follow me on Twitter

Entries in Super Street Fighter IV (4)

Thursday
Apr292010

What people say to me before, during, and after Street Fighter matches.

My Xbox Live inbox once contained dozens of text and voice messages telling me to "fuck off," do nasty things to my mother, stick a plethora of phallic objects in every orifice, etc. People hated me. Some wanted to physically hurt me. And some just wanted to say mean things. Thankfully no one stabbed a knife through my hairy melon. 

My inbox was empty a few days ago. A system update cleared it out months ago, and I've maintained it since - deleting messages after I read them. But now my battered and bruised inbox is starting to fill up again. It must be that time...

Super Street Fighter IV was released.

A year ago, people hated me because I'd beat them at the original Street Fighter IV. I was good. Very good. And I won most of my matches by a landslide. It's business as usual once again, and the messages keep coming. This time I'm letting you, the beautiful people of this world, read what I'm being told.

Like before, I don't communicate in any way with these talkative people. I just play my match. If I poke and prod I'll let you know. Otherwise assume I'm the beacon of all that is good on Xbox Live.

Comments are listed as they're received. 

4/29/10

(voice) cgMcWhiskers: You're a fagot. Go shit yourself.

(text) vacuum blade: ggs, sweet gief

4/30/10

(text) Sp4nish H1tman: spam ftw
-I used Adon, tossed out dozens of EX specials, and won by a considerable margin both rounds. 
-We played a few more matches. I used Dan, lost, and went back to training mode with Adon. Here's how this dude raged:

(text) Sp4nish H1tman "worst player ever. u suck spamming noob" 
-It's probably best to stay away from this guy or gal. 

5/5/10

(text) KauaiKine83 "ur spamming lariats hhaha no skill faggot"
- :(
-Dude later replied with "fags like u dont deserve to win faggot." le sigh. Be nice, please. 

Monday
Apr262010

"... you’re nowhere if you can’t share and understand the same passions as your community." A Super Street Fighter IV interview with Seth Killian from Capcom.

"I'm not really sure what my title is," admitted Seth Killian. His eyes formed a warm, proud, and confident smile. Eight PlayStation 3s, each loaded with a Hakan-ready version of Super Street Fighter IV, guarded two ends of a bar in downtown San Francisco. The first conference-filled day of the Game Developers Conference ended just a few hours prior, and it showed on the faces of developers and journalists. Except Seth's.

"I do...a lot of things," he further explained, careful not to portray uncharacteristic cockiness. The former Street Fighter pro and co-founder (along with three others) of the world's biggest fighting game tournament performs his job with assured nonchalance. He knows the community, and he knows the titles, and won't inundate fans and press with bullshit taglines and marketing jargon like so many others. He's an asset to Capcom, and is continually writing the book for the increasingly popular industry position of community manager.

As part of yet another interview for Red Flag Media, Seth answered a few Super Street Fighter IV-related questions via email. If I remembered additional details of our conversation when we spoke in San Francisco I'd type them here, but unfortunately the immediate thought of controlling Zangief and Hakan destroyed my short and long-term memory. I only remember questions regarding his former position as community manager due to my strong desire for something similar. My apologies.

History's taught us we'll see another version of Street Fighter IV somewhere down the line. I adore the series, and will probably buy each and every version on their respective release nights/mornings, but I'm afraid if Capcom chooses this distribution route they'll unintentionally segment the market - potentially driving fighting games into a niche audience once again. Am I being too paranoid?

That could be an issue although a lot of games release more often than SF and keep their audience (or grow it).  I personally felt it was the increasing complexity of SF games that limited the audience.  More than the release schedules, SF games got quite a bit harder with every new installment.  By the time we had released a bunch of games, there were only a few people left who were able to master all the tricks necessary to be able to play them.  We’re actively working on that now, to try and create all the depth of previous SF games without adding unnecessary complexity so new players can still pick up the new games.

Has there been any internal discussion regarding developing Street Fighter as a fighting game platform similar to what Riot's doing with League of Legends?

It’s an interesting idea, but no thoughts along those lines at the moment. 

When balancing the game, is it a conscious decision to leave a character with extraordinarily difficult matchups due to him or her already having one or two extraordinarily easy ones? For example, does the Seth v. Zangief match exist in SFIV because Abel v. Zangief is there?

That’s probably the worst match in all of SFIV.  It certainly wasn’t the plan to try and screw Zangief (he’s actually much stronger overall in SFIV than in most of the games where he makes an appearance), but it’s a natural product of their particular character strengths—even before Seth, Zangief vs Dhalsim has been a notorious mismatch for years based just on their attributes.  Seth vs Zangief is a similar issue: they’re at opposite ends of the design spectrum—the slowest, hardest-hitting, most “single-minded” character, versus the one with the most options and mobility, but who can’t take a hit.   Having distinct, fun character types means some of them will be naturally advantaged/disadvantaged versus others, which is what makes SF unique and interesting.  So while there’s no problem with that, we have been working to and avoid severe disadvantages like that in Super SFIV.

As a (former?) community manager, what advice would you give to job-seekers looking to occupy a similar position?

My own path is probably too weird to serve as a model, but you should focus on what you love while you continue your education.  You need to combine fan-dom with education and critical thinking to be effective inside a larger company, but you’re nowhere if you can’t share and understand the same passions as your community. 

Predict the future: Will we "pad warriors" ever take home an EVO title in Street Fighter?

 I’d say the stick players still have the edge, but based on some previous strong top-8 contenders and a new wave of excellent “pad warriors” I think we’re going to see it someday. 

Also, what does the future hold for competitive gaming, and how will both you and Street Fighter be involved?

 I can’t predict the future but I feel really energized by all the Street Fighter action I see around over the world.  When I was starting to play competitively there was—maybe—one decent-sized tournament a year.  Today there are literally thousands of great tournaments all around the world, with great local events nearby every weekend.  A lot of them are also streaming out all the action online, so even if you can’t go, you can still watch and learn. Support your local scene and push each other forward—I’ll do my best on the Capcom side to keep great fighters coming and to throw the best SF parties of all time.  

Tuesday
Jan262010

Super Street Fighter IV releasing April 27, 2010 in North America

Capcom announced minutes ago Super Street Fighter IV's North American release date of April 27, 2010.

Here's the full release:

Super Street Fighter® IV will be coming to the Xbox 360®video game and entertainment system from Microsoft® and PS3 system on April 27, 2010 in North America and April 30, 2010 in Europe. The follow-up to the critically acclaimed Street Fighter IV will further redefine the 2-D fighting genre with a host of new features including new characters, new ultra combos, new online modes, the return of the famed bonus stages and retuned online and offline gameplay. Super Street Fighter IV’s new characters include Street Fighter’s first Tae Kwon Do-styled fighter - the deadly female fighter Juri - classic Street Fighters such as Cody, Guy, T. Hawk, Dee Jay, Adon and more to complement the full roster of returning fighters from Street Fighter IV. Featuring all new user-selectable Ultra Combos and advancements to the online gameplay and matchmaking, Super Street Fighter IV is the ultimate vision of Street Fighter. 

A little later than I expected. Oh well, it's probably for the best. I have a stack of RPGs to play before I become consumed by Street Fighter again.

In case you're wondering what I think about this revision/remix/whatever, here are a few articles I've pieced together over the last few months.

Old Idea: Super Street Fighter IV. Better Idea: League of Legends

Capcom remains undecided over Super Street Fighter IV rape price.

Thursday
Oct012009

Old Idea: Super Street Fighter IV. Better Idea: League of Legends

Seven months after its console release, Street Fighter IV as we know it is already dead. At least, that’s what publisher/developer Capcom’s leading everyone to believe. Super Street Fighter IV is set to arrive next spring and will place the original’s teeth on the nearest curb and..well, you know what happens next. Unfortunate saps without the new version are left with the bloody and broken pieces of a title once brimming with bright and glittery Edward-Cullen-in-the-sunlight potential (so dreamy!). It’s the sad story of a title continually loved by many, but only briefly by its own creator.

A week after release, two million units of SFIV hit shelves worldwide. Since then, a console title price drop and pc digital download availability probably helped sell an additional million or two, so let’s add another couple of strikes to the tally. As a “thank you” to the millions of gamers who slapped down their recessionary dollars for the product,  the company severed communication and released only one major patch – adding in Championship mode, replays, and a few bug fixes. Compared to Bungie, who provide frequent patches to the Halo titles and run a weekly community-focused blog, Capcom’s continual lack of action tarnishes the legendary company’s name. “Dated” is now the best word to describe the house that spawned Mega Man and Resident Evil.

It didn’t have to be this way. If only they could just…change.

Brick-and-mortar distribution once dictated title modifications, additions, and subtractions be made through reissues at market. “Champion Edition,” “Turbo,” “Super Turbo” – read the subtitles of Street Fighter II’s many releases. There were more, too, and full price was demanded for each. And we paid it. Each and every time. But this isn’t 1993.

Capcom needs to let go. It’s holding on to a business model with a comparatively small and limited financial potential. Worse yet, the handling of said model does little to strengthen the confidence a consumer may have in this supplier. The company needs to evolve, and the best blueprint to follow lies in a free-to-play title available only on the PC.

Read the rest at IPR's Multimedia blog.