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The true sequel to SF2 delivers on the PC

Published July 17, 2009
5 out of 5 starsScore: 100/100

It feels like SFIV's the culmination of 17+ years of evolution in the series since SF2 burnt our allowances in 1991. Capcom clearly learnt from its tweaking with the formula over the years, as SFIV combines the very best of what each iteration in the series had to offer: the beloved characters in SF2 and the Alpha series, the deep parry mechanics in SF3 and the migration to 3D graphics attempted in SF EX. The end result is a game that satisfies both the hardcore fans that adored SF3, and the casuals that made this frachise such a smash hit in the last decade. Of especial mention is the fact that despite its 3D presentation, fighting is still done on a flat plane (along with the use of 2D hit-boxes). This in my opinion, is a winning formula that updates the franchise to the next generation while retaining that air of nostalgia which is one of its hugest selling points.

Most of the cast from Super Street Fighter II Turbo (along with Gen and Sakura from the Alpha series) return in this game, with the addition of Rufus (a deluded obese American kungfu expert), El Fuerte (a highly agile luchador that has questionable culinary talents), C Viper (an operative armed with a high tech fighting suit), Abel (an MMO-sort grappler with a blurry past), Gouken (Ryu and Ken's sensei), and the final boss Seth (a fighting android that seeks to assimilate the moves of the world's best fighters) to the roster. Players returning for the nostalgia will be pleased at how simple it is to ease back into this game and remember those golden years, and will be engrossed exploring the intricacies and tactical possibilities of the new focus attack move. It is a two tiered attack that is chargeable (and ultimately unblockable) that makes your player immune to a single hit thrown at him. At its most basic level, it serves as a crushing counter-attack but more initiated players will enjoy exploiting it as a SF3-esque parry.

That cellphone bill has to be a killer.
Another big addition to the mechanics is the ultra combo meter that builds up as one takes damage, much like the Rage meter from Samurai Showdown. This adds a compelling risk-reward layer to the gameplay: do I save up my EX bar for that Super move, do I fritter away one bar EX chunks with improved versions of special moves when I see combo openings, or do I try to suck it up and then turn the tables with an awesome Ultra combo? The result is a unique and highly malleable fighting game experience that is highly dependant on the strategies and personalities of your opponents.

The controls are solid and as responsive as they were so many years ago. The gameplay treads right on that magic fine line between accessibility and sophistication perfectly. The game's challenge mode also does a great job holding players' hands while they grapple with pulling off hadoukens, to executing complicated combos if they want to get better.

The presentation is great, and fighters look meaner than they did in the past (unless an opponent is giddying up an ultra move, then their eyes just comically bulge in shock). The stages are great, and the enviroments are interactive to some extent which helps in the immersion. You'll often be distracted by stuff going on in the background (gotta love that drunken guy in the alley). Barrels drop, Shadowloo contraptions melt down, fat kids cheer in the background, lava flows menacingly, I could go on, really.

Ouch.
I want to hate the fight announcer and campy theme song, but I just can't; there's just too much charm oozing from the presentation. The sound effects are great, and you can opt for the original or English dubbed voice acting. I'm fine with both, although I must say Balrog's groan when he's defeated means the English dub gets the nod in my book ("MY FIGHT MONEYYYYYYYYYYY!"). The stage BGMs are decent, but aren't particularly memorable. This is slightly disappointing, since SF3 had amazing BGMs like Alex and Ken's Jazzy NYC '99 among others.

My biggest gripe (if it even qualifies as one) is that the classic stages or BGMs don't make a return. I would've loved to hear that upbeat Ken song while I toss him into a barrel or something to that effect, but that's just me being a sentimental sap that can't quite let go of the past.

Before I get ahead of myself and lose track of my intention to answer the question of whether the PC port is as good as its console peers, the answer is a resounding yes. This is by no means a lazy port (I'm looking at you GTAIV). The system requirements are pretty accomodating and presentation settings are highly customisable, so no fan of the series will be turned away just because their rig isn't that up to speed. The PC port includes 3 new "looks" that change the way fighters look in the game, but I felt the default one looked best.
Ultra combos are a lot like Steven Segal's energy drink; they satisfy... to a cellular level.

Multiplayer mode uses the Windows Live framework, and I was satisfied with the latency and matchmaking. Playing with opponents below 3 bars usually results in painful input lag, and perhaps it would have been preferable if the netcode was GGPO, but I'm not getting into that here. It was also nice that they retained the option to be challenged by online players while playing through arcade mode in this port. All this goes towards bringing you back to those days. The well fleshed out online modes (most notably the compelling tournament mode which has you battling to rise up ranks and move to higher brackets), will mean that SFIV has immense replay value.

All in all, SFIV is an amazing achievement that should please just about anyone who grew up with the series, and serves as a great introduction to the compelling world of Street Fighter for the new generation of gamers.

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