Street Fighter - Game Walkthrough

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GAME WALKTHROUGH Anne Galang ENGL 794 | July 17, 2012

description

Slides for ENGL 794 Video Games class presentation.

Transcript of Street Fighter - Game Walkthrough

Page 1: Street Fighter - Game Walkthrough

GAME WALKTHROUGHAnne GalangENGL 794 | July 17, 2012

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OVERVIEW

• Street Fighter IV• History of Street Fighter franchise• Walkthrough• Key Question: Why has so little changed in

Street Fighter game play in over 20 years– Player Involvement Model

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street fighter iv

• published by Capcom in 2008 (arcade) 2009 (home)

• platforms: PS3, Xbox 360, Arcade, Windows and iOS

• genre: fighting game– continues Street Fighter series

– 1-1 fighting tournament

– 2player or 1player vs. computer

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THE STREET FIGHTER FRANCHISE

• Street Fighter I (1987)• Street Fighter II (1991)– Street Fighter II Turbo– Super Street Fighter II – Super Street Fighter II Turbo

• Street Fighter Alpha series (1995)• Street Fighter III series (1997)• Street Fighter IV (2008)

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STREET FIGHTER II LEGACY

• Released: 1991• Remains Capcom's best-selling

consumer game of all time as of March 31, 2012 (Wikipedia)

• Revitalized video arcades (1up.com)

• Most influential fighting game• Inspired clones: including

Mortal Kombat• Hollywood Movie!!!

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STREET FIGHTER II

• Street Fighter II Demo Video

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WHAT MADE STREET FIGHTER II A HIT?

This one game salvaged the fading arcade industry for a decade, created a genre that continues to thrive, and gave us some of the most iconic and memorable characters, sights, and sounds ever built into a game. (1up.com)

• Impressive visual graphics for 1991• Characters• Intuitive controls: easy to learn but difficult to

master• Appeal to casual and hardcore gamers

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street fighter iv: game demo

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DISCUSSION

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FORM

• Why hasn’t game’s form changed drastically in over 20 years despite advances in technology?• Has not moved to 3D space• Has not move to first person• No customizable avatars• Graphics anime-like rather realistic• Remains controller based• Virtual environments limited

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SIMPLE ELEGANCE

• Appeal to casual and hardcore games: easy to pick up, difficult to master

• Formal constraints allow depth– Simple moves and rules, multiple combinations– Variations: character, difficulty level– Unlock movies, additional features, characters– Narrative not essential, but added incentive to

play more• Affective involvement