Showing posts with label SSFIV. Show all posts
Showing posts with label SSFIV. Show all posts

Thursday, 6 May 2010

Tech Analysis: Super Street Fighter IV (PS3 vs 360)

With nearly every big release here at IQGamer, it is almost a given for us to have our trademark technical analysis to go along with our in-depth review. But with Super SFIV we were considering skipping over the whole tech thing seeing as the differences are so small between the two versions, that whilst the game is running (at the preferred 60 frames per-second) it is almost impossible to tell the differences apart.

That would however, in our humble opinion, be doing our loyal readers a disservice. So instead of simply glazing over the technical aspect with our enthusiastic review, we are going to put Super SFIV through its paces as per usual for the full tech treatment.

Okay, I’ll start be saying that the same things which applied to last years Street Fighter IV, on both PS3 and 360, applies to this Super edition too. Everything from texture work right down to how the shader effects work, are handled in exactly the same way, although rendering resolution is the same on both platforms this time. This means that if you know about how the last game performed on both systems, then you know for the most part how Super SFIV performs as well.


Super Street Fighter IV is rendered in 720p (1280x720) on both PS3 and 360, with the 360 getting the usual 2xMSAA (multisampling anti-aliasing), whilst the PS3 version once again features no AA solution of any kind. This lack of AA only really manifests itself in scenes with high levels of brightness, in which such high contrasting areas create a slightly jagged look to the edges of polygons in the game, along with a small amount of edge shimmering too. Most of the time it is barely noticeable at all, and the only benefit is that the 360 game looks slightly cleaner at all times.

During performance of any Super and Ultra moves, along with the real-time pre and post fight intro and ending sequences, the PS3 game no longer drops resolution down from 720p to 1120x630 unlike in SFIV. It seems that through optimisation, that Capcom have managed to solve some of the bandwidth issues that may arise from the fact that PS3’s RSX GPU has access to less overall bandwidth than either the 360, or the Taito Type X-2 board the original SFIV runs upon. Essentially, all the transparency effects that are displayed onscreen during a Super or Ultra move vastly eat into each system’s bandwidth. However, it just so happens that this time around, that capcom have found a way of maintaning full 720p resolution on both platforms at all times.


In addition none of the normal transparencies or special effects have been rendered at lower resolution either, instead solidly maintaining 720p throughout. Quite clearly this increase in resolution isn’t the most noticeable change when comparing the two versions side by side, and especially whilst in motion at a constamt 60fps, in which they both look identical.

Perhaps the most noticeable difference comes in the form of texture detail, or more specifically, from the observation that the 360 version has slightly more detailed textures, which are used in some of the background scenery found in the game. These, along with some of the background objects are indeed rendered in 1120x630 instead of 720p on the PS3 build. You can see this happening clearly in the screenshot below, just look at the trees in the top right hand corner.


At worst, these lower resolution textures and objects make some of the background details appear a little fuzzy when comparing the two in real-time 60fps, though nothing particularly intrusive. Whilst at best, it is barely even noticeable at all, unless of course you switch between seeing the two versions on the fly. But this isn’t something that people usually do when playing games, so it really isn’t an issue, just another observation.

Texture filtering on the other hand looks to be identical on both versions of the game, which is somewhat surprising, considering the PS3 usually gets the exclusive advantage of having almost free use anisotropic filtering. This time around, both PS3 and 360 versions feature equal amounts of AF, with detail being visible far off into the distance. Yet another sign that the game isn’t perhaps pushing the 360 as much as it is the PS3, with all its use of alpha transparency effects sucking away potential performance.


Last time with Street Fighter IV, we noticed that in terms of shadowing on both systems, it was the 360 game that had the obvious advantage. Microsoft’s version featured not only softer shadows than the PS3 game, but also had exclusive use of self-shadowing not found in the Sony build at all.

For Super SFIV this has changed. Now both version feature self-shadowing – where a character casts their own shadow over themselves - as so evident in the screenshot below, while the 360 version also features the use of more natural soft shadows. The PS3 game on the other hand, uses a sharper more conventional shadowing method, although this isn’t visible during fast 60fps gameplay, and is barely visible when the characters are in their ‘standing’ positions.


When it comes down to it, Super SFIV is pretty much equal on both platforms, with the PS3 game becoming even closer to the 360 one compared to last year’s SFIV. Some differences remain, like the lack of any anti-aliasing on the PS3 game, along with one or two missing effects and the occasional lower resolution texture. The use of self-shadowing on the PS3, and equal amounts of texture filtering balance out any differences to the point that when seeing the game in motion it doesn’t really matter at all.

You have to remember as well, that in screenshots the differences are more pronounced, as they also are when you pause both games and view them one after another on the same telly. Of course there is still a small image quality advantage given to the 360 game, but really, this is only visible at certain points throughout the game and not all the time, making it a factual, but somewhat moot point.

In terms of recommendations, both come equally recommended, with your choice most likely to be dictated by what controller options you have available, and not by the very minor graphical differences on offer here. People without a separate arcade stick or specific fighting game control pad would be better suited with the PS3 game, as the Dual Shock or Sixaxis controllers both perform better than the 360 one. On the other hand, 360 owners can still get the same polished experience with the aid of a separate pad or stick.

Either way, both versions are visually superb, and the overall game itself is perhaps the best beat’em up available on current-gen systems. Whichever console you happen to own, Super SFIV is well worth the asking price, especially for fans of the series and people who missed out on the original game. All I’d say is that to get the most out of the experience, then you really need either an arcade stick or USB Sega Saturn pad, and that goes for anyone regardless of the version you happen to end up buying.

Tuesday, 4 May 2010

Review: Super Street Fighter IV (PS3)

Street Fighter IV came out of nowhere, riding high upon a strong wave of retro-themed revitalisation, and reconnecting with the gaming public in a way absent from the series since the likes of Street Fighter Alpha on Saturn and PSone. The game managed to bring the franchise into the next-generation like no other 2D beat’em up has done before, combining lavish 3D visuals with old-style 2D collision box based gameplay, at the same time redefining just what this series was about. Capcom had succeeded in bringing back the series into the limelight when pretty much most of the community thought that they would fail to do so, and in a way that did the long running series proud.

Super Street Fighter IV then, isn’t so much a sequel or drastic upgrade to last years game. But instead delivers a small bag of tweaks and subtle rebalancing, along with a host of new and returning characters. New faces are joined with new backgrounds, special moves, and the most accessible, and in-depth version of Street Fighter IV yet. It’s no surprise that SSFIV isn’t a brand-new game, but merely an enhanced version of last years popular re-birth. And whilst many hardcore fans will be drooling over its release, everyone else may be left wondering what all the fuss is about.

However, it doesn’t really matter, as either way you slice it, SSFIV is perhaps the best game in the series since the hardcore Street Fighter III Third Strike, or for me, since SF Alpha 2 and 3.


Upon starting up the game, the first thing you will notice is the lack of that ‘indestructible’ theme tune (for better or worse?) along with a brand new intro sequence and cool looking ‘super’ title screen. The entire presentation has been given a lift despite being very similar to latest year’s original SFIV, with influences from past games showing themselves in the various menus and the ‘character select’ screen. This screen in particular, now looks like a cross between the one found in Super Street Fighter II Turbo, with the art direction of SFIII Third Strike, whereas in SFIV this very same screen seemed to be based on Alpha 2 and vanilla SFIII.

The small tweaks and homage’s don’t end there, with all the intro and ending movies for every character being completely redone from scratch, looking like they fit in a lot more closely to the actual character art used throughout the game. Their actual content though, is somewhat shorter, with each character’s story only giving you a glimpse at what is really going on. Of course the SF series has never been about the story, but instead the accessible and completely in depth gameplay, which has been a constant focus for all those who continue to be involved with the series.

All the biggest changes to Capcom’s latest are concealed largely under the hood, with various character specific tweaks and crucial balancing to ensure that no one fighter stands to have an overall unfair advantage against another. Sagat for example (SFIV’s highest tier character), has had his Tiger Uppercut damage reduced and has been made more of an ‘execution’ style character, reducing his overall top tier status inline with someone like Akuma, who has his easily exploitable ‘LP’ into ‘LK’ loop removed; Ryu has had his Shoryuken adjusted, now performing two hits instead of one when activated with a ‘heavy punch’; and Rufus has had his ‘EX snake’ damaged reduced.


There are many more things that have been changed, such as each character having two ‘Ultra moves’ instead of one (though some have three or four even), whilst reducing their overall damage done, in turn making the match less about building up to a giant combo-based endgame. Also of the two ‘Ultras’ that you have available (you can only select one for use in the fight), one is a longer-range offensive type, and the other is more for close-quarters use, mainly I suspect for defence or countering. The new cast of characters also are largely more offensive in their play style than many of the ones found in SFIV, creating a balanced roster of offensive and defensive types.

From these and the other subtle tweaks, you get the idea that, as a game, Super SFIV is the most finely tuned and well-balanced instalment in the series so far. Sure there might be a few fans who think their favourite character is a little underpowered or low down the rankings, but by and large there is at this point in time, very little to complain about. Also, from the dozens of matches that I’ve played online, I can solidly say that the few complaints about some of the characters exploiting certain moves for a guaranteed effect is no longer an issue, instead being more about your own ability to deal with them.


Coming to the fray, a total of ten new characters have entered the world of SFIV. Two of which are completely new creations for this game, whilst the other eight are pulled right out from previous instalments in the franchise. Taking the spotlight is both Hakan and Juri, new to SFIV; backed up by Makoto, Ibuki, and Dudley from SFIII; Guy, Cody and Adon from SF Alpha; and lastly T. Hawk and Dee Jay from SSFII.

Every one of these characters are pretty much unique creations which play differently from the rest of the cast. Although some comparisons can be made between, for example, Dudley and Balrog are both boxers, but with very different styles that are instantly apparent when you see them in motion. The good news is that unlike in SFIV, all of these and the original cast are available right from the get go.

Out of all the new additions, it’s Hakan and Juri which are of the most interest however, especially Hakan, whose fighting style is unlike any other I’ve ever encountered in a fighting game, 2D or otherwise. Hakan is the video gaming worlds first Turkish oil wrestler, a slow beast with the ability to quickly slide around the ground smashing into his intended target, before then squeezing every last drop of life from their lungs. Everything he does is at first the cause of much hilarity, although he can be deadly in the right hands.

The second newcomer, Juri, a quick and very nimble fighter, is also somewhat different from what we’ve had before. Plenty of aerial kicks and multi-directional fireballs make up her arsenal, many moves being well suited for quick countering potential. In particular her entire repertoire seems to be based upon the game of surprise, with her moves making it difficult for her opponents to know what to expect. Her fireball, for example can be stored after being activated for later use against an opponent. All you need to be able to do is to keep one of the ‘kick’ buttons held down, and then unleashed that little present for your opponent.


There’s no need to explain the rest of the bunch, as I suspect that anyone reading this should be familiar with past Street Fighter instalments. If not, then I’ll just say that you have here some of the most diverse and most rounded bunch of characters to appear in a fighting game. Each one seems to have been well balanced against the rest, and some who were a little too powerful in SFIV have been toned down, just ever so slightly, making things even more level than before.

With 35 characters in total, there’s plenty of familiar faces and some newcomers to learn and master, all of which should keep hardcore fans playing for a long time online, and casual gamers at with a lot of variety to hold their interest.

Other than the inclusion of new characters and a re-balancing of the underlying game engine, the biggest change comes in the same of Super SFIV’s online modes, and ranking points system. In the original SFIV your overall rank was determined by how many battle points you had, and this went up or down depending on if you were winning or losing matches regardless of which character you decided to choose. Whilst it easily showed off who was the overall best at the game, it also meant that a huge amount of people playing online never changed the character they were using. Instead people refused to experiment online, and that resulted in many fights against similar characters in most ranked matches.


For Super SFIV Capcom have introduced a dual points system, one tied directly to individual characters (Battle Points) and one used to determine the players overall skill level (Player Points). This means that although your ‘Player Points’ changes when you win or lose with different characters, your ‘Battle Points’ for other characters does not, allowing you to experiment knowing that your best characters will still have their high ratings but simply at the expense of your overall player rating, if you aren’t so good with some of the others.

Put simply, this new system works brilliantly and certainly gives you the opportunity to try out different characters online against other players without ruining all of your ratings. Both ‘Player Point’ and ‘Battle Points’ are visible on the game’s leaderboards, letting you see how you fare against others, whilst also providing a solid system for high-level players to keep track of how well they are doing. It’s a system which feels like a natural progression from the one started in SFIV, and the best to grace any fighting game to date.


There is of course, a lot more to Super SFIV’s online game than just standard ranked matches, you also have the option of Endless battle and Team Battle too, both bulking out the non-ranked match options available. The Team Battle option sees you matched up for some 2v2, 3v3, or 4v4 action, allowing you to watch the other opponents matches as you wait for yours to arrive.

Endless Battle on the other hand, basically replaces the Player Match option from the last game, instead queuing you up with a series of other players in a ‘winner stays on’ type scenario, just like if you were waiting inline in an actual arcade for a match. As a replacement for the standard Player Match option though, it’s mildly disappointing as you have to wait for a few other matches to finish before you take your turn, making this a poor substitute for online practice before going into proper ranked battles. It is pretty cool however, if you want to observe other players and learn more about the game engine, seeing how people play characters in a completely different way to how you expect.

Also, for those of you who like to watch a bit of SF rather than just playing all the time, there is a fully featured Replay Channel option available, which gives you access to loads of online match replays from round the world. Everything from high ranking matches to beginner bouts are available, complete with the ability to slow-down the replay speed and the option to display damage numbers to get an idea on which moves and combos are most effective in high end battles. This of course completes and complements the more developed nature of the online modes in Super SFIV, though strangely the rather excellent Championship Mode from the original SFIV is missing, with Capcom instead electing to deliver a Tournament Mode of sorts to Super SFIV later next month (15th June we have been told).


Outside of the online modes and play, you also have Arcade, Versus, Training and Challenge Mode. Both Survival and Time Attack are noticeable by their absence, although instead, you can now play both the car and barrel bashing bonus games in a separate mode selectable from the main menu screen. Other than that, there is little for the solitary player to do outside of the Arcade and revised Challenge mode. Instead, it certainly seems that with these changes, that Super SFIV is definitely calling you into its world of fast-paced online action. Now that’s not such a bad thing, since most of your time spent will be playing against others online, and really, this multiplayer focus has always been the series meat and potatoes.

Lastly, you might also be wondering about the bonuses that Capcom had promised for players that purchased last year’s SFIV and this new ‘Super’ instalment. Well, this basically amounts to two different special effect costumes available for use on any of the characters to be found in the game. Rather than kitting out the fighters in new threads, these options make the character models look a lot more the ones seen in the game’s intro sequence. A nice touch, but we could have expected at least a little more, like extra ones of those pre-order costumes that will no doubt be available for purchase later on down the line.


With all that said and done, thumbs blistered, arcade stick broken back in again, Super Street Fighter IV is perhaps the best fighting game available this generation, 2D or otherwise. It is easily accessible to beginners and casual fans, whilst being filled with enough depth to allow a degree of mastery that only a select few players around the world will ever reach. You only have to look at the huge list of unique characters, lovingly crafted visuals, and beautifully polished game engine to know that Capcom have once again come up with something special.

However, what we have here isn’t a completely new game, and many casual owners of last years SFIV are unlikely to find enough new content to justify its purchase. That of course was always going to be the case. But whereas last year’s SFIV was squarely aimed at everyone, with the hope of bringing back the franchise into the limelight, Super is aimed at the regular franchise devotees and casual fans looking for more traditional 2D beat’em up action – and boy do they get it.

Overall, Super SFIV doesn’t redefine the boundaries of modern day 2D fighters like the previous release did. Instead, Capcom have gone back and subtly re-worked what many consider to be modern day pinnacle of the genre (myself included), and have created what can only be described as the most finely tuned, well balanced, accessible and wholly exciting fighting game available on any of today’s current crop of consoles. Street Fighter IV was merely the catalyst, an opener to restart the mighty Capcom fighting game production line. Super SFIV is the continuation, and an essential purchase for fans, hardcore players, or anyone who missed out on the previous release.

VERDICT: 9/10

Thursday, 11 March 2010

Capcom Shows Off Super Street Fighter IV At GDC

The odd and rather eccentric cast of characters in the forthcoming Super Street Fighter IV is about to get a whole lot weirder, as today at the GDC, Capcom unveiled yet another wacky addition to the line up of pugilists. Along with revealing a new character, they also showed off a brand new trailer for the game, featuring footage of new stages, new moves and of course, Hakan, the somewhat oily new addition to the established cast.

Hailing from Turkey, with a ruby-red skin complex, hulking great biceps, and a mean streak to boot, comes Hakan, the latest in a long line of grapple-based Street Fighters. This latest addition to the SF roster is bizarrely, a Turkish oil wrestler, a character who loves nothing more than to lube himself up with the slimy liquid, before using it to quickly slide around evading capture, whilst squeezing the seven shades out of anyone who stands in his way. Pretty odd you might think, but is that any different from the Rufus, whose size and sheer BMI does little to slow him down, making him a deadly contender to come up against.

It’s no surprise then, to hear that Yoshinori Ono went out deliberately looking for such a strange style of fighting when given the task of creating another new Street Fighting addition. His team whilst working on finishing the game actually spent time searching around on the Internet in order to come up with ideas for this latest creation, settling for an interesting and rather amusing fighting style. What’s more peculiar, is that Oil Wrestling is a recognised martial art common place in Turkey, and has been the inspiration for many over-the-top fight scenes in various action movies over the years – The Transporter easily coming to mind.


If you still think that the potential for such a character was a little off the wall, then wait until you see him battle it out in the game. Hakan is primarily a grapple-based fighter, but that doesn’t mean to say that he’s slow, or lacking in stamina. This guy can not only move but has the ability to use his oiliness (what a word eh?) to escape from throws and holds, even using one of his Ultra’s purely for defensive purposes. His range of moves is also completely affected by just how oily he is, with players being able to add more oil to his body by pulling off a Dragon Punch style motion in combination with any of the kick buttons. Unique? Bloody awesome I’d say.

In terms of moves, Hakan has a total of four Specials available, one Super, and Two Ultras, one of which is completely different to any other we’ve seen before. His basic Specials consists of mainly throws, the first being the Oil Rocket (performed via a full 360 degree stick movement plus a punch button), which then sees Hakan grabbing his foe in a bear hug, before squeezing ever tighter until they slip out of his clutches; following up is the Oil Dive, in which Hakan will grab his opponent before using them as a sledge across the ground; and finally we have the Oil Slide, a move which is used to knock opponents on to the ground by seeing Hakan slide across the floor, after which he can perform a body slam by the player hitting a punch button at the end of the slide. With this particular move, how oily you are determines the speed and force of movement, creating more damage the faster you connect.


His Super move, the Flying Oil Spin, sees him running towards his opponent at close range, before finishing up with a brutal, heavy-hitting combination attack, looking like an extension of several of his Special moves, just vastly powered up.

Moving on to Ultra’s, Hakan has one Ultra primarily for offence, and one used for totally for defensive purposes, something usually found in SNK’s King Of Fighters series with regular Special moves. The Oil Coaster, for example is designed for maximum damage, and is done in the same outrageously OTT approach as all his other moves. When performing it, the opponent is grabbed, thrown in the air, and then slid around Hakan’s body almost like a heavy-handed towel rub - because too much oil is never good for the skin; While his second Ultra, the Oil Combination Hold, sees him fall flat on his back, waiting for an unsuspecting opponent to jump in for the kill. When they do, they find themselves slipping and falling straight on his stomach, before bouncing off onto the ground. Afterwards Hakan, gets up and jumps right on them, proceeding to squeeze as hard as he can, before shooting them out through between his legs, and across the screen.


So far this has to be the funniest off-the-wall character to grace the Street Fighter world, it’s a brilliant choice, packed with tons of personality and a completely different style, in which I can see plenty of high level players adopting. Also, as an alternative to Rufus and Zangief, Hakan features plenty of potential, and will no doubt teach those dime-a-dozen Ryu and Ken players a thing or two. So forget trying to spam everyone with those fireballs.

Super Street Fighter IV is being released on the 30th, April 2010 for both PS3 and Xbox 360 systems. The game will feature ten more characters new to SFIV, including some completely new faces, along with new backgrounds, an expanded online mode, a more robust replay feature, plus a return of those car-smashing and barrel-breaking bonus games first sighted in Street Fighter II.

Expect to see loads more coverage of Super Street Fighter IV at IQGamer, every step of the way.

Download the full HQ 720 Trailer right here.