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‏إظهار الرسائل ذات التسميات INFORMATION. إظهار كافة الرسائل
‏إظهار الرسائل ذات التسميات INFORMATION. إظهار كافة الرسائل

الثلاثاء، 16 ديسمبر 2014

Street Fighter IV

Street Fighter IV

From Wikipedia, the free encyclopedia
Street Fighter IV
Street Fighter IV (flyer).jpg
Promotional poster for original arcade release
Developer(s) Dimps
Capcom
Publisher(s) Capcom
Director(s) Takashi Tsukamoto (Dimps)
Producer(s) Yoshinori Ono
Composer(s) Hideyuki Fukasawa
Series Street Fighter
Engine Custom
Platform(s) Arcade, PlayStation 3, Xbox 360, Microsoft Windows, Nintendo 3DS, iOS, PlayStation 4
Release date(s) Arcade
PlayStation 3, Xbox 360[2]
  • JP February 12, 2009
  • NA February 17, 2009
  • EU February 20, 2009
Microsoft Windows (GFWL)[3]
iOS
March 10, 2010[7]
Genre(s) Fighting
Mode(s) Single-player, competitive multiplayer
Cabinet Sit-down
Arcade system Taito Type X2[8]
CPU LGA 775 compatible CPU: Intel Core 2 Duo E6400[9][10]
GPU: GeForce 7900 GS[10]
Sound Onboard 7.1ch HD Audio[9]
Display 720p/1080i/1080p 16:9 LCD screen
Street Fighter IV (ストリートファイター IV Sutorīto Faitā Fō?) is a 2008 fighting game produced by Capcom, which co-developed the game with Dimps.[11] It was the first numbered Street Fighter game released by Capcom since 1999, a hiatus of nine years.
The coin-operated arcade game version was released in Japan on July 18, 2008, with North American arcades importing the machines by August.[12] The console versions for the PlayStation 3 and Xbox 360 were released in Japan on February 12, 2009, and were sold in North American stores as early as February 16, with a February 18 intended release date. The official European release was on February 20.[2] A Windows version was released on July 2, 2009 in Japan,[4] July 3, 2009 in Europe[5] and July 7, 2009 in the United States.[6] A version for iOS was released on March 10, 2010.[7] By March 31, 2009, Street Fighter IV had sold over 3 million copies worldwide.[13] An updated version, Super Street Fighter IV, was released as a standalone title in April 2010.[14]
Street Fighter IV has sold 3.3 million units.[15] Super Street Fighter IV has sold 1.9 million units,[15] in addition to 1.1 million of the Arcade Edition (full game only).[15] Super Street Fighter IV: 3D Edition sold an additional 1.2 million copies.[15] Ultra Street Fighter IV has sold 500,000 copies (full game only) by September 30, 2014. This adds up to sales of 8 million copies in total. Upon its release, the game received universal critical acclaim; receiving universally high scores from many gaming websites and magazines. It has also been listed among the greatest games of its generation.

Gameplay

An in-game screenshot showing Abel attacking Ryu
Producer Yoshinori Ono has stated that he wanted to keep the game closer to Street Fighter II. A new system called Focus Attacks (Saving Attack for the Japanese version) has been introduced, as well as Ultra Moves. The traditional six-button control scheme has returned, with new features and Special Moves integrated into the input system, mixing classic gameplay with additional innovations.[16]
Stephen Kleckner of 1UP.com has stated the game has a similar feel to Super Street Fighter II Turbo, but also has a few features from Street Fighter III: 3rd Strike.[17] As in Street Fighter III, throwing is performed by pressing both light attack buttons, while pressing both heavy attack buttons performs the character's personal action or taunt. Pressing both medium attack buttons performs a character's Focus Attack. Dashes and quick standing are also in the game. C. Viper and Dan (with the air taunt) are the only characters who can perform a high jump.[17]
It was intended that bonus rounds such as the car-smashing stage from earlier Street Fighter games would return. Ono later stated that the bonus stages would not be in the arcade game, citing the reason to be that the time players spend on bonus stages is time during which they have no chance of losing, which ultimately takes money from arcade operators.[18][19]
Focus Attacks, known as Saving Attack in the Japanese version,[20] is a new system introduced in Street Fighter IV. The Focus Attack is a move that allows the player to absorb an attack and launch a counterattack, and it is performed by pressing the medium punch and medium kick buttons simultaneously. There are two phases to the attack. In the first phase, the player will shift into a new stance, at which point he or she is able to absorb a single hit from the opponent. The second phase is the counterattack. The longer the player holds down the medium punch and kick buttons, the more powerful the attack will be. If the buttons are held for long enough the attack will be unblockable and cause the opponent to crumple slowly to the ground, allowing the player to follow up with a free hit. Attacks that were absorbed during the first phase of a Focus Attack still cause damage to the player; however, life lost from the opponent's attack will be quickly regenerated afterward. In addition, during the first phase of the Focus Attack, the player may perform a dash either forward or backward to cancel the Focus Attack. Finally, at the cost of two bars of the Super Combo gauge, many Special Moves can be canceled into a Focus Attack. By executing a Focus Attack during the Special Move, the animation of the move will be cut short and go instantly into the Focus Attack animation. This allows players with precise timing to cancel Special Moves into Focus Attacks, and in turn cancel Focus Attacks into the forward dash, resulting in new combo possibilities. If a Special Move is blocked by the opponent, the new system allows players to cancel the blocked move with a Focus Attack, and then cancel the Focus Attack by dashing backward safely away from the opponent. Ono has stated that this system was incorporated in order to shift the emphasis away from combos and toward a more realistic system he has compared to boxing, in which "the skill is in reading your opponent's move before he or she starts moving ... We haven't forgotten about combos and linked moves, but focus makes it so that you have to read your opponent."[21] The system aims to make ground attacks as viable a way of approaching opponents as jumping was in previous games.[21] The focus system is a core part of Street Fighter IV's gameplay.[22]
In addition to the powered-up versions of Special Moves introduced in previous Street Fighter games such as Super Combos and EX Special Moves, the game also introduces a new type of powered-up Special Move officially dubbed the Ultra Combo. Ultra Combos are long and cinematic moves featuring a lengthy combination of punches, kicks and other fighting techniques. Just as there is a Super Combo gauge, there is also an Ultra Combo gauge (officially known as the Revenge Gauge or Revenge Meter), but whereas the Super Combo gauge fills up when the player hits their opponent or performs a Special Move, the Revenge Gauge fills when one takes damage from their opponent (similar to the K Groove featured in Capcom vs. SNK 2). Along with the Super Combos, Ultra Combos are one of the only times (besides Zangief, E. Honda, Seth and Abel's command throws) the camera breaks from its normal fixed position to show a more dynamic, cinematic view of the gameplay.[22]

Plot

Street Fighter IV takes place several months after the events of Street Fighter II (thus is chronologically set between Street Fighter II and III). After M.Bison's survival from his encounter with Akuma, the S.I.N. corporation began another fighting tournament in order to draw out the most powerful fighters on Earth to complete the BLECE project. Each character has their own reasons for entering this tournament, but S.I.N.'s real desire is to lure Ryu to them in order to analyze the Satsui no Hadō, believed to be the last piece of data needed to complete BLECE.

Characters

Chronologically set between the Street Fighter II series and the Street Fighter III series, the playable character roster of the arcade version includes the cast of the original Street Fighter II (all 12 characters, including the four Shadaloo Grand Masters) and four new characters. Akuma from Super Street Fighter II Turbo also appears as a hidden playable character, as well as a secret opponent, for a total 17 playable characters. Additionally, the game includes two more secret characters: Seth as the game's standard final boss, and Gouken as a secret opponent, which makes for a total of 19 characters.
New characters:
  • Abel, a French fighter who utilizes Russian combat sambo to defeat opponents (note his kurtka). He is described as an amnesiac, a "man with no past" looking to defeat surviving members of Shadaloo. He is later revealed to be a prototype of Seth's model.[23]
  • Crimson Viper, a female American spy wearing sunglasses, leather gloves and a form-fitting suit with weapons she entered the tournament in order to "test".[23]
  • Rufus, an obese kung fu fighter, who seeks to fight Ken to prove himself as the best fighter in the United States.
  • El Fuerte (Spanish for "The Strong One"), a Mexican luchador and aspiring gourmet chef.[24]
  • Seth, also known as "The Puppet Master", is the new boss character. He is the CEO of S.I.N., the weapons division of Shadaloo. His body has been modified using advanced technology. His Special Moves are techniques used by other characters.[25]
  • Gouken, the elder brother of Akuma, and Ryu and Ken  '​s master, appears in the arcade version as a secret computer-controlled challenger in the end of the single-player mode, making his debut as a fighter in the Street Fighter series.[26]
The returning characters are Ryu, Ken, Chun-Li, E. Honda, Blanka, Zangief, Guile, Dhalsim, Balrog, Vega, Sagat, M. Bison and Akuma.

Development

Before producer Yoshinori Ono pitched the idea to Capcom R&D head Keiji Inafune, the prevailing attitude around Capcom was that a new numeric entry to the Street Fighter series would not be made. Initially, there was much resistance to Ono's pitch for a new Street Fighter game so many years after the original. The gap from 2000 to 2008, since Street Fighter EX3, the latest Street Fighter game at that point, represented the longest time the series had gone without a sequel. However, in light of fan demand plus the positive reception to Street Fighter II' Hyper Fighting on Xbox Live Arcade, Inafune eventually allowed the project to begin.[22] This was Ono's first take on a new entry for the Street Fighter series as a producer, although he had previously worked on Street Fighter III 3rd Strike as a "sound management director" and previously produced Capcom Fighting Jam. The experience provided by Super Street Fighter II Turbo became the main influence for the Street Fighter IV development team.[27]
The original game concept, titled Street Fighter IV Flashback, imagined in part by David Sirlin, the designer of Super Street Fighter II Turbo HD Remix, never made it past the proposal stage. Flashback would likewise feature the 2.5D gameplay and a roster made of classic Street Fighter II characters plus Sakura and a few new characters. The game would have also featured a single-player mode with third-person 3D action (similar to this of the God of War series) that focused on Ryu's backstory, as well as all Street Fighter arcade games in their original forms and a 3D version of Super Turbo. Flashback's proposed easy control system was later used in Tatsunoko vs. Capcom: Ultimate All-Stars, minus its titular "flashback" gameplay feature.[28]
While Street Fighter IV features models and backgrounds rendered in 3D, the gameplay remains on a traditional 2D plane, with the camera having freedom to move in 3D at certain times during fights, for dramatic effect, similar to the Street Fighter EX series Capcom produced with Arika. Initially the title had been developed to use 3D hitboxes, but the testers felt it didn't have the "pixel perfect" precision of a Street Fighter game, and the game was therefore changed to use 2D hitboxes.[29]
Art director and character designer Daigo Ikeno, who previously worked on Street Fighter III 3rd Strike,[30] opted for non-photorealistic rendering to give them a hand-drawn look,[16] with visual effects accented in calligraphic strokes, ink smudges and ink sprays during the fights.
The game runs on the Taito Type X2 arcade board inside a Taito Vewlix cabinet[8] and takes advantage of the Type X2's network capabilities and allows players in separate machines within the same LAN to fight each other.

Home versions

Street Fighter IV was also released for PlayStation 3, Xbox 360 and Microsoft Windows, featuring additional playable characters and features not found in the arcade game. Capcom later released an iOS version on March 10, 2010.[7]

Additional characters

The notable addition in the home versions of Street Fighter IV are eight unlockable and playable characters not available in the arcade version. Seth and Gouken, computer-played characters in the arcade,[31] and six characters from other Street Fighter games were added, to a total of 25 characters, all of them playable. The introduced characters are Dan, Fei Long, Sakura, Cammy, Gen, and Rose.

Additional features

Home versions also feature online play, six new stages, downloadable content,[32] a Challenge Mode that acts as a training module for players, requiring them to reproduce indicated moves or combos with successive levels of increasing complexity,[33] as well as selectable English or Japanese voices for the characters (similar to the voice option settings in the Soulcalibur games), making Street Fighter IV the first game in the series since the original Street Fighter to feature English voice acting for all the characters.
The game also offers a new opening cinematic scene featuring the song "The Next Door", by Exile, in both Japanese and English (depending on language settings), and animated opening and ending sequences for each character.
The iOS version allows for bluetooth-based multiplayer between devices, but features only eight of the console version's characters and stages. The characters consist of Ryu, Ken, Chun-Li, Guile, Dhaslim, Blanka, Abel and M. Bison. In an update two more characters were added: Zangief and Cammy. The most recent update features Sagat and an unlockable character, Dee Jay.[34]
[hide]System requirements

Minimum Recommended
Windows[35][36][37]
Operating system Windows XP or Windows Vista
CPU Pentium 4 2.0 GHz or higher Intel Core2Duo 2.0 GHz or higher
Memory 1 GB or higher 2 GB or higher
Hard drive 4.5 GB of free space
Graphics hardware DirectX 9.0c/Shader3.0 or higher compatible, NVIDIA GeForce6600 series, ATI Radeon(TM) X1600 or higher, VRAM 256MB or higher DirectX 9.0c/Shader3.0 or higher compatible, NVIDIA GeForce8600 series or higher, ATI Radeon(TM) X 1900 or higher, VRAM 512MB or higher
Sound hardware DirectSound compatible, DirectX 9.0c (or higher) compatible

Windows version additions

The Windows version of Street Fighter IV includes all the features found in the PlayStation 3 and Xbox 360 and some extras, that Capcom representatives say could make it "the definitive version" of the game.[3][38] The game features online play via Games for Windows - LIVE, with built-in voice chat and PC-exclusive achievements, but no cross-platform playability would be available with Xbox 360 players.[39] Also, the game features higher resolutions, and three new freely selectable visual styles, named "Ink", "Watercolor" and "Posterize".[40] There are also two bundles of the game: regular (game only, $39.99) and a bundle that includes the Mad Catz FightPad (with the Ryu design) that is currently sold separately for the Xbox 360 version. Those who pre-ordered the game at Best Buy received a DVD with an Eagle One animated comic (this is not the same as The Ties That Bind that comes in the collector's editions of the console versions).[6] Additionally, Svensson has stated on the Capcom Unity forums that the retail version uses disc-based SecuROM as its main form of copy protection for the North American release.
The specifications for the game were released on May 15, 2009, and are considered relatively modest.[41]

Marketing

For Western markets, three different packages for the game were prepared—the European release, the North American standard package, and the North American Collector's Edition. The contents of the Collector's Edition are nearly identical to those featured in the European version, and are the following:[42]
  • A comic book style mini strategy guide by Prima (which also published a full strategy guide for the game in the U.S.), featuring artwork by UDON.
  • A disc including the 65 minutes animated film titled Street Fighter IV: The Ties That Bind (新たなる絆 Aratanaru Kizuna?), produced by Studio 4°C[43] as a prologue for the game, and a selection of the game's trailers (a Blu-ray disc for the PS3 version and game disc with the movie in 720p for the Xbox 360).
  • A soundtrack CD (not in Europe).
  • Crimson Viper and Ryu figurines (in the US release, PS3 owners will get a Ryu figurine, while Xbox 360 owners get a Crimson Viper figure. In Europe, PS3 and Xbox 360 owners got both figurines in place of a soundtrack CD.)
  • Five downloadable character costumes, which is known as the Brawler Pack that includes alternate costumes for: Zangief, E. Honda, Rufus, El Fuerte, and Abel.
Street Fighter IV dedicated arcade stick with eight action buttons
Mad Catz produced six controllers for the game, two Arcade sticks and a game pad each for the PlayStation 3 and Xbox 360. These products include a basic model joystick, the "Street Fighter IV FightStick"; a heavier and sturdier stick, the "Street Fighter IV FightStick Tournament Edition'; and a six-button game pad, the "Street Fighter IV FightPad".[44] Meanwhile peripheral manufacturer Hori also produced two joysticks for the game for the Japanese/Asian markets based on previous joystick models produced by the company.[45]

iOS version

An iOS version of the game was released on March 10, 2010. This version retains many of the console version's features, but contains a simplified combo system. The game was released with eight playable characters, though more have been added through free updates. The game also includes Bluetooth multiplayer and Game Center achievements. Additionally, a version called Street Fighter IV Volt was released for the iPhone and iPod Touch on June 30, 2011, which enables online play.[46]

Android version

On January 5, 2012, a version of the game called Street Fighter IV HD was released for LG's Android-powered Nitro HD and Optimus LTE phones.[47]
On December 30, 2012, a version of the game called Street Fighter IV was released in Japan on Google Play.[48]

Downloadable content

The console versions of Street Fighter IV support downloadable content (DLC), made available for download via Microsoft's Xbox Live Marketplace and Sony's PlayStation Network.[49]
The first expansion pack, titled "Championship Mode", was released free of charge on April 24, 2009. It provides players with a replay mode, a new points system and an enhanced tournament matching system.[50] Championship mode is a game mode where a series of players compete against each other for ranking points. The higher the ranking, the harder the contest the player will participate in. The PlayStation 3 version of the download allows the player to vote on the parts of the recorded match they thought were "funny", "awesome", and "beautiful". The Xbox 360 version allows the player to download their recorded fights to the console.[51]
In addition, five alternate costume packs are available for purchase. These costume packs include the alternate costumes already seen in the arcade version, and were released on separate dates following the game's launch.
  • February 17, 2009 (North America); February 20, 2009 (Europe): Brawler Pack including alternate costumes for: Zangief, E. Honda, Rufus, El Fuerte, and Abel.
  • February 24, 2009 (North America); February 27, 2009 (Europe): Femme Fatale Pack including alternate costumes for: Chun-Li, Cammy, Sakura, Rose, and C.Viper.
  • March 3, 2009 (North America); March 6, 2009 (Europe): Shoryuken Pack including alternate costumes for: Ryu, Ken, Akuma, Gouken, and Dan.
  • March 10, 2009 (North America); March 13, 2009 (Europe): Shadaloo Pack including alternate costumes for: Seth, M. Bison, Sagat, Balrog, and Vega.
  • March 17, 2009 (North America); March 20, 2009 (Europe): Classic Pack including alternate costumes for: Guile, Dhalsim, Fei-Long, Blanka, and Gen.[52]
A single package called the "Complete Alternate Costume Pack", containing alternate costumes for all 25 characters was made available for download on May 5, 2009 in North America, and May 8, 2009 in Europe.
Although initially Capcom stated that there were no plans to add any additional characters to the game, wanting to focus on core gameplay values,[53] Yoshinori Ono later revealed that unfinished versions of Dee Jay and T. Hawk (the only two missing characters from SSF2T) had been made, and given sufficient fan request for them, they could eventually get added into the game.[54] These characters eventually found their way into Super Street Fighter IV.
There was an update for the iOS version that added Zangief and Cammy to the roster. A second update added C. Viper and E. Honda whilst a third added Sagat and Dee Jay - the latter having to be unlocked. DLC is also available. So far Ryu and Chun-Li each have one new costume each. Additional music, 'Street Fighter II Arranged BGM', can also be purchased to provide alternate in-game audio.

Related media

Anime

Street Fighter IV: The Ties That Bind is an animated movie directed by Jirō Kanai that was featured in a bonus disc included in the Collector's Edition of Street Fighter IV for the PlayStation 3 and Xbox 360. The plot, which takes place before the events of Street Fighter IV, begins with Cammy's Team Delta Red task force who are investigating an energy anomaly. At the same time, Chun-Li and Guile investigate the disappearance of well-known martial artists. Meanwhile, Crimson Viper is sent to capture Ryu on orders from Seth, who knows about Ryu's Satsui no Hadou and desires it for himself. Additionally, five promotional anime shorts featuring characters from the game were released via the Capcom website.

Comic

In addition to the The Ties That Bind animated film included with the collectors edition of the game, UDON also published a 4-issue comic mini-series based on Street Fighter IV, with the first issue being released February 18, 2009. The comic focuses on the new characters (Abel, Viper, El Fuerte, and Rufus) and their interactions with many of the series' mainstays.

PlayStation Home

In the PlayStation 3's online community-based service PlayStation Home, Capcom has released a Street Fighter IV themed game space. The space is called "S.I.N.'s Secret Base from Street Fighter IV". It has such features as Challenge Opponent which lets users do an action based on their fighting level in Street Fighter IV, as well as a shop with themed costumes and ornaments of all the characters from Street Fighter IV.[55] This space was released in the Japanese version on July 30, 2009, in the Asian version on September 24, 2009, in the European version on October 9, 2009, and in the North American version on October 23, 2009.
In addition to the game space, costumes, and ornaments, Street Fighter IV also fully supports Game Launching in PlayStation Home which lets users set up multi-player games in Home, with advanced options, and launch into the game from Home. This feature was added on April 23, 2009.[56] Some trophies in Street Fighter IV also reward Home rewards.

Reception

[hide]Reception
Aggregate scores
Aggregator Score
GameRankings 93.96% (PS3) [68]
93.38% (X360)[69]
90.25% (PC)[70]
Metacritic 94% (PS3)[65]
93% (X360)[66]
91% (PC)[67]
Review scores
Publication Score
1UP.com A[63]
Eurogamer 10/10[57]
Game Informer 9.25/10 (X360 and PS3)[58][59]
GameSpot 9.0/10[60]
GameTrailers 9.2/10 [61]
IGN 9.3/10 [62]
Play Magazine 95%[71]
X-Play 5/5[64]
Awards
Publication Award
Golden Joystick Awards Fighting game of the year[72]
Game Critics Awards Best Fighting game of 2008
Both the arcade and home versions of Street Fighter IV have received universal critical acclaim. The game received an aggregated score of 94 from Metacritic for its PlayStation 3 version,[65] 93 for its Xbox 360 version,[66] and 91 for its PC version.[67]
The arcade version of Street Fighter IV was voted Best Game of 2008 in Japan by the editorial staff of Arcadia magazine in the February 2009 issue of the publication. The game also won in the categories of "Best Graphics", "Best Production", and the "Reader's Choice Award". The character Ryu took the No. 1 spot in the magazine's "Top 20 Characters of 2008" in the same issue. The February 2009 issue of PlayStation: The Official Magazine has rated the game 5/5, while the February 2009 issue of the Official Xbox Magazine has given Street Fighter IV a score of 9.5/10. IGN gave the game a 9.3/10, calling it an "irrevocably deep fighting game", but said that the anime cutscenes are "so poorly animated and tell you almost nothing about the story or the context for each character's participation in the tournament." GameSpot gave it the best Fighting Game of 2009 in the Editor's Choice and Reader's Choice areas.[73] Additionally, GameTrailers named the title as the Best Fighting Game of 2009.[74] Street Fighter IV also won "Fighting Game of the Year" at the 2009 Spike Video Game Awards.
Giant Bomb gave the game 5 out of 5 stars stating that "Street Fighter IV combines old and new in powerful ways, resulting in a game familiar enough to bring retired fans back into the fold while being different enough to appeal to the players who have stuck with the genre since day one."[75] Eurogamer gave the game 10/10 stating that "after over a month of playing Street Fighter IV almost daily, what has become quite clear is that it manages to appeal to a huge range of abilities and tastes without ever compromising its fidelity". Planet Xbox 360 was similar in its praise for the game, awarding it 9.1/10 and only finding fault with the Xbox 360's controller.
The iOS version has been critically acclaimed as well. Gameplayershub.com[76] gave the game a 97% score, indicating that the game had such polish it should lead the way for future games on the platform.
The PlayStation 3 and Xbox 360 versions have sold 3.3 million copies.[77]
It has been listed among the greatest games of its generation. Edge ranked the game #14 on its list of "The 100 Best Games To Play Today", stating "SFIV opens up the genre to all-comers without ever compromising the system's depth or fidelity."[78]

Updated versions

Super Street Fighter IV

Released on April 27, 2010, Super Street Fighter IV is the first major update to Street Fighter IV. Super Street Fighter IV includes several new online game modes, five new stages and ten additional characters, as well as tweaks and changes to the existing ones, such as new Ultra Combos and additional costumes.[79] Among the added characters are returners T. Hawk, Dee Jay,[14] Adon, Guy, Cody, Ibuki, Makoto, and Dudley.[80] The newly introduced characters are Juri, a Korean Tae Kwon Do fighter who works as a spy for Seth's organization, S.I.N.,[81] and Hakan, a Turkish oil wrestler.[82][83]
The game was originally released for the PlayStation 3 and Xbox 360, later getting an arcade version with extended content. The arcade version was later backported to consoles in the form of Super Street Fighter IV: Arcade Edition. A handheld version of Super Street Fighter IV, titled Super Street Fighter IV: 3D Edition, was also released for the Nintendo 3DS in March 2011, including stereoscopic 3D graphics and new features.[84]

Super Street Fighter IV: Arcade Edition

An arcade version of Super Street Fighter IV was released by Capcom in December 2010, titled Super Street Fighter IV: Arcade Edition. Arcade Edition added Yun, Yang, Evil Ryu and Oni to the roster, as well as changes to the existing characters. The Arcade Edition was later released as both a standalone game and as a downloadable update.[85] In late 2011, a free balance update patch called Version 2012 was released.[86]

الاثنين، 15 ديسمبر 2014

The King of Fighters XIII

The King of Fighters XIII

From Wikipedia, the free encyclopedia
The King of Fighters XIII
Kofxiiips3.png
Cover of the PlayStation 3 port of the game, showing Iori, K′, Kyo and Mai
Developer(s) SNK Playmore
Publisher(s)
Director(s) Kei Yamamoto
Series The King of Fighters
Platform(s) Arcade, PlayStation 3, Xbox 360, Windows (only from Steam), iOS, Android
Release date(s)
Genre(s) Fighting game
Mode(s) Single player, multiplayer
Cabinet Upright
Arcade system Taito Type X2
CPU Intel Core 2 Duo E6400
GPU: GeForce 7900GS
Sound Realtek HD 7.1-channel
Display 720p / 1080p
The King of Fighters XIII (ザ・キング・オブ・ファイターズ XIII?) is a fighting game in the The King of Fighters series, developed and published by SNK Playmore originally in 2010. King of Fighters XIII was released for Japanese arcades on July 14, 2010, while ports for the Xbox 360 and PlayStation 3 were during late 2011 in Japan and English regions, with Atlus and Rising Star Games being in charge of releasing them in the United States and Europe respectively. Mobile versions for the iOS and Android operating systems followed in 2011–2012. A PC version was released on Steam on September 13, 2013. Critical reception has been positive and the game has either won or been nominated to multiple Game of the Year type awards.
The game is set after the events from The King of Fighters XI and is also the conclusion of Ash Crimson's story arc, which started in The King of Fighters 2003. It follows another King of Fighters tournament secretly hosted by Those From the Distance Land, the organization behind the events from the two prior games that are trying to break the seal of the demon Orochi and take its power.
Released after The King of Fighters XII, the game was directed by Kei Yamamoto who wanted to bring elements from prior The King of Fighters titles and fix issues from the prior game. This title significantly modifies the gameplay from its predecessor, removing some modes, and adding ones formerly used in the series. It also expands the character roster, re-grouping the playable characters into three-member teams as in the prior installments. The ports are notable for including more content than the original version such as new characters, stages and game modes.

Gameplay

A gameplay screenshot showing a fight in The King of Fighters XIII
The game removes some of the gameplay system features used in the prior game: the Guard Attack, the Critical Counter, the Clash System, as well as the dynamic, zooming camera. In their place, three new features have been added. The first of the three is the new EX Mode, which convert each character's super moves into more powerful versions that allows one bar from the player's power gauge for EX Special Moves and two bars from the player's power gauge for EX Super Special Moves. Another new feature is the Hyper Drive mode, which gives the player unlimited use of Drive Cancels for a while once the Hyper Drive Gauge has been maxed, and the last new feature confirmed for the game is the Drive Cancel, which opens up new combo possibilities. The game also marks the return of the multi-bar power gauge that was introduced in The King of Fighters '97.[5] In addition to standard and EX Desperation Moves, a new class of Desperation Move called Neo Max is included in the game and require that three stocks of gauge be exchanged to perform one, making it similar to Hidden Super Desperation Moves from The King of Fighters 2002 and Leader Super Special Moves from The King of Fighters 2003. These can also be cancelled from standard Desperation Moves, making them similar to the Dream Cancels from The King of Fighters XI.[6]
The console version is based on the 1.1 update of The King of Fighters XIII arcade which fixed several issues from the original version.[7] It also contains a story mode that influenced by the player's actions with various perspectives being available. The mode is presented in visual novel style alongside fights, something considered to be hard to include in the arcade version by the SNK Playmore staff.[8] Other modes shown are Arcade, Practice and Challenge.[9] The online gameplay is based on the one included in later versions of The King of Fighters XII, which fixed the issues the initial one had.[7]

Plot

The game takes place after The King of Fighters XI and is the last game of the third story arc that started in The King of Fighters 2003.[5] The fighter Ash Crimson has absorbed the powers from two of the descendants of the clans who sealed the Orochi away 1,800 years ago, Chizuru Kagura and Iori Yagami, while Kyo Kusanagi is to be his last victim. As his former comrade, Elisabeth Blanctorche, prepares to stop him, fighters receive an invitation to another King of Fighters tournament hosted by a person labelled as "R".[10] The tournament is sponsored by Rose who is being controlled by "Those From The Past", the organization behind the two prior tournaments that has been trying to break Orochi's seal.
When the winning team reaches the game's end, Saiki, the leader of "Those From The Past" puts his work into motion. Saiki intends to use the energy expended by the winning team to enable him to cross time. However, as the fight rages, Botan notes that the gate that links them to the past is starting to close despite the battle. Before Saiki can act, he is ambushed by Ash Crimson, who steals his power. It is revealed then that, while Ash was enlisted by Saiki to obtain the Three Sacred Treasures to power the time gate, Ash had no intention of helping Saiki. Ash is suddenly overtaken by Saiki's persona, who then attempts to cross the time gate in Ash's body. The winning team pursues him into the time gate and the final battle of The King of Fighters XIII begins inside the time gate. Saiki is defeated in the gate but persists on crossing over to the past, believing it means nothing since he can return to the past and then cross the gate again to attempt his plan anew. However, Ash halts his attempt and allows the gate to close, leaving Saiki trapped in the present. Furthermore, Ash reveals that he is a descendant of Saiki. By locking Saiki out of the gate, he denies Saiki's existence in the past and forces his own existence to cease. As Ash vanishes from the living world, the flow of time resumes. In the epilogue of the Story Mode, in the dimensional rift, a spear appeared in front of Shroom and Rimelo, two members of Those From The Past who faced Kyo in the opening of the game (Console version). More surprising, Shion appeared before them, revealed that he's still alive.

Characters

The roster of The King of Fighters XIII features all the characters who appeared in The King of Fighters XII, including the two console-exclusive characters, Elisabeth Branctorche and Mature. Three new characters come the form of The King of Fighters '94 Women's Team (Yuri Sakazaki, King and Mai Shiranui).[11] Unlike The King of Fighters XII, all of the characters are organized into proper teams this time with the exception of Ash, who is now a single entry character.[12]
On April 22, 2010, Famitsu reported the addition of two new characters to the game: Vice for Iori Yagami's team and Takuma Sakazaki for the Art of Fighting team. The official website was soon updated with the changes as well as adding a storyline for Iori's team,[12] and on the April 23, 2010 location test at Hong Kong, Hwa Jai from Fatal Fury: King of Fighters was confirmed to be in the game as the final member of Kim Kaphwan's team.[13] The first member of the final team, K′, was revealed on April 30 with his addition to the roster page.[12] Maxima was also revealed as the second member of K's Team via addition to the roster page on May 7 and one week later, the final character for K's Team, Kula Diamond, was introduced in the same way.[12] Saiki, the manipulator behind the events of The King of Fighters XIII, appears as sub-boss while an alternate form of Ash Crimson known as Evil Ash appears as the final boss.
On June 28, 2011, Famitsu reported the addition of Billy Kane from Fatal Fury: King of Fighters as a console version exclusive character.[14] On July 29, 2011, the human form of Saiki was also announced to be playable, while the original Iori Yagami to be featured as downloadable content (DLC).[15] Following Iori's appearance, Atlus announced "NESTS Style Kyo", which features Kyo Kusanagi's moveset from The King of Fighters '99, as another downloadable character.[16] As a result of a technical error, the patch was delayed to January 1, 2012 for the PlayStation 3.[17] A new DLC including bugfixes (mainly on online mode) and Mr. Karate (Takuma Sakazaki's alter ego) as a new character became available on January 11, 2012.[18]

Development

SNK Playmore first announced The King of Fighters XIII in February 2010.[19] There was an official preview of the game that was held on March 25, 2010 in Akihabara.[20] The game design director, Kei Yamamoto, stated that he wants the game to be played by the fans of the series who would be able to use their experience from prior titles. Additionally, however, he did not want the game to be too similar to its predecessors, though he and his staff's aim for the game is to capture the charm from prior titles such as readdition of gameplay rules from older titles. The gameplay was also modified to have faster battles to be enjoyed by gamers. Therefore, Yamamoto labelled the theme of the game as "KOF-ism" (KOFイズム?).[21] SNK Playmore president Ryo Mizufune expressed excitement for the game's release, commenting that they wanted to release a game that would surpass fans' expectations and could become as popular as The King of Fighters '98. Therefore, they listened to fans' suggestions during development of the game to incorporate them.[22]
The staff in charge wanted to pay attention to the number of details given to the game's graphics. Regarding the story, they paid attention to its flow, mentioning the final version was not significantly different from the first one.[23] Because the prior game, The King of Fighters XII, suffered from various technical issues, developers also worked in fixing them to improve the gameplay.[24] However, the initial arcade version from the game suffered from four notable bugs which lead to special rules forbidding players to use them in at Japan's Tougeki – Super Battle Opera fighting game tournament.[25] An updated version 1.1 was later released for arcades, fixing all the bugs and issues from the original game.[7]
In choosing characters, developers wanted to include ones that would give a notable contrast and balance between teams rather than popularity within fans, thus expanding the "KOF-ism" theme.[26] Characters like Kyo Kusanagi were made to fight at short distances rather than his original forms from the series' first two games where he relied in attacks performed from distance to emphasize the balance within the cast.[27] The first Neo Max technique made by the staff was Kyo's. As a result, following Neo Max attacks were made to be consistent with Kyo's Neo Max in their style and damage.[28] Returning characters such as the K' Team were adjusted so that they would play in a similar fashion to prior titles, which resulted in several revisions of mechanics.[29] Furthermore, King and Mai Shiranui were made based on their Art of Fighting and Fatal Fury incarnations, respectively, rather than their The King of Fighters ones.[30]

Release

Home version

In June 2011, SNK Playmore confirmed that the PlayStation 3 and Xbox 360 console versions were in the works and would be released on October 27, 2011 in Japan.[14][31] In September 2011, however, SNK delayed the game's release date to an unspecified one from the same year,[32] later leaving it to December 1, 2011.[2] The ports are notable for adding several game modes not seen in the original version as well as new characters.[24]
Atlus had confirmed that they would publish the game on October 25, 2011 in North America,[33] but later delayed it until November 22.[3] Pre-orders for the game included a four-CD soundtrack from the series; the preorders e notably increased following the announcement.[34] Rising Star Games confirmed the release date at October 28, 2011 in Europe.[35] A Windows port, featuring all three DLC characters, was also released on Steam in September 2013.[36][37]
Various new arenas were added for the home version, with some of them being originally from the Art of Fighting and Fatal Fury series. The others are based on places briefly seen in cutscenes from The King of Fighters.[38][39] All of the characters had their movesets adjusted for better balance as a response to issues found in the arcade versions.[40] Downloadable content was also made available, including variants of existing characters.[41][42]

Mobile

An iOS version was also released on July 7, 2011 under the title of The King of Fighters-i.[43] It was also brought to Android-based devices on March 22, 2012, as The King of Fighters Android.[44]
Kei Yamamoto was also in charge of this version, but the developed team consisted of another one that did not work in the arcade version. The staff had trouble adapting the game to the iOS due to lack of balances of moves and enemies' intelligences. The initial roster was reduced although six more characters became available by September 2011 alongside an updated version. Billy Kane was included as a result of his popularity within fans, although some were confused by the absence of Iori Yagami. Depending on the game's popularity, the staff may port it to other consoles.[45]
The King of Fighters-i 2012, an updated version featuring 12 new characters and other modes. It was released for the iOS platform on May 3, 2012.[46]

Climax

A new version of the game, featuring the characters introduced on the console version of the game as well as new revisions. It was released in arcades as announced in February 2012, entitled The King of Fighters XIII: Climax. Location tests began in February 2012,[47][48] and the game was officially released in Japanese arcades on April 26, 2012.[49]

Merchandise

An official guidebook from the series was published by Arcadia in Japan on August 6, 2010, as The King of Fighters XIII Master Guide.[50] An official soundtrack was released on August 4, 2010. It is composed of two CDs, with the first one having 15 tracks and the second 37.[51] A four-CD official soundtrack The King of Soundtracks was included with the English pre-orders of the game.[34]

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