Street Fighter - Game Walkthrough

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Slides for ENGL 794 Video Games class presentation.

Street Fighter - Game Walkthrough

  1. 1. GAME WALKTHROUGH Anne Galang ENGL 794 | July 17, 2012
  2. 2. OVERVIEW • Street Fighter IV • History of Street Fighter franchise • Walkthrough • Key Question: Why has so little changed in Street Fighter game play in over 20 years – Player Involvement Model
  3. 3. 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
  4. 4. 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)
  5. 5. 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!!!
  6. 6. STREET FIGHTER II • Street Fighter II Demo Video
  7. 7. 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
  8. 8. street fighter iv: game demo
  9. 9. DISCUSSION
  10. 10. 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
  11. 11. SIMPLE ELEGANCE • Appeal to casual and hardcore games: easy to pick up, difficult to master • Formal constraints allow depth – Simple moves and rules, multiple combinations – Variations: character, difficulty level – Unlock movies, additional features, characters – Narrative not essential, but added incentive to play more • Affective involvement

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