10:37 p.m.
Updated: Japanese SSF4 devs go over the new stages
Azrael has come back to translate the most recent Japanese Super Street Fighter 4 blog post.
While just the first part of the blog was initially posted, now the entire thing is available for you to read. Here it is.
Happy New Year! This is Tsukamoto.
We're also gonna give it our all this year, so I hope you all stick with us.
As its a new year, I'm going to eat some mochi and tackle this new year with a lot of energy! First off this year, I'd like to talk about the stages with the design director Mr. Kamei, as well as the stage lead planner Kawasaki. We'll talk about the design of the environments as well as how the stages were decided on, and various other things.
First, tell us how the stages were decided for Street Fighter 4.
Kamei:
As the theme of Street Fighter 4 was "back to the basics", we wanted to keep the feel of the stages from Street Fighter 2, so we re-designed past stages such as China and Brazil. When talking about a re-design, its not just going from 2D to 3D - for example, in the China stage, as time as passed from Street Fighter 2 you can see development like more skyscrapers in the distance. So we've arranged it to match up with the global feel. For other stages, the concept of Street Fighter is "going to meet strong fighters all over the world," so we set things to make the environments scattered all about the globe.
Kawasaki:
For the Street Fighter 4 stages, we got a lot of images from the designer Ikeno as well. Especially the European and African stages.
Tsukamoto:
We wanted to make character-specific stages as everyone had been asking for, but there were various things to take into account... But all members of the staff feel that we would like to someday make stages for all the characters, so if there is a chance for it we'd like to give it a try.
What are the characteristics of the Street Fighter 4 stages?
Kamei:
In Street Fighter 4, same as the characters we really wanted to exaggerate the feel of the stages and bring out an original worldly feel to them. In particular, we've really paid a lot of attention to the ambient lighting. For example, for evening stages the shadows have a purple or green color to them, and this brings out a special color which makes it a stage you won't forget upon first seeing it. So even if you line up all the stages together, you won't find a stage with the same colors. With Super Street Fighter 4 as well, we've chosen some different colors. Depending on how you line up the stages, there are some beautiful gradations (laughs).
Tsukamoto:
The first stage we completed was the China stage. When we talked to Ono about how to update it from Street Fighter 2, he said "In SF2 there were a lot of bicycles, but now there aren't so many, so how about motorbikes?" At one time we did think about motorcycles, but as we feared they're kind of difficult to understand.
Kamei:
Because they pass by too quickly (laughs).
Tsukamoto:
So for the people riding bicycles, before they just passed by ringing their bells, but we thought to make them fall off, get back up, complain - basically make them react.
Kawasaki:
When we first thought of how to make the background characters move, we hadn't yet finished the stages themselves, so we could think about various interesting movements without too much restriction. Stuff like kids running in from the distance to increase the number of spectators, and the bicycle guy getting angry and lashing out. In the Street Fighter 4 China stage, in order to bring out the presence of the stage the battle line is pretty close to the wall of the house in the back. So if the bicycle guy falls down and gets angry, other characters aren't able to pass and it becomes a traffic jam (laughs). As we don't know when and where the bike will fall, we had to create limitations based on where the bike would pass through and where the other characters could and could not move. It became a lot like choreographing on a stage, so our lead designer put a lot of work into that.
Kamei:
When we were working on the arcade version we were pretty much just fumbling our way through it, so we had a lot of difficulty in getting the movements consistent. The China stage especially took a lot of time. And as it was the first stage, we had no idea how to do it. We didn't know how many characters to have or how much motion they'd have. So we increased and decreased the characters and their motions multiple times (laughs). But then by the console version we had more experience, so there are move stages where we were able to fix the movements of the background characters. For the arcade we did all the motions by hand, but we were able to re-do it using motion capture.
So now give us a general idea about the new stages in Super Street Fighter 4.
Kamei:
This time, the first stage we completed was the India stage. A large elephant was absolutely necessary. So when we finished that stage well, for the first time we could see the potential of animal characters.
Kawasaki:
The feeling was, without an elephant it wouldn't be an India stage. There's a lot of yellow, going with the theme of India, and with some individualistic background characters we've created an image that will make people think 'This is India'.
Tsukamoto:
For Street Fighter 4 there were many propositions made to get an India stage in. There were a lot of suggestions, such as on the bank of the Ganges River or in front of a Linden tree, but they were all eventually discarded. This time we've managed to take the things we wanted to do last time and compress them into the new stage. There's a lot of little things going on in the stage, so it'd be nice if you could take a look while in the middle of your battle. Especially check out the old guy on the wall behind the vegetable stand!
(Check out a ton of photos of the stages that were previously shown.)
The African (Savannah) Stage has also gotten a lot of good praise.
Kamei:
For the African stage, one of the background members drew a mean looking hippo right off the bat. As soon as we saw it, we knew it had to be in there! (laughs)
Kawasaki:
From the hippo we got the idea of "Animal Kingdom", and then we had another idea of "Solar Eclipse". When we showed Ono, he told us he wanted a mix of both, so it became what we have now. Its the same for the India stage, but at first the animal motif posed some difficulties. At a glance, the African animals are flashy and fun, but then you also get an unnnatural feel that makes them look like robot animals. But the lead designer really kept at it and worked hard, so they've become really living stages.
Kamei:
We didn't use motion capture for that, it was all done by hand.
Kawasaki:
Because, you know, we can't really put a hippo suit on someone and try do get some motion capture (laughs).
Tsukamoto:
The designer had always said "Let me make animals!", and he really did a wonderful job of it! Its the work of someone who really wants to do it. For making games, if you get people together who really love what they're doing they can make great things. So please take a good look at the animals that were made from this process.
How about the Korea stage?
Kawasaki:
The Korea stage is made a little differently from the others. Unlike stages before it, there's a road that divides the screen left and right, so unlike a stage where if you go into the distance it starts to close off, it feels a lot wider. Also, the left and right sides of the road have different scenery, so as you fight the feel changes - we felt that would be pretty interesting. At first, we didn't really know how to make a Korean feel, so that tripped us up a little bit. Also, as there are a lot of Korean stages in other games, we wanted to do something that wouldn't be copying them.
Kamei:
The most famous motifs have already generally appeared in other games. And, something we haven't really seen was a location that mixed the old with the current times. So in the Korea stage, there's the temple on the right, and the modern buildings on the left.
Tsukamoto:
The right seems a lot like a festival. There's shops and sales and what not. We looked at a lot of stuff in order to get the image of what we wanted to create. We also asked the Korean staff questions, so I think its a stage that represents Korea.
So now let's talk about the Building (Construction) Stage
Kamei:
The gimmicks are interesting in the building stage. Its a stage we haven't done before.
Kawasaki:
In some ways, the entire stage is a gimmick.
Tsukamoto:
The background characters are really moving around. Using the developers tools, we can change the camera and see all the way in the back, and doing so I was surprised to see the movements for characters even way far off in the back. By myself I got all worked up saying "they're really moving! They're all moving!" (laughs) Speaking of which, the motion capture for this was pretty difficult. The reason is because we had to take the measurements of the rafters, and be pretty strict about how far they could go before they fell off. Also, they let me do the motion capture for Hugo, and to simulate the rafter he's carrying I had to carry a large cardboard tube. It was pretty heavy, so my muscles became sore and the next day I couldn't get up (laughs).
Kawasaki:
The motion capture for the background characters was basically done by the staff, and everyone really got into it so we were able to get some good motions.
Kamei:
As we have two characters from Final Fight joining us, we also had to make a place for them, so we made the stage in the image of Metro City. That's why you can see a statue of the mayor in the back, and we have Hugo as a background character. For the visual aspect, we really wanted to bring out a sense of scale in this stage. We didn't really have any moving stages in SFIV, and although you don't get an extreme feeling of scale, when it camera moves you do sense it, so we tried to concentrate on that aspect. It uses polygons not featured in any other stages, and has a high level of density. I feel that perhaps this stage gives you the greatest sense of depth.
Kawasaki:
For ultras that fly up in the air, when the camera looks down you get the sense that the ground is really far away, so its scary. Also, there are barrels in the corners, so check those out if you can (laughs).
Kamei:
Yeah, we've got some gas tanks there. We'd be thrilled if this gives you a fun Final Fight feeling.
The boss stage has also changed.
Kawasaki:
In SFIV, you could only see Seth's hideout getting destroyed in certain characters endings. We thought it would be interesting to show you in-game that it really did get destroyed like that. So that's why we've busted it up.
Kamei:
The look of destruction. When the last boss falls it takes a lot of power, and we wanted to have a really dramatic expression. Some members of the team felt this way back during the arcade development. This time we pressed a lot of different people and got it done, so its a nice little accent to the boss fight. I can't say too much, but as the round progresses the drama unfolds, so while you are enjoying the play it would be nice to take a moment and take it all in.
Kawasaki:
I think people will feel like "I didn't realize it could get this busted up." The boss fight is pretty hard, but if you can check out the background every now and then.
For the boss stage in SFIV, we didn't really know how to connect which parts and how, or how to get it moving, but this time we understood the boss stage construction pretty well. "Oh, if we destroy under here then this happens," or "Hey, this pipe is pretty brittle," stuff like that.
The bonus stages are also brand new.
Kamei:
The system is also new, but of course going along with the theme of revival, we designers were going for a visual that would give you that feeling. We even made the angle of the car the same, so that when you take a quick look at if you would feel lke "It's back! Sweet!" - that's what we were aiming for. For the background, well, Final Fight is the origin of the bonus stages, and with Final Fight characters in the game it only made sense to have the backdrop be Metro City. We created the stage with the idea of what Metro City would look like created with the current technology.
Are there any parts of the stages you particularly want people to pay attention to?
Kamei:
I'd like for everyone to appreciate the individuality of each stage. For example, the background characters - how they change the impression of a stage, and how their individuality combines with the stage, we put a lot of detail into that. Also, their movements, their clothes, even how their skin and muscles move around have variations. The skin and muscle movements are something we did since the home version, but its different for every stage. We put about the same amount of detail in them as we did for the player characters.
Kawasaki:
The designers have named all the background characters. Depending on their character or relations with other people, that's how we came to develop their movements.
Tsukamoto:
The stage aboard the European cruise ship with the weapons and the big screen was really tough. During the motion capture, there were a lot of directions called out using the character names, like "Put the big guy here, and the lady sitting next to him." For other stages, if someone called out "Hey mister, come over here" we had no idea who they were referring to (laughs).
Were there any stage ideas that didn't make the cut?
Kawasaki:
There are various different stage ideas for every iteration. This time, we had an idea for fighting atop a moving train, as well as an old haunted-like castle.
Kamei:
We also had an idea for EX where the police come out. They'd come out in the Scotland Shadowloo brewery stage to conduct a shakedown (laughs).
Oh yeah! In front of the fight at the brewery, everyone would be having a party inside. Then in the last round the police would break open the doors and say "It's the police!" and storm in (laughs).
Tsukamoto:
I wanted to do that one. When it came down to it, this idea lost to the Africa Stage. When we were deciding with Ono, we spent a lot of time worrying about which would be the best one, and we gave it a lot of consideration.
Do you have any recommended stages this time around?
Kawasaki:
For the stage with the best background character motion, I'm going with Korea. For the background characters we started off learning things through trial and error, and eventually advanced our skills, so in SSFIV I feel this is the stage where you get the best understand of what we've been through. We really worked hard on the motion capture. If we decided to have a kid who was good at Tae Kwon Do, we got a staff members who was actually good at Tae Kwon Do and had them come in and do their thing. So I feel you can have fun just looking at the environment of the Korea Stage.
Kamei:
I like the Africa Stage and the Construction Stage. To me, both of these are compilations. The Africa stage is a compilation of our animal motions, and the Construction Stage is one of our stage know-how. For the Africa stage, we put the animals in pushing their movements to the limits of what we could and couldn't do. We also pushed ourselves to the edge for the Construction Stage.
Tsukamoto:
I really like the India stage. I feel like the balance between the background characters and the stage is really well done. Its like a picture that isn't too realistic, so its a nice touch. Lately, there are a lot of games going for realistic, aren't there? Making it realistic is plenty difficult, but since that stage really does exist in the real world its very easy to understand and visualize. But for Street Fighter, the idea we've been working with is that it seems like it would exist, and yet it does not. That brings a lot of difficulties in trying to visualize it. If I do say so myself, its been realized pretty darn well.
Do you have any final thoughts for those looking forward to the stages?
Kamei:
Backgrounds are essential in a game. Of course, the player character is the main thing, but without a world around them them can't really function. As this is Street Fighter, we want people to have a feeling of traveling around the world. As the characteristics of each stage emerge, if people spend time actually thinking about the stage and its gimmicks and what not that would be really nice. We've carefully made each stage right down to the final detail, so please take a look!
Tsukamoto:
Well everyone, did you enjoy today's entry? There are a lot of fighting games out there, but I feel that backgrounds are a really important thing. Will you be fighting in a lively crowd? Or in a silent scene? The music is of course big, but for that feeling of tension and presence, stages can't be overlooked.
Well then, this is the kind of pace I'd like to go at for this year. I hope you all continue reading!
Posted by naros on January 4, 2010 at 9:40 p.m. #1
looks good. thanks for the translation. waiting for the second part!
Posted by radiohead on January 4, 2010 at 9:53 p.m. #2
my favorite will always be the guile stage with the airplane in the back.
Posted by xandeR on January 4, 2010 at 9:53 p.m. #3
Am I crazy or is the bottom stage that "didn't make it" into SSF4 Dudley's stage from Third Strike?
Posted by kidsonic on January 4, 2010 at 9:56 p.m. #4
I that stage ryu and ken are in would make it into the game
Posted by jedislaxl on January 4, 2010 at 9:57 p.m. #5
please pelase plase, maybe take a little bit longer, but bring all the specific stages. That was one of the first reasons street fighter 2 was so unique. It was all so colorful and diferent. Each fighter in his /her territory.
Or maybe, my theory about a third incarnation of SF4 is already planned, with all the specific stages, one new boss and the rest of the SF3 crew.Oh man, im dreammin´.
That would be the ultimate street fighter game in history.
Posted by Balance on January 4, 2010 at 10:02 p.m. #6
35 stages?
New boss?
ALL the scv characters?
Cocaine is a hell of a drug.
Posted by sf3 on January 4, 2010 at 10:02 p.m. #7
ALL the sf3 characters*
Posted by Hooded on January 4, 2010 at 10:04 p.m. #8
@2 Thats cammys stage
Posted by dude on January 4, 2010 at 10:05 p.m. #9
thats exactly what i was thinking
Posted by dude on January 4, 2010 at 10:07 p.m. #10
@3
Posted by @hooded on January 4, 2010 at 10:19 p.m. #11
No it isn't... He is on about the f16 fighter jet in USA level
Posted by ratedRsuperstar on January 4, 2010 at 10:29 p.m. #12
Why the hell did capcom give us pics of stages that didnt make it in.Now everyones going to bitch that those stages should be in.giving people ways to complain
Posted by zUkUu on January 4, 2010 at 10:31 p.m. #13
Who cares about stages. Imo 1 is enough (training stage). just let us know some of the changes for the old cast or of the new! :<
Posted by @13 on January 4, 2010 at 10:44 p.m. #14
Would you REALLY wanna buy a game with just 1 stage? :-D Also, I really hope they remake Cammy's stage from SSF2T. I LOVED that stage and its music.
Posted by Distiller on January 4, 2010 at 10:53 p.m. #15
Does this mean the distillery is gone? It's the front image in the one that shows stages that didn't make it in. Or does this mean that just the night version shown isn't in, and the day version will still be there? Sorry, but I don't speak Japanese so it is hard for me to get clarification on the blog posting myself.
Posted by @14 on January 4, 2010 at 10:54 p.m. #16
I agree. The music was so majestic and the aurora in the night sky would look gorgeous in 3D.
Posted by hobohitman on January 4, 2010 at 10:57 p.m. #17
stages are nice, but lets work on the balance and game mechanics.
Posted by Hooded on January 4, 2010 at 11:04 p.m. #18
My point was there are no character specific stages.
Posted by Atmey on January 4, 2010 at 11:11 p.m. #19
Extra stages DLC, now thats just racist.
Posted by what a waste. on January 4, 2010 at 11:44 p.m. #20
I hope they add those "wasted" stages in. IMO, they are beautiful, but.... I would prefer selectable BMG. :)
Posted by what a waste. on January 4, 2010 at 11:47 p.m. #21
BGM i mean, lol
Posted by KJ on January 4, 2010 at 11:49 p.m. #22
ALL I want is Abel and Bison to have better AA and better Focus Attacks.
...and while stages are nice I'd much rather have character specific music. So epic.
Posted by Im a dumbass on January 4, 2010 at 11:56 p.m. #23
The discarded distilliary stage was a version whereby the police raid it during the fight!
Would be nice to see all the artwork for the discarded stages
Posted by im a dumbass on January 5, 2010 at 12:03 a.m. #24
Blog says that Metro city stage has most polygons and depth.
And that the new Seth stage gets more and more destroyed in each round.
Posted by im a dumbass on January 5, 2010 at 12:24 a.m. #25
if u compare the collection of stages above with the new menu screens-
It looks like weve seen all the new stages now
(both are 6x4 grids but obviously u wont be a able to fight on the bonus stages, and the final menu needs to have the training stage and radom select cursor)
I guess were gonna have to wait a bit longer for a new bathhouse stage :_;
Posted by Skullomania on January 5, 2010 at 12:25 a.m. #26
Knowing there were stages that were made, but won't be used is kind of a downer.
And if they do make more through DLC, how does that work online? The host has bought the new stages, but the challenger hasn't. Does the challenger get to play on that background, but just can't choose themselves, or is the host just not allowed to choose it thereby making their purchase of it pointless? (I'm assuming the former, as is the case with alternate costumes, but then consider that stages will be more to deal with everything considered. Such as polys, textures, lighting, animation, etc.)
It's just a shame really, those unused stages look really nice.
Posted by shadow on January 5, 2010 at 12:47 a.m. #27
yo the stages that didint make it look crazy y not put them in? more! me want more stages i wanna kick ass under big ben http://www.visitingdc.com/images/big-...
now who wouldent wanna fight there :D
Posted by Carlo on January 5, 2010 at 12:52 a.m. #28
@ 3
im thinkin that is dudley's stage also that did'nt make it :(
in the same pic to the far left, the train stage...aint that charlie's???
Posted by Cammy's bootycall on January 5, 2010 at 1:08 a.m. #29
Stages are great and all, but the thing that stuck with me the most from sf2 was the music and sounds. Most of the character sounds and grunts have been redone really well but the music is totally forgetable. The composition didn't live up to the awesome sf2 soundtrack. I can hum the entire sf2 soundtrack from memory, I can't say the same for sf4 and I don't think I'm in the minority. On another note, I would gladly pay for redone sf2 stages and music on dlc.
Posted by LiangHuBBB on January 5, 2010 at 1:16 a.m. #30
Good stuff.
Posted by Danjitsu on January 5, 2010 at 2:37 a.m. #31
If they disgard those other stages and all we get is the one's we've seen I think that is a really huge dissapointment.
They found it hard to make the stages and work stuff out??? Why the hell didn't they employ a team who had worked with stages in a 3D fighting game?????
Have they not seen any of the DOA, Virtua Fighter or Tekken games of the last 6 years????? There really is no excuse they have been working on this for the best part of a year now.
I really hope this is all a bad joke. Make more stages Capcom this is your flagship title pull your finger out!!!!!!
Yes I am annoyed!
Posted by @32, on January 5, 2010 at 3:03 a.m. #32
Looks like a tight knit team working on the title.
Better than selling out to the highest bidder.
Quality over quantity, but that concept seems to be lost on the west.
Posted by kjufukf on January 5, 2010 at 3:30 a.m. #33
how about some new gameplay info?
Posted by I AGREE... on January 5, 2010 at 3:35 a.m. #34
with #3 and #28
Posted by Hhmmm on January 5, 2010 at 4:57 a.m. #35
If there is no character specfic stages, then when are we going to hear there themes
Posted by Jack on January 5, 2010 at 5:22 a.m. #36
Yawn. The usual boring and irrelevant "news". Hype-machine R.I.P.!
Posted by prorook on January 5, 2010 at 5:40 a.m. #37
@33 - LOL
Final fantasy 14, dragon quest 11, not even sure if those numbers are right, but still. Japan is just as bad. And seriously, you're talking about capcom. Devil may cry, capcom vs ________, resident evil....hurrr
Posted by george on January 5, 2010 at 5:48 a.m. #38
Oooh cant wait 4 this game!!!
Posted by @ #38 on January 5, 2010 at 6:24 a.m. #39
u mad
Posted by powderedtoastman on January 5, 2010 at 6:25 a.m. #40
@27 didnt they have that clock stage in mvc2
@28 didnt necro of sf3 have a stage and theme based on a train as well?
Posted by bunny on January 5, 2010 at 6:31 a.m. #41
new stages are all cool and thats good and all but we saw all the pictures of the new stages already this seems a little stale but thanks for effort and time spent anyway i would love to see the stages come back it just doesn't feel right if you cant have that sweet homefield advantage, but seriously if the better graphics are going to come at the cost of game content then something is wrong if this was 2d we would already have char specific levels and probably more characters but that opens it up wide for pallet swaps too and that gets old faster than akuma's airfireball i guess we'll get what we get when we get it and thats the bottem line i'm already drooling for ssf4ce and turbo!
Posted by r u ok on January 5, 2010 at 7:04 a.m. #42
No more animal stages for them furries, thanks.
Posted by Jack on January 5, 2010 at 8:40 a.m. #43
Where's all the epic stages, like the dark, cruel night stage with thunder and lightning!
Posted by Adjacent on January 5, 2010 at 8:44 a.m. #44
LOL @ r u ok
Yeah, we've learned a lot about Street Fighter/ Furry fan crossovers on this site lately, huh?
Posted by Danjitsu on January 5, 2010 at 9:21 a.m. #45
@#44 my point exactly, we have been done!
Posted by les on January 5, 2010 at 11:24 a.m. #46
These stages are all great but i hope there's at least one that reps SF3. Subway would be cool.
Posted by J on January 5, 2010 at 11:25 a.m. #47
It's kind of a dumb marketing plan to reveal pictures of unused stages, it's like saying " Look at all of these nice awesome stages, but we will not give it to you,"
GET THOSE UNUSED STAGES IN SSFIV, IT LOOKS NICE. 4-5 new stages is not enough. What a suck presentation
Posted by ratedRsuperstar on January 5, 2010 at 12:38 p.m. #48
hell ya #48 i said the samething
Posted by EX Ein on January 5, 2010 at 12:45 p.m. #49
@38
FF and DQ are very high quality games during the time of their release pushing the system to a point most people haven't tried before up to that point. look at DQ8s release look at FF7 look at freaking FF12 it looked nearly as good as a PS3/360 launch title but it was on the PS2. Devil May Cry is a bad example cause each game is very high quality in it self and last DMC was two years ago now? the ______ VS capcom fighting series has only 7 games all well recevied all decent quality and most made by different teams. RE is also a bad example cause each game is of quality that is pretty good and while the storyline is badly written, the action cinematic feel they used in the last two numbered games helps keep it in good graces. even the the fixed camera in the other games was so innovating for it's time and each of those games (Beside 3) each had their own different environment to the games.
TL;DR Version
yes modern day capcom and since the beginning square enix pick quality over quantity. now if you mentioned the megaman series i would agree with that being quantity over quality.
On Subject
well some of that pile of unused stages seem like crap and so dose some of you guys bitching about character specific stuff. cause seriously do you think the korea stage reps Juri? an evil SIN agent? do you think that bridge stage from SF4 reps sakura? if you do you're a freaking idiot. the purpose of a street fight is that it can happen any time, any where, any place however it sometimes it lines up in a setting one character's familiar settings. thats why in SF2 boxer's was in Vegas cause hes a gambler, E Hondas was at a bath house cause he chills at bath houses.
Posted by EX Ein on January 5, 2010 at 1:09 p.m. #50
i love how you guys are still complaining when they are giving us
-10 new /returning characters
-New stages and more online modes
-Return of bonus stages
-Tweaking of the original SF4 25 character roster and giving them some new moves
all for 10 bucks more of what SF4 retails at new and 20 bucks less the most new games.
seriously if you guys do get your way its gonna become another Halo ODST where they believe all the stuff they added in warrants a full 60 dollar game
Posted by EX Ein on January 5, 2010 at 1:13 p.m. #51
and with all that sh!te its EASILY worth that in my mind with all the sh!te you'll want
Posted by moar on January 5, 2010 at 1:30 p.m. #52
Probably the same fools that complain about Rufus and Ryu being overpowered.
Posted by EX Ein on January 5, 2010 at 1:47 p.m. #53
I have to agree some of the ultra set ups for Rufus are just unfair and the fact he is the character with the second highest defense makes him hard but not overpowered. Ryu i have to say LOLQUE?
Posted by EX Ein on January 5, 2010 at 2:14 p.m. #54
@ 55 LOL QUE?
Posted by DELICIOUS on January 5, 2010 at 2:19 p.m. #55
Man, the more I read of what the Capcom devs do, the more friendly they seem.
I want to work there.
Posted by @57 on January 5, 2010 at 2:26 p.m. #56
YESSSS YESSSH! me too
Posted by Deeznuts on January 5, 2010 at 2:31 p.m. #57
These stages look great! I also like the pics of the stages that didn't make it SSF4.
Posted by lolque WHUt?? on January 5, 2010 at 2:39 p.m. #58
Nah Ryu ain't overpowered.
It's just USA is under powered.
Less talking, more training.
Train up, grasshoppers.
You might win one before 2100. :D
Posted by @ 58 on January 5, 2010 at 3:07 p.m. #59
que is spainish for "what" and i said "lolque?" as in the way you'd say "LOL your kidding right"
Posted by Alfarin on January 5, 2010 at 5 p.m. #60
Isnt that Dudleys stage?
Oh capcom, you tease.
Posted by @ #50 on January 5, 2010 at 5:54 p.m. #61
Too bad ODST is total crap :)
Posted by ben on January 5, 2010 at 6:43 p.m. #62
only 5 new stages?
son...i am disappoint
Posted by @61 on January 5, 2010 at 7:23 p.m. #63
what keeps this from being bigger crap?
Posted by MRT3ABAG on January 5, 2010 at 7:29 p.m. #64
looks like the dudley stage at the bottom of the last image.
Posted by fightclub on January 5, 2010 at 8:40 p.m. #65
Showing us the scrapped stages does plant a seed of interest into another update. And while all the bells and whistles are nice I really hope they are balancing and tweaking the characters as we speak right up to as close as possible to release.With 35 characters. I know they said otherwise but I and I am not the only have the feeling that they have been working on this longer than they let on.I am not complaining but a little more honesty would have been good for the image of the company.But most companies now use this version of "advertising" i.e. apple.
Who ever spoke about having another team do the stages that works on paper for one game but the fact that it is important to have a team that works together and has a good chemistry with capcom/ono is paramount because they actuallay aren't working on one this can be said is a second game and a third is always a possibility so having an in-house team is the way to go.
I always felt the first game was a little rushed or unfinished hopefully the fix everything and raise the bar for street fighters to come.
Balance is paramount I know third strike supposedly wasn't balanced but honestly the parry system(as mush as I didn't like it but I adapted) made unfair match ups winnable and no one ever says that.In HD a 6-4 match up is not an issue.
While in SF4 it's a characters disproportioned ability to land ultras and just plain sit or runaway that makes players irate. That being said hopefully they shortened the stages or atleast found a way to make these tactics less effective or give the player effective counter measures.
Posted by serg on January 5, 2010 at 10:33 p.m. #66
those are badass. they should've put them in anyway.
Posted by =\ on January 5, 2010 at 10:55 p.m. #67
#58: "Nah Ryu ain't overpowered.
It's just USA is under powered."
Right...because Ryu isn't dominant in Japan too
Dumbass
Posted by Devin on January 5, 2010 at 11:23 p.m. #68
I don't know why they don't just implement those extra stages in, If there done put them in. the more the better and it gives more of a variety
Posted by mmm on January 6, 2010 at 3:02 a.m. #69
@68 cause they aren't done they're just ready to be animated which if you understand the animation process it would delay the game more cause they have to make sure guy B in stage 5 doesn't freeze up and makes sure his texture will load every time or else it crushes all illusion and might draw you're attention away from your money match in the last round of the final set.
Posted by tekkenfanplusstreetfighterfan.yahoo.com on February 14, 2010 at 7:28 a.m. #70
guess what people elen dudley ibuki are confirmed with also hakkan bye yollllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllll
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