkstalkers had chain combos (and executed them a lot better), they decided to take most of them out for Alphas 2 and 3.

    Then there's Alpha Counter in all three games, Custom Combos in 2 and 3 (in CC in A2 your character moves forward uncontrollably, while in A3 you can actually move them, another huge difference), multiple ISMs in 3, and stuff like teching and a brand-new juggle system in A3, which made the game completely different from its predecessors.

    A3 also introduced the Guard Meter.

    Star Gladiator, IIRC, was one of the first weapon-based fighters to come out (but I believe Toshinden and its sequel were first). It introduced Plasma Combos; while they were too easy to pull off, it meant everyone had at least a few preset combos.

    While Star Gladiator was barebones at most, Plasma Sword made SG into a 2.5D fighting game. Plus it added Plasma Fields, Plasma Revenge moves, and the like.

    Rival Schools.

    Well, what it brought to the table doesn't really need explaining, but for those who still think Capcom doesn't (or hasn't) branch (ed) out....

    Rival Schools was the first game to have Team-Up supers, and after a match you were able to actually pick your next character for your next match. Then there were Tardy Counters and all that stuff. Project Justice upped the ante by lowering the super bar count to 5, adding one more teammate to each team, and creating Party-Up techniques.

    The Marvel vs. games each had different kinds of "striker systems" and I'll admit that it's probably the only Capcom fighting series that hadn't changed all that much.

    Final Fight Revenge had weapons and items you could pick up from the ground and use, but the rest of the game is quite bland, except for the moves.

    Capcom vs. SNK experimented with different Grooves and the Ratio system, which didn't allow you to have certain teams (IMO a crappy idea; anyone should have any team they like). CvS2 added more Grooves, Roll Canceling, and some other changes, like the Guard Meter.

    Capcom Fighting All-Stars was basically a huge experiment. Though it never came out, there were features in it like a new type of guard, finishing moves (!), three-tier life bars (sort of like Vampire Savior), and even more than that.

    Capcom Fighting Evolution, though not that good a game, was Capcom's attempt at putting characters that played in fixed systems together into one game.

    There may have been a couple fighters I forgot, but Capcom has experimented with stuff more than you may think. Trust me on this.
    And now you know, and knowing is half the battle


  12. #42
    Fei Gone Wrong Polnareff's Avatar
    Join Date
    Jun 2005
    Location
    Columbus, OH
    Posts
    1,266
    Blog Entries
    2

    Default

    Quote Originally Posted by DeathKnight
    That's smurfing great! great job man. Oh, you forgot Pocket Fighter......which had a different feel to it, don't remember if anything's really different from Alpha 2 but I think you had to beat up your opponent and pick up gems he/she dropped and use it for specials.....wait..was it like that? And you also forgot, Puzzle Fighter, a puzzle(tetris)game with DarkStalkers and Street Fighters
    Yeah, I only didn't put those because they were parodies, but you're right in that they were games in which Capcom tested the waters. IIRC Puzzle Fighter hit around the same time as numerous other puzzle games (Tecmo Stackers, Bust-A-Move 3, Tetris Attack, et al) and was just Capcom's way of putting SF and DS characters into a puzzle game, since those were popular at the time.

    Pocket Fighter basically used the gems from Puzzle Fighter to power up specials (which I thought was cool) and it had a different combo system and everything than the other games. Hell, Dan even kept his trademark from Puzzle Fighter: only being able to knock red gems from the opponent. Also, it marked the first time a Warzard character (Tessa) and an SF3 character (Ibuki) crossed over into a, well, crossover
    Xenogears is the tragic story of how your whole life can take a crappy turn, just because you happened to see a lady in a wedding dress before her wedding.

    This boy is crackin' up, this boy has broken down
    This boy is crackin' up, this boy has broke down

  13. #43
    Banned DeathKnight's Avatar
    Join Date
    Jan 2006
    Location
    Zanarkand AKA NYC
    Posts
    2,689

    Default

    Quote Originally Posted by Bakuretsu Hakkei
    Yeah, I only didn't put those because they were parodies, but you're right in that they were games in which Capcom tested the waters. IIRC Puzzle Fighter hit around the same time as numerous other puzzle games (Tecmo Stackers, Bust-A-Move 3, Tetris Attack, et al) and was just Capcom's way of putting SF and DS characters into a puzzle game, since those were popular at the time.

    Pocket Fighter basically used the gems from Puzzle Fighter to power up specials (which I thought was cool) and it had a different combo system and everything than the other games. Hell, Dan even kept his trademark from Puzzle Fighter: only being able to knock red gems from the opponent. Also, it marked the first time a Warzard character (Tessa) and an SF3 character (Ibuki) crossed over into a, well, crossover
    Nicely put! Man, you impress me. I hereby consider you a five star Capcom Maniac ***** :meditate:

  14. #44
    This is England
    Papa Waigo
    Recognized Member DK's Avatar
    Join Date
    May 2000
    Location
    All the time in Sunny Beach
    Posts
    7,921
    Articles
    25
    Contributions
    • Hosted Eyes on You
    • Former Site Staff

    Default

    Quote Originally Posted by Darth Holmes
    Region free? Will that work if you play forgien PS1/2 games in it?
    I'd wager not. Just because the current games for the system would be all the same region, doesn't mean ones that were already different would work. But I may be wrong, i'm just guessing. :D

  15. #45

    Default

    I think every SF player agrees with me on this. I'd want to see credits where at least half of the capcom team uses actual names, not just random words and symbols.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •