For instance, Mortal Kombat X still has its show-stealing fatality moves, but they're no longer the reason to buy it – it has become a deep, rewarding and balanced fighting game in its own right. You simply can't release something that relies on anything other than solid, balanced gameplay to get by anymore, and most developers are well are of this. Like survival horror games post- Resident Evil 4, every other fighter out there was given a pretty hard boot up the arse by Street Fighter IV.įighting game players' tolerance of a sub-par title in their field is now at an all-time low. Of course, EVO is bigger than ever, with thousands of players entering from all over the world, most of them in Ultra Street Fighter IV, the latest version of the game but local scenes are also in rude health, with even Capcom getting involved in regional tournaments to help build the fighting game community. The knock-on effect of Street Fighter IV being brilliant can be seen in almost every area. Street Fighter IV made a huge impression upon release, gaining across-the-board critical acclaim (and in the case of Edge magazine, it's one of just a few games granted a 10/10 score, albeit retroactively). This was a refinement, not a simplification. You can get good, but you can never truly master it. Playing Street Fighter IV is like learning a martial art – and each character a different discipline. Both of these new features, although sounding simple, have ways of using them that add to the game's almost insurmountable depth. It is a simple mechanic that gifts the player on the receiving end of a total kicking an opportunity to unleash one great big, super-damaging attack in the hope of turning the tables. ![]() No surprises, when the "best" beat 'em up to be released in the years ahead of SFIV was the dreadful Soul Calibur IV – part of a once-great series that had turned into an unbalanced, unfocused mess full of out-of-place character cameos.Īnother thing designed to give newcomers a fighting chance was the "Ultra" move, activated by performing a specific button combo when you have a full meter – a meter that charges most when you're under attack. Call of Duty and Halo had come along and convinced everyone that their way was the best way to spend your time when playing multiplayer video games, and same-room, same-couch equivalents seemed like relics. Both incredible, timeless fighting games, but the scene needed an injection of new, fresh blood.Īnd outside of the competition scene, casual gamers just didn't really care about beat 'em ups any more. Prior to the fourth "main" game's arrival, the big titles at EVO were Street Fighter III: 3rd Strike and Marvel vs Capcom 2, both of which were nearly ten years old. EVO started in the early 00s, and created stars of incredible players like the legendary Daigo Umehara, but it was still attracting a relatively niche crowd until Street Fighter IV's release – into arcades in 2008 and onto home systems the next year.
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