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GAME WALKTHROUGH
Anne Galang
ENGL 794 | July 17, 2012
OVERVIEW
• Street Fighter IV
• History of Street Fighter franchise
• Walkthrough
• Key Question: Why has so little changed in
Street Fighter game play in over 20 years
– Player Involvement Model
street fighter iv
• published by Capcom in 2008 (arcade) 2009 (home)
• platforms: PS3, Xbox 360, Arcade, Windows and iOS
• genre: fighting game
– continues Street Fighter series
– 1-1 fighting tournament
– 2player or 1player vs. computer
THE STREET FIGHTER FRANCHISE
• Street Fighter I (1987)
• Street Fighter II (1991)
– Street Fighter II Turbo
– Super Street Fighter II
– Super Street Fighter II Turbo

• Street Fighter Alpha series (1995)
• Street Fighter III series (1997)
• Street Fighter IV (2008)
STREET FIGHTER II LEGACY
•

Released: 1991

•

Remains Capcom's best-selling
consumer game of all time as of
March 31, 2012 (Wikipedia)

•

Revitalized video arcades
(1up.com)

•

Most influential fighting game

•

Inspired clones: including Mortal
Kombat

•

Hollywood Movie!!!
STREET FIGHTER II

• Street Fighter II Demo Video
WHAT MADE STREET FIGHTER II A HIT?
This one game salvaged the fading arcade industry for a
decade, created a genre that continues to thrive, and
gave us some of the most iconic and memorable
characters, sights, and sounds ever built into a game.
(1up.com)
• Impressive visual graphics for 1991
• Characters
• Intuitive controls: easy to learn but difficult to master
• Appeal to casual and hardcore gamers
street fighter iv: game demo
DISCUSSION
FORM
• Why hasn’t game’s form changed drastically in
over 20 years despite advances in technology?
•

Has not moved to 3D space

•

Has not move to first person

•

No customizable avatars

•

Graphics anime-like rather realistic

•

Remains controller based

•

Virtual environments limited
SIMPLE ELEGANCE
• Appeal to casual and hardcore games: easy to
pick up, difficult to master
• Formal constraints allow depth
– Simple moves and rules, multiple combinations
– Variations: character, difficulty level
– Unlock movies, additional features, characters
– Narrative not essential, but added incentive to play
more

• Affective involvement

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Street Fighter - Game Walkthrough

  • 1. GAME WALKTHROUGH Anne Galang ENGL 794 | July 17, 2012
  • 2. OVERVIEW • Street Fighter IV • History of Street Fighter franchise • Walkthrough • Key Question: Why has so little changed in Street Fighter game play in over 20 years – Player Involvement Model
  • 3.
  • 4. street fighter iv • published by Capcom in 2008 (arcade) 2009 (home) • platforms: PS3, Xbox 360, Arcade, Windows and iOS • genre: fighting game – continues Street Fighter series – 1-1 fighting tournament – 2player or 1player vs. computer
  • 5. THE STREET FIGHTER FRANCHISE • Street Fighter I (1987) • Street Fighter II (1991) – Street Fighter II Turbo – Super Street Fighter II – Super Street Fighter II Turbo • Street Fighter Alpha series (1995) • Street Fighter III series (1997) • Street Fighter IV (2008)
  • 6. STREET FIGHTER II LEGACY • Released: 1991 • Remains Capcom's best-selling consumer game of all time as of March 31, 2012 (Wikipedia) • Revitalized video arcades (1up.com) • Most influential fighting game • Inspired clones: including Mortal Kombat • Hollywood Movie!!!
  • 7. STREET FIGHTER II • Street Fighter II Demo Video
  • 8. WHAT MADE STREET FIGHTER II A HIT? This one game salvaged the fading arcade industry for a decade, created a genre that continues to thrive, and gave us some of the most iconic and memorable characters, sights, and sounds ever built into a game. (1up.com) • Impressive visual graphics for 1991 • Characters • Intuitive controls: easy to learn but difficult to master • Appeal to casual and hardcore gamers
  • 9. street fighter iv: game demo
  • 11. FORM • Why hasn’t game’s form changed drastically in over 20 years despite advances in technology? • Has not moved to 3D space • Has not move to first person • No customizable avatars • Graphics anime-like rather realistic • Remains controller based • Virtual environments limited
  • 12. SIMPLE ELEGANCE • Appeal to casual and hardcore games: easy to pick up, difficult to master • Formal constraints allow depth – Simple moves and rules, multiple combinations – Variations: character, difficulty level – Unlock movies, additional features, characters – Narrative not essential, but added incentive to play more • Affective involvement

Notas do Editor

  1. Introduction:
  2. “Backgrounds were huge, detailed and animated, with multiple levels of parallax scrolling, vivid color and an unprecedented lack of tiling. Each character was boldly drawn in a distinctive style that stood at the borderline of anime and realism. The animation was incredible: practically every action caused the characters to move in a slightly different way, which didn't simply make for good eye candy but also provided helpful visual cues for attentive players.” (1up.com) “Impressively, all eight were incredibly well balanced. Each warrior had his (or her) specific strengths and weaknesses, and each had a distinct set of skills and techniques”