I’ve never been a believer in the legitimacy of launch week video game reviews, but i think it’s fair to take a critical look at SF4 now that we’ve all played it for a year. There’s no question about it, SF4 is a great game. That said, there are a few minor areas that i’d try to improve if given the chance.
Ultras Take Too Long
Don’t get me wrong, they look absolutely awesome. If i had to pick my five favorite attacks in Street Fighter history as of right now, at least three of them would be SF4 ultra moves. However, there’s nothing worse than getting hit by an ultra when you’ve only got 5% life remaining and still having to sit through the entire animation. It would be nice if the game could calculate that the ultra was going to kill me and give me the option to skip to the next round. The KO screen needs to go away faster too.
Challenge Trials Don’t Teach Strategy
I’m all for anything that helps new players appreciate the finer points of the Street Fighter combo system. Yet it is somewhat of a waste building such an amazing learning tool, then missing the opportunity to teach practical tactics. Why isn’t there a “DP through five fireballs” trial, or a “Find three moves that beat Blanka’s Electricity” trial, or a “Sweep Sagat four times without getting hit” trial?
The Combo Counter Stays Hidden until the End
Obviously Capcom decided to revert the combo counter to SSF2 style for aesthetic purposes, because they didn’t want numbers and words obstructing their cinematic ultras. However, providing a running total would’ve been far more helpful and convenient for players. Many supers and ultras hit multiple times in quick succession, making it quite difficult to figure out what went wrong when the counter finally appears displaying one less hit than expected. Seeing the numbers increment in real time makes it much easier to pinpoint exactly where something failed to connect.
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