Street Fighter® IV
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Crossover fighting games are often just about the characters – WHAT will HAPPEN when TWO worlds COLLIDE and so on. Rarely are they true crossbreeds like Street Fighter X Tekken, a game that takes the peerless Street Fighter IV as its base but adds a huge Tekken character roster and key mechanics from Namco’s series.

Most Street Fighter games have eventually found their way to the PC, but we’ve been largely spared the winding history of Tekken. There are two key differences, which Street Fighter X Tekken has a real go at bringing together. The first is that in Tekken each button maps to a specific limb on the fighter, as opposed to Street Fighter’s six-button system of light, medium and heavy punches and kicks. The second is the importance of ‘juggling’. In Tekken, when an opponent has been hit and is in mid-air, you can follow-up with attacks that can’t be blocked and will end only when that victim hits the ground. Keeping your opponent in the air can be tricky, but it’s always possible to tag a few extra hits on.

It’s a more fluid system than Street Fighter’s more rigid hierarchy of combos. There, a snappy input pulls off a devastatingly smooth series of moves. In Tekken things are a bit messier: there are fixed high-damage combos, but it’s possible to interject other moves, especially when your opponent’s not fighting back.



This finds its way into X Tekken in a brilliant way, one of the game’s shining successes, as the ability to combo from any low-damage attack into any higher-damage attack. For example, light kick into medium punch into heavy kick will produce a combo using any character, providing you get the timing right. Not only that, but this system is the basis of tagging in and out properly – which we’ll come to in a second.

First, the rules. Street Fighter X Tekken is a 2 vs 2 fighting game, with two fighters on screen at once and the ability to tag your team members in and out. Both fighters have their own health bar, which recharges to a degree when they’re off-screen, but the first knockout on either team decides the round. Learning when to tag in and out is by far the most important trick in the early stages of SF X Tekken. Although there’s a button combination for a straight switch, it leaves the incoming fighter vulnerable for a split-second and usually means eating a mega-combo.

The name of the game is switching mid-combo, which sounds complex but is easy thanks to the ability to combo into higher-damage blows. If you execute a combo with the strength of blows ascending, the last blow will be a heavy launcher attack (fighting jargon for ‘knocks them into the air’) and after it hits the characters instantly switch out – and the incoming fighter, if swift enough, can start juggling the airborne opposition.



In full flow Street Fighter X Tekken can turn up some incredible fights. There are back-and-forth grudge matches ending in Super combos, blood-and-thunder offensives that bully opponents to death, and knockdown- drag-out wars of attrition where the final blow is a light tap on the ankle. Sometimes whole flurries are exchanged without anything breaking at all, both fighters pirouetting away from the maelstrom in a brief second of calm before charging headlong back in.

More than anything else, it’s about team play, with the fights constantly punctuated by character switches. At its simplest this means launching an enemy when low on health, and storming in with a charged-up dragon punch. Often it can be used mid-combo, if you can manage some extremely tight timings, to pull off ridiculously long strings. At its most complex, or so it seems initially, switching can mean health-bar chomping multitasking where the victim doesn’t touch the ground.

It’s the most eye-catching aspect of Street Fighter X Tekken, and it also ends up as its Achilles’ Heel. When two fighters are facing each other, poking away and looking for an opening, it plays in a similar manner to Street Fighter IV. But as soon as that first hit lands all bets are off – you could be in for a few smacks around the chops, or 30 seconds of watching your guy get battered from pillar to post without a chance of intervening.



It doesn’t sound like fun because it’s not fun. The chaining aspect of Street Fighter X Tekken’s system is implemented with a huge amount of skill, but it badly needed the brakes put on it beyond a certain stage. As it is, almost half of the online fights I have degenerate into watching my poor saps get pummelled in the corner. Rolento and Rufus are among the worst offenders, capable of turning a landed jab into an endless string of blows that regularly removes over half your health bar – and these strings are not particularly difficult to execute, which makes them incredibly common.

This is not sour grapes. I’m not amazing at Street Fighter IV, but have sunk over 200 hours into it and am well-versed in the art of losing graciously. In Street Fighter X Tekken you’re often just left watching a fight rather than participating in one. Everyone would accept that if an opponent breaches your defences, they should have the opportunity to deal some heavy damage – but here the skill ceiling is so low that almost every combo can end up being a huge one. This is a fighting game where you’re often reduced to the status of punching bag.

It’s a tremendously sad misstep, because in other ways Street Fighter X Tekken is a magnificent beast. Visually it’s an astounding achievement, with more detailed versions of Street Fighter IV’s chunky brush-textured models alongside definitive treatments of the Tekken cast. The marquee characters are superb, and Namco are going to have a difficult time topping Capcom’s Heihachi and Kazuya, never mind the sensitive transformations of characters like Hwoarang. The latter is a Tae Kwon Do expert whose style pivots on the ability to change stance in an instant, which in Street Fighter X Tekken manifests in a fluid range of combo attacks and stunning midchain switches. These characters feel worth learning, worth investing your time in.



The tragedy is that the game lets them down. There are extensive singleplayer modes to practise and refine every single technique for every character, as well as an arcade mode and countless ways to customise fighters. But if the online matches aren’t fun for us to play then all the tournaments, ranking points and video channels are just so much fluff. It’s an impressive creation, but who cares?

Don’t take that to imply this is a particularly good PC version, either. Street Fighter X Tekken is, as Capcom cheerfully admit, a functionally identical port of the Xbox 360 version. Bad enough, but the 360 version was inferior to the PlayStation 3’s in the first place, lacking local co-op play (in a team fighting game!), and your five gigabyte download includes a bevvy of characters locked until Capcom graciously allow you to buy them at some point in the future. Regardless of whether Street Fighter X Tekken is the best game in the world or not, that’s a scummy tactic – and Capcom’s money-obsessed form with Street Fighter IV suggests there’s a lot more to come.



None of this would matter if the fighting was better. There are stretches of X Tekken where it seems to work perfectly, with the right combinations of characters and similarly skilled players resulting in tense standoffs where every hit counts. But it’s never too long before the loading screen shows your opponent has picked Poison and Hugo, and you know before the fight starts that they’ve memorised these characters’ simple back-and-forth chains of combos. Those low expectations are duly realised. You should be excited when a fight’s starting, not resigned.

It feels almost incredible to say it, but Street Fighter X Tekken is a bad game. It doesn’t seem like a bad game, because everything looks amazing and in your hands the controls are fluid and punchy. But as soon as you start playing online, patterns are quickly spotted, and soon they become dominant themes. Such is the time you spend unable to influence the on-screen action that Street Fighter X Tekken just feels like a big drag.

Played offline or with a mate, this is a decent scrapper. But going beyond casual play is impossible, because Street Fighter X Tekken’s clearly deep combat system is riven by an all-consuming flaw that rapidly smothers your interest. This game was given an easy ride on consoles, but don’t be taken in. That’s not a gi Ryu’s wearing – it’s the emperor’s new clothes.
Ultra Street Fighter® IV

In Street Fighter's famous bonus stage, the goal is to smash cars. That's the same goal in Super Street Fighter IV: Arcade Edition Ver. 2012—even if it looks like the goal of SF character is something else entirely.


The glitch appears to happen after Ryu unleashes a shoryuken on the car.


Even when time runs out, Ryu just keeps going and going and going...


This was a bug discovered by a Japanese gamer while playing the title at the arcade, and it was posted to YouTube as a warning to those players who use the character.


As Kotaku commenter lgboix pointed out, Street Fighter saw a simliar bug in the Street Fighter II: Championship Edition—minus the humping.


SSF4AE.ver2012バグ [YouTube]


Ultra Street Fighter® IV
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Capcom have become the latest publisher to join EA's Origin download service. VG247 have spotted a post on the official Capcom site stating that Super Street Fighter 4: Arcade Edition and Dead Rising 2: Off the Record were being added to Origin's library.

Capcom's announcement follows THQ's decision to offer its titles on Origin, starting with Batman: Arkham City and Saints Row: The Third. However with all these games available on multiple download sites for the same price, it remains to be seen exactly how EA plan to persuade gamers to buy from them instead of their more established competitors.
Portal 2
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Whoa. When did PC gaming become so damn... award-winning?

PC has cleaned up at the Golden Joystick awards with a wealth of exclusives. And the non PC exclusive games that took an award? We get to play most of those too, only more anti aliased, and in a better resolution.

The best bit? Gamers voted for these. Real-life gamers with strong opinons. A record-breaking 2.06 million of them in fact. Well done PC gaming community - you rose to the challenge and pwned.

Click through for the full results. Don't agree with some of the winners? It's time for a furious debate. See you in the comments.

PC dominated the Best Strategy category: Starcraft 2 took the number one spot, followed by Civilisation V and Shogun 2: Total War. Assassin's Creed: Brotherhood was awarded Best Action game and Fallout: New Vegas took Best RPG.

World of Warcraft took Best Subscription MMO, beating Rift and Eve Online. One of PC Gamer's faves - Minecraft - was awarded Best Downloadable Game. We'll have Notch's acceptance speech on the site as soon as possible.

League of Legends scooped Best Free-To-Play Game - considering the numbers and constant updates, it's hard to disagree.

Portal 2 took Ultimate Game of the Year at the prestigious ceremony. Seeing as we have the ultimate version of Portal 2, we'll take that as ANOTHER win for PC gaming.

Skyrim took the One To Watch award. We've been keeping a close eye on that one. And yes, it is indeed one to watch.

Best Action
Assassin's Creed: Brotherhood
Runner Up
Portal 2
Third place
L.A. Noire

Best Mobile
Angry Birds Rio
Runner up
Fruit Ninja
Third place
Infinity Blade

Best RPG
Fallout New Vegas
Runner up
The Witcher 2: Assassin's Of Kings
Third Place
Dragon Age II

Best subscription MMO
Winner
World of Warcraft
Runner up
Rift
Third place
Eve Online

Best Fighting
Mortal Kombat
Runner up
Marvel vs Capcom 3: Fate of Two Worlds
Third place
Super Street Fighter IV: Arcade Edition

Best Racing
Gran Turismo 5
Runner up
DiRT 3
Third place
Need For Speed: Hot Pursuit

Best Sports
FIFA 11
Runner up
Pro Evolution Soccer 2011
Third place
NHL 2011

Best Strategy
Starcraft II: Wings of Liberty
Second place
Civilization V
Third place
Total War: Shogun 2

Best Music
Guitar Hero: Warriors of Rock
Second place
Rock Band 3
Third place
Child of Eden

Best Free-to-play
League of Legends
Second place
World Of Tanks
Third place
RuneScape

Best Downloadable
Minecraft
Second place
Limbo
Third place
Dead Nation

Best Shooter
Call of Duty: Black Ops
Second place
Halo: Reach
Third place
Crysis 2

One to Watch
The Elder Scrolls V: Skyrim
Second place
Battlefield 3
Third place
Guild Wars 2

Innovation of the Year
Nintendo 3DS

Outstanding Contribution
Sonic The Hedgehog

Ultimate Game of the Year
Portal 2
Second place
Starcraft II: Wings of Liberty
Third place
Call of Duty: Black Ops
Ultra Street Fighter® IV

On Dec. 2, the free update will hit Japanese arcades first, and then it will be available for home console download on Dec. 13. The patch rebalances SSFIV:AE and adds a "Ver.2012" below the title screen's logo. [Capcom]


Street Fighter® IV
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I’ve been in Super Street Fighter IV: Arcade Edition’s training room for about an hour, but I reckon I’ve learned enough for a montage. A montage of me making coffee and filling in Post-it notes with guides to Guy’s advanced moves. I’m going to break a man’s will with this eight-hit combo.

Street Fighter IV is an unusual prospect for us PC gamers, but that doesn’t make it any less brilliant. SSFIV: Arcade Edition is widely regarded as the best fighting game on the planet; thanks to the PC’s power, we get the best version of it.



Hubris. My online opponent, playing as Abel, has sensed my eagerness and blocked the opener to the combo – two jumping kicks – effortlessly. I mutter something offensive under my breath and try for a third time. I’m plucked from the air with an outstretched arm, whipped over a shoulder, and smashed into the ground. It’s a humiliatingly well-timed move – the kind of timing you develop when someone tries the same thing three times in a row. Time to reassess.

This is the ‘Super’ ‘Arcade Edition’: the silly extra words in the title represent a decent amount of tweaks, including 14 extra fighters since 2009’s SFIV. Granted, that roster includes Yun and Yang, who enter battles on humiliatingly hip roller blades and skateboards, but they are the most requested fighters since their SF3 debut. It seems Capcom are only restricted by their imagination and their vocal fanbase. Elite players will also appreciate the balance tweaks and online modes that make Arcade Edition the most fully-featured fighting game ever.

This is a serious e-sport, and comes with an infrastructure to match. There’s always someone to spar with in the online modes, whether it’s a competitive rank-obsessed player or a casual button masher.



Hand cramped like a crab due to too much play? Take a break and visit the replay channel to watch top players go mano-a-mano. Street Fighter works well as a spectator sport, thanks to the unpredictable fights, the purity of one-on-one matches, and the constant visual rewards. You’ll probably learn something from stalking the pros, too. Over time, my opponents’ defences have become tighter and my list of moves wider, but Street Fighter is still primarily a battle of wits. The timing-based inputs are generous and the flow of battle intuitive. It’s condensed, competitive, accessible and visceral – just how fighting games should be.

A perfect victory then? No. SSFIV:AE uses Games for Windows Live and requires an online connection to save progress. Depending on your experience with GFWL, that’s either a point-blank Hadouken to the face or a harmless but unnecessary taunt.

The newest additions to the roster also bring caveats. Unlike the other characters, Yun, Yang, Evil Ryu and Oni don’t get a set of trials for the challenge room or a story cinematic. The latter is just lazy, but the four missing trials are a painful omission: a list of combos gradually increasing in difficulty is a valuable tool for newbies to learn.



These are minor issues in an outstanding package. Note that playing with cursor keys, or even a pad is good for curiosity and severe handicapping only. A sturdy fighting stick is essential.

Remember the tingly sensation when you first saw Daniel-san’s crane kick? Balboa vs Drago? McFly’s Biff-spinning punch in Back to the Future? Street Fighter IV is that feeling. Buy it, learn your Ultra, and get online. Have no fear. You’re going to love the result.
Ultra Street Fighter® IV - Valve
The long-awaited alternate costumes for Super Street Fighter IV: Arcade Edition is now available on Steam!

Show everyone that you are not just the world's strongest fighter, but also the most fashionable. There are 8 unique costume packs to choose from...or you can literally go all in, save a bundle, and become the ultimate fashionista by getting the All-in Costume Pack!

- Complete Femme Fatale Pack
- Complete Shoryuken Pack
- Arcade Challengers Pack
- Complete Challengers 1 Pack
- Complete Challengers 2 Pack
- Complete Classic Pack
- Complete Shadoloo Pack
- Complete Brawler Pack



Ultra Street Fighter® IV - Valve
Super Street Fighter® IV: Arcade Edition is now available in Brazil, Canada, Chile, Colombia, Mexico, and the United States. Other countries can start pre-loading now and be ready for the July 8th launch. (see availability below for details)

The definitive version of Street Fighter® is here! The follow-up to the critically acclaimed Super Street Fighter® IV will further redefine the fighting game genre with classic 2D Street Fighter fighting action, a host of new and returning characters, beefed up online modes, and more.

Super Street Fighter® IV: Arcade Edition features a roster of 39 characters. This includes characters from the original Street Fighter IV such as Ryu, Chun-li, El Fuerte, and Rufus, while adding the 10 characters from Super Street Fighter® IV and 4 new characters, including classic combatants Yun, Yang, and Evil Ryu as well as the all-new Oni.

Beyond characters, Arcade Edition adds all-new balancing, better online functionality, and the fully-featured Replay Channel, on the PC for the first time.


Super Street Fighter® IV: Arcade Edition will be available on July 8th in Australia, Austria, Belgium, Czech Republic, Denmark, Finland, France, Germany, Greece, Hong Kong, Hungary, India, Ireland, Italy, Japan, Netherlands, New Zealand, Norway, Poland, Portugal, Russia, Singapore, South Africa, Spain, Sweden, Switzerland, Taiwan, and United Kingdom.
Ultra Street Fighter® IV
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Hello and welcome to our regular round up of this week’s newly released games in Europe and North America. It's not just the Steam sale that's going to sap your wallets, feast your eyes on the new games this week.

Street Fighter 4 Arcade Edition
8th July (EU)
Price: £24.99
Since PC Gamers picked up Street Fighter 4 shortly after the console release, it comes as a surprise that Capcom took nearly a year to give us the 'Super' version. It comes with the rebalanced 'Arcade Mode' re-release however, making it one of the most complete Street Fighter 4 yet. Get it on Gamersgate.

Virtua Tennis 4
8th July (EU)
Price: £19.99
Arriving just after the climax of Wimbledon comes the PC version of the latest entry in Sega's classic tennis series, and anyone interested in tennis games would do well to check it out. Get it on Gamersgate.

A short round up this week, so why not spend your money on older games with the Steam Sale?

Once again if I've missed anything important, feel free to let me know if the comments below.
Street Fighter® IV
Super Street Fighter IV Arcade Edition -  Red Eye Removal Tool GO!
Capcom are changing Super Street Fighter IV: Arcade Edition's restrictive DRM measures with a title update due "shortly after launch. According to a post on the Capcom Unity blog, feedback from websites, blogs, and message boards prompted the developer to change the restrictions.

Thanks to the update, players will no longer be restricted to just 15 of the 39 characters when playing offline. You'll be able to choose any fighter to "practice your combo timing, have some fun with friends on a laptop, or whatever."

Capcom decided to tweak the DRM thanks to the argument that "legitimate users would have a worse experience than pirates." The DRM is still present - you won't be able to save challenge room progress or unlocks when playing offline - but it's a decent compromise. Arcade Edition will still use Games for Windows Live, which sucks.



We reported on the DRM last week, saying: "hackers and pirates are damn scary dudes, but we’re a bit sad to see legitimate players taking a hit because of bad people doing bad things two years ago."

Christian Svensson, Corporate Officer/Senior Vice-President signed off with a heartwarming sentiment: "With that hurdle hopefully now cleared, I hope that we can make Super Street Fighter IV: Arcade Edition the most successful fighting game ever on PC. I’d certainly like to continue to grow our audience on the largest platform in the world."

Super Street Fighter IV: Arcade Edition is due for release in July. Check last week's post for the system requirements and more.
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