Review: Street Fighter IV

The world warriors return
By MITCH KRPATA  |  March 3, 2009
3.0 3.0 Stars

VIDEO: The trailer for Street Fighter IV

Street Fighter IV | For Xbox 360 and PlayStation 3 | Rated T for Teen | Developed and Published by Capcom
The biggest problem with fighting games, as a genre, is the ludicrous level of ability you need even to take part. If there's a gaming subculture more hostile to the efforts of neophytes and dilettantes, I don't want to know about it. Far from the crowd-pleasing, eye-popping brawlers of yesteryear, today's head-to-head fighters are about deep strategy, arcane control schemes, and reaction times no slower than 1/60 of a second. It may be the greatest achievement of Street Fighter IV, then, that it does not chew up and spit out the initiate — instead, it gently gums you.

That is, if you've played a Street Fighter game within the last 20 years, you'll find a handhold right away. The roster is stocked with franchise veterans, in particular from the monumental Street Fighter II. Most characters' move sets are based on established formulations: perform a quarter-circle on the joystick to throw Ryu's Hadouken fireball, charge back for two seconds and then press forward to hurl Guile's Sonic Boom, and so on. It's hard not to feel that Capcom is trying to lure lapsed players back into the fold.

For the most part, it works. The game is a joy to look at, with expressive, brightly colored avatars ranging from the massive Zangief to the petite Sakura and even the green, furry beast called Blanka. Combat is resolutely two-dimensional, confining opponents to a single plane. The characters are responsive and quick-moving, with none of the bizarre floatiness that's always seemed to afflict 3-D fighters. Street Fighter doesn't dally with frivolities like environmental hazards or ring-outs. The focus is right where it should be: on the match-ups in the ring. And don't think the fighting mechanics are too rudimentary. There are numerous advanced techniques that you can just forget about ever mastering — though they rarely seem to spring up.

This fourth installment is true to the series's arcade roots in a way that previous home versions never could be, and that's due to on-line play. Just as in the arcade, your single-player game can be interrupted at any time by a new challenger, only now he or she can be anywhere in the world. In fact, so many people are queued up in this virtual arcade that it's impossible to progress through even one round of single-player unless you turn the request function off. Who wants to play against the computer, anyway?

The talent level in network play varies widely — a welcome development. For every savant who can destroy you in about five seconds with a series of 12-hit combos, there's another player out there who's also struggling to throw a fireball, so you both stand at opposite ends of the screen, punching nothing.

Here's the elephant in the room: playing on a standard gamepad is not just difficult, it's physically painful. Executing most moves was tricky on the PlayStation 3's relatively forgiving directional pad; I feel for the poor bastards trying to manipulate the rigid plastic disc that Microsoft calls a control pad. Many serious players, and several professional reviewers, play on a dedicated peripheral that has the same joystick and three-on-three-button layout you'd find in the arcade. I don't doubt this is the ideal way to play. But the game ships without it, and Capcom's recommended stick, the Mad Catz FightStick, retails for more than the software does.

Consider this fair warning. If you're not willing to pony up for the hardware, Street Fighter IV will make your thumbs bleed (as it did mine). Then again, it's hard to think of a higher compliment than that.

Related: Review: Chrono Trigger DS, Review: Afro Samurai, Puzzle Quest: Galactrix, More more >
  Topics: Videogames , Culture and Lifestyle, Games, Hobbies and Pastimes,  More more >
| More

Most Popular
Share this entry with Delicious
  •   GET ON YOUR SNOW (RE)BOOTS: VIDEO GAME MAKEOVERS IN 2013  |  December 21, 2012
    With the PlayStation 3 and Xbox 360 now in their seventh and eighth years of existence, they've been around far longer than previous console generations.
  •   THINKING MAN'S ACTION: TOP GAMES OF 2012  |  December 19, 2012
    At some point, it stopped being a trend and became the reality: the most interesting, thought-provoking games aren't mega-budget retail releases, but smaller downloadable titles.
  •   BEYOND SHOOTERS  |  September 18, 2012
    In an era of scripted set pieces and action sequences that are no more than glorified shooting galleries, Dishonored aims to give players the tools to author their own experiences.
  •   REVIEW: DARKSIDERS II  |  September 04, 2012
    "Gentlemen, I'm not going to mince words. THQ is in trouble. We're bleeding cash, and we need a hit game to save our ass. I want you to tell me what you're going to do to make Darksiders II that game."
  •   REVIEW: ORCS MUST DIE! 2  |  August 21, 2012
    We're all happy to see more games that deal honestly and maturely with questions of life and death, and that question the player's role in perpetuating the cycle of violence.

 See all articles by: MITCH KRPATA