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About
Hey, my name is Claudio but most people call me Cloud. I own a PS3 and a Wii, not to mention a whole bundle of retro consoles. At the moment I am unemployed except for being a staff writer at www.gamerlimit.com which I am loving.

"Video games are a conduit for the soul. They expand our lives, channel our imagination, test our skills. Games exist as a channel for the boundless energy of people all over the world. It is a medium you are incapable of understanding."

Top 10 Games:
10. Shadow Of The Colossus
9. Super Mario 64
8. Street Fighter 2
7. Chrono Trigger
6. Final Fantasy IX
5. System Shock 2
4. Neverwinter Nights
3. Crash Bandicoot 2: The Wrath Of Cortex
2. The Legend Of Zelda: Ocarina Of Time
1. Super Metroid
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Cloud-1409
5:01 PM on 06.09.2009


Why live life when you can live as a Sim? Developed by EA Black Box and Visceral Games, The Sims 3 is, you guessed it, the third iteration of the series. With the original Sims and Sims 2 released in 2000 and 2004, EA had a big act to follow, as those 2 games were show stoppers for the simulation genre. The aim of the game is to take control of a Sim, or Sims, and lead them through their life.

Through bad and good, fire and water and to hell and back again… well… not quite that bad; but there’s a lot do in a lifetime right? Can the Sims 3 take its place beside its brothers? Or is it just more of the same? Hit the jump to find out!

Out there in the gaming world there really is nothing quite like The Sims. It’s a real life simulator. Sure you’ve got stuff like Animal Crossing and Giftpia, but it’s just not *human* enough. This game truly allows you to live a life exactly how you want it, whether you want to have 200 kids, or be filthy stinkin’ rich. You can do it all. Your main “quest” in the game, would be to get a job, find a lady/young fellow to mate with, have a bunch of children and then… die. A game where you die of old age sounds exciting doesn’t it? But wait, there’s more. If you have kids when you die, you continue controlling them, so really, the game never ends! Unless you’re infertile.

The Sims as a series has defining strengths and weaknesses, some of which have changed in this latest iteration. Such as the ability to drive and an open world map. Others such as the occasional AI problem rarely occur due to greater advances and game development; but once in a while it might happen. Another complaint I have is with the sound, you’ll see what I’m talking about.



While visually it’s not a huge step up from The Sims 2, the graphics are still pretty damn impressive. The whole town is rendered as one, so that excuses the minor lacklustre in looks; as too much would slow the game down terribly. The most noticeable differences are in the textures of the objects and Sims. The Sims now look more realistic, they still hold that “simmy” EA look, but they are a lot more professional looking; especially the hair, which now looks a lot more real.

Depending on your computer speed the animation will flux. Now my PC is only just good enough to run it, so I get a bit of slowdown when I zoom out too much, but if I concentrate on my house the game moves smooth as hell; with the Sim animation flawless. Earlier I mentioned sound problems. It’s not that the sound is bad, or of poor quality; but it feels like it’s just been copy/pasted from the Sims 2.

So come on EA, break out the fiddle and write some new tunes will ya! Even though the music is catchy and gives a bit of a nostalgic flash back, it would have been nice to hear something new. Voice acting must be fun to record in the Sims, because the jibber jabber nonsense is back and it sounds better than ever. You can even choose between 3 voices for your Sim, and the game allows you to modify pitch too; so your Sim sounds unique!

The most important part of the Sims games is the interface; how easy is it to play the game? Through all previous games and expansions the simplicity of the game made it a smash hit, it was easy to do as you like; though things are a bit more complicated with The Sims 3, it’s still a cake walk. The “create a Sim” function has been greatly modified; you can now change the fat and muscle mass, along with hair colour customization.

You can even create your own clothing with a texture customizer. Your Sim can now be you, from the shoes to the hair to the colour of your shirt. Personality configuration has also been upgraded. You now have to choose traits for your Sim (More than 60 to choose from); these range from Daredevil to Kleptomaniac. Toddlers have 2 traits, and as you age you gain more, finally reaching 5 as a young adult. The traits you choose alter which life ambitions you have access to, and you can now edit a Sims favourite music genre, food and colour.



The buy and build functions have also received quite a makeover. You can now place objects in your house diagonally, and the square grid is now smaller for greater precision. Furniture is able to be customized, like you can with your clothes, so go nuts making your house a pink leopard skin paradise. Shortcut features include an auto-roof function, a sledgehammer for mass demolishing, as well as now being able to place objects on tables and counters with more freedom; even going so far as to leave a vase teetering precariously on the edge of a table.

In the first two Sims games your Sim had 8 general needs; but The Sims 3 cuts it down to six, (hunger, bladder, energy, social, hygiene and fun), removing comfort and environment. These have been replaced by “mood-lets”. You could call these the highs and lows of life, giving you little boosts and dips in the day depending on how it’s going. You’ll get a lower mood from working hard at your job because you’ll be stressed out, but a high mood lift if you get to Woo-Hoo with that sexy lady from next door. This is a great feature because it really shows how your Sim feels about his life, rather than arbitrarily complaining about what’s in the room.

Some of the best parts of the game involve your Sim learning new skills. I spent days teaching my Sim to paint and play guitar; and it’s very entertaining seeing how they progress through their skill. I was half disappointed when I found out that you can’t actually DRIVE the car yourself but it’s not a racing game so whatever; it’s still fun to go out and explore the whole town, from city hall to the graveyard. The commercial lots now allow you to get part-time jobs, buy shares in the company and take classes to improve skills.

The first time I played the game I played for 6 hours, without even noticing. The game sucks you in completely and you don’t notice the obvious repetition of it all. Sim wakes up, Sim has breakfast, Sim goes to work, Sim comes home, and Sim goes to sleep; REPEAT. It’s all the little things in-between like going out to dinner or chatting up the maid that keep you going through it all. Seeing as once your Sim dies you keep control of the kids, technically you could keep playing it forever starting from just one man. Your Sim a year from now could be the great great grandson of your original Sim; which when you think about it, is a very cool concept.



I have one and only one problem with The Sims franchise, it comes in the form of one word; Expansion. You know for a fact that The Sims 3 is going to have a metric-tonne of expansion packs with new content, and while new stuff is a good thing, you know EA have left it out deliberately. Why? Because they know people will buy it, and so they make more money. I know that once the 4th expansion comes out I’ll be wishing I had waited to buy a bundle with them all in.

Gamers of all ages have been waiting for this game since the Sims 2 was announced, hoping that it would take leaps and bounds in the genre, and to be honest it hasn’t quite lived up to my expectation. I’ve played the The Sims 2 a lot, and most of this stuff could have been introduced in a big patch. A new game wasn’t needed but it’s nice to have and it’s still a great game.

But if you are expecting a whole new experience you’re going to be let down, it’s as great as the previous games but not much better. The Sims 3 could have been turned into something like Sony’s HOME, with massive online capabilities with thousands of player Sims roaming a world at one time; or like Animal Crossing where you can invite your friends Sims to your town. Maybe we’ll get an experience like that with the next game.

The Sims 3 is going to be a smash hit. It’s got all the ingredients for success and it’ll sell purely on reputation alone. I can say that I enjoyed it a lot, and am still playing it with a smile on my face; though that could be because of character who’s life ambition is to be the Emperor of All Evil (That ambition ACTUALLY exists), but you’ll just have fun messing with the damn game.

While it’s similar to the previous titles it’s got enough new content to warrant a buy, but I can’t shake the feeling that expansion packs are only around the corner. Good job EA, now I can live life in a virtual world in a way that lets me catch fire, kick flamingos, slap old women in the face and become an Emperor of Evil. What a game.

8.5 Presentation
Great visuals and layout, however it has the potential for massive amounts of realism; but just won't take that step.

9.0 Gameplay
Hardly any problems, and when they do occur they don't lower the experience.

8.5 Sound
Great tunes, but it's the same old stuff.

9.5 Longevity
Technically The Sims 3 only ends when The Sims 4 is released.

9.0 Overall
A great addition to an already fantastic series.








Every site I go to it seems like all the news/reviews/articles are written by fucking robots. Where's the individuality people?! If there's no personality in the post then noone wants to read it, personality can make even the most mundane news fun and exciting to read. This is exactly why I come to DToid to read my news; because each writer has their won style and can catch and hold my attention.

It's not about the games people say, it's about the writing. WRONG. It's about both and unless you have a decent combination of the two your shit is gonna be fuck-ass boring to read. Sure the writing has to be good, but you don't need to have a degree in English to get people to read it. As long as you're grammatically correct and spell-checked it should be A-OK.

Certain sites... which shall remain unnamed, make it seem like the stuff isn't even written by gamers half the time. You can't be a writer first and a gamer second. You have to be both on a single level. Or else it becomes mundane and robotic.

Fuck that shit.







Cloud-1409
4:37 PM on 05.20.2009

Welcome one and all, to my Animation Nation.
I used to animate a lot, but recently; (I got a PS3), things came up and all my artsy shit got fucked up the ass and I didn't touch flash for around 6 months, except to make a hilarious HULK flash. I have been itching to get back into the flash scene lately so I broke out my tablet and drew some shit up punk-ass style.
I have a number of projects under-way at the moment, and my lack of internet allows me to spend lots of time on these (Writing this blog at an internet cafe).

Project 1: Free Falling Whale
A remake of a flash short I made YONKS ago, it's pretty much a blue whale committing suicide off a skyscraper; this is all to the song Free Falling, by Tom Petty. The last time I made it the whole thing was very sloppy and drawn completely with a mouse. Luckily I now have a spiffy tablet so I can master the Whale.
The second part of this was to make a Free Falling Whale GAME! Like a diving competition where you get scores based on tricks. Or maybe you keep falling and avoid obstacles. I haven't decided yet. :P



Project 2: Power of Three Game
A recent Newgrounds.com competition has gotten me thinking. You form a team of three, an animator/artist, a programmer and a musician. And you have to collaborate a flash project with the number 3 being the central idea. We were planning on making a side scrolling action platformer type thing. More on this as it progresses.
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The Big Daddy is one of the meanest enemies you’ll find in a game. It’s a man turned into a monster and when you take them on, you prepare yourself. First appearing in the game Bioshock you fight a fair few of them throughout the game, although you avoid them when you can. Hit the jump to find out more about these hulking creatures.

Big Daddies are former humans, who have had heavy metal diving suits and apparatus surgically grafted onto their very bones, bodies and organs. Though they have no true voices, they let out moans and groans as you encounter them, probably due to their sheer size and weight; who knows if its the suit groaning, or whatever is left of the person inside.

They lumber around the post apocalyptic city of rapture, which is located entirely underwater. Mentally brainwashed to serve and protect the Little Sisters; little girls who have the ability to harvest ADAM (a mutagen that enhances unnatural abilities) from corpses. The player interactions with the Big Daddies are the cornerstone of Bioshocks gameplay, due to the need to enhance yourself with ADAM, with the Little Sisters being the prominent source of the drug.



With the early on design revolving around the idea of a man encased in a diving suit, they wanted to give the Big Daddy “that hulking metal feel of an underwater protector, so solid not even a shotgun blast could knock him off his feet.” While the main concept of the protector for the ADAM gatherers stuck through, many different prototypes for the Big Daddy himself were come up with. Some of the ideas put forth even included a wheelchair bound Big Daddy, but eventually they decided upon having it seem as though their creators had salvaged parts from Rapture itself to build upon their monstrous creations. They also chose the gatherers to be Little Girls so that they could explore the protector role of the Big Daddy further.

In Bioshock there are 2 different versions of the Big Daddy; Rosie and The Bouncer. The Rosie model featured it in a light atmospheric diving suit with a single hole in the helmet to look through, later designs added a rivet gun, heavy oxygen tanks mounted on both shoulders and a squid-like tentacle extending from each shoulder. Although in the end they cut the oxygen tanks down to one, and removed the tentacles. The Bouncer however was designed to be a lot heavier, with multiple small holes for viewing on its helmet. Weapons for it included hooks, fans and even grinders, but eventually they decided upon a a heavy drill on its right hand.

Even though there are only two Big Daddies present in Bioshock, ideas for a third were put forward. Dubbed “Slow Pro FUM” by the development team, “Slow moving, projectile shooting, f’ed up melee”, unfortunately he was excluded from the final game. He was designed to be slow but powerful, shooting heavy projectiles at you from a distance.



In order to become more powerful in Bioshock you have to take on and kill the Big Daddies. The Little Sisters often refer to them as “Mr. Bubbles” and sing to them gently, and often mourn their passing after you kill them.The best way to describe a Big Daddy would be; a former human, who has been spliced to excess, so much that they have become mentally and physically unstable. When created their skin is removed, and they are surgically grafted into the suit, and they have their voice boxes altered to give out low pitched moans. Next they are infused with plasmids to give them a drive to protect the gatherers, and outside of that they rarely interact with anything else. Apparently the lights on the Big Daddies helmet indicate it’s mood; Green - Stable, Yellow - Cautious, Red - Angry. Later this year Bioshock 2 will be released, but instead of taking on the role of a human, you play as a Big Daddy. One which has regained “rational mind and free will” , it’ll be interesting to get inside of of these creatures and really let loose.

So that’s the Big Daddy, you fear him but have no reason to dislike him. When you see the Big Daddy helping his Little Sister to her cosy hiding hole on the wall while he fights off Splicers, you can’t help but want to help him. They don’t choose to fight you, it’s you who makes the first move, in the need for ADAM. In that way we’re no better than the Splicers, because if we didn’t want the ADAM, they would leave us completely alone.










inFamous is an upcoming game developed by Sucker Punch Productions (Creators of the Sly Cooper franchise), the game is a 3rd person sandbox game in which you control a character name Cole McGrath (Bike messenger and resident of “Empire City”). inFamous combines games like City of Heroes and Grand Theft Auto, creating an open ended superhero game world, allowing for the player to choose the path of the hero or anti-hero. Enough though, I’m sure you’re all dying to know how the game plays out, hit the jump for the chills and thrills.

inFamous starts like any good game does, with an explosion. A pan of Empire City shows a huge blue hemisphere engulfing the city, destroying everything. It cuts to Cole talking about the explosion, and how he was caught in it. Unconscious for weeks as the city began to fall, desperate bands of criminals vied for power. Murder, rape and thievery were all common place in Empire City. No cops to stand against the gangs as those who attempted bravery are now dead, and the rest are too afraid to do anything. Not only that but some kind of plague has struck the city, allowing the government to quarantine the whole place, locking in innocent civilians with all the murdering psychos. Cole goes on to explain that he was gifted with new found electrical powers, and he has an inner struggle to decide his path. Everything bar the explosion at the beginning of the game is shown through comic book style screen-shots, it looks great and gives the game a really superhuman feel.

It’s game time. At the beginning of the demo it shows you the controls, which are extremely simple to use but there is a deeper level to them than meets the eye. You are given a number of powers to play around with, although most of them aren’t available at the start of the retail game (they have to give you something to mess with in the Demo or it’d be no fun). Some of the powers you are given are; Lightning Bolt, Shockwave, Shock Grenade and Thunder Drop, each of these are unique and just as awesome as each other.



The more intense electrical powers use “Batteries” which are displayed in your top right corner, run out of these and you have no juice. Cole can only manipulate energy, not create it. Luckily by pressing R3 all sources of power are highlighted on your mini-map, so you can run to one and suck all its electricity. Although the Lightning Bolt doesn’t use this up, and you can use it to recharge yourself by electrifying objects than sucking power out of them. Perpetual energy!

Not only is the fighting awesome, but running around Empire City like a madman is just as enjoyable. The free running is very cool, as you can grind along telephone wires and train tracks at high speeds to get to your destination. Another cool power is the ability to hover by holding the R1 button in the air, it allows for some wicked manoeuvrability at high speeds as it slows your descent. Through the times I’ve played through the demo around 65% of them was just running around taking on goons. Its great fun and you don’t get bored of the powers as there are endless combinations!

There is quite a lot of content in the actual demo. As far as I am aware the whole of Empire City is available to you, although there isn’t much to do! Four missions to be precise, two as evil Cole and two as good. Doing the missions in specific ways doesn’t affect your karma meter in the demo so feel free to kill everything you see. The first mission involves you escorting a train full of civilians to safety, the second has you fighting Reapers who are contaminating the water supply. The last two involve protecting a medical crate and tracking down and destroying a Reaper van. All four of the missions are great fun, although Evil Cole’s electricity tends to make things explode a lot more.



Although I previously stated that there isn’t much to do in Empire City save for the missions, there is one other thing. Throughout the city are little blue lightning bolt shards that increase your batteries. These aren’t essential for demo completion, but tracking them down while kicking Reaper ass is damn fun, especially as a lot of them are difficult to find. I had just as much fun shard hunting as I did doing the missions, which says a lot about the game’s longevity. I can’t see myself getting bored of this demo, even with the limited content.

The demo plays great, the only way to describe playing it to someone who hasn’t would be… It plays how it looks; damn awesome. I’d have to say that my overall impression of the demo is that I’m very impressed. Normally for a game hyped this much you’d expect some kind of let down with the gameplay, of course we won’t know till the full retail game is released. But as far as the demo goes, it WILL make you want the full game, and isn’t that the purpose of a demo? inFamous is the most fun I’ve had in a sandbox game since GTA Vice City, and it’s worth a look. inFamous will be released on May 26th exclusively for the PS3. I’ve already got my copy pre-ordered.










Street Fighter: If you say those two words to anyone they mean something, gamer or not, everyone has heard of this iconic series. Street Fighter is often heralded as one of the best, if not the best fighting game of all time. It’s left a grand legacy, and with the recent release of Street Fighter IV, take our hand as we guide you through it.

Street Fighter - 1987

Street Fighter’s debut in gaming was way back in 1987, where men were men, women were women, and gamers were poor. Gamers were poor because of arcades, which back then made a killing with games like Street Fighter. In Street Fighter you play as Ryu, who is competing in an international martial arts tournament, you can also play as Ryu’s rival, Ken. You fight through each stage in one on one battles that 30 seconds long, and must defeat your opponent to progress. It was that simple. Funnily enough, the first Street Fighter Game was one of the least successful of the series. Street Fighter also introduced the 3 most famous moves in Street Fighter History: the Ball of Fire (Hadouken), Dragon Punch (Shoryuken), and Hurricane Kick (Tatsumaki Senpuukyaku).

Street Fighter II Series - 1991-2003

Street Fighter II

1991 is a holy year for gaming: it was the year Street Fighter II was released, there are many incarnations of this game, but without a doubt the original was the greatest. Street Fighter II wasn’t the first head to head fighting game, but it is credited for starting the fighting game boom during the 1990s. It took many aspects of its predecessor, and improved them vastly, creating a timeless classic that people still play today.

Street Fighter II introduced us to eight characters, with each one having approximately 30 moves, you could progress through arcade mode or battle head to head with the computer or a friend in Versus mode. There were also 4 unplayable bosses in the game.

Street Fighter II has taken many forms throughout the years, as the most popular game in the series it had a lot of remakes over the years, each one improving on the last:

* Street Fighter II - The World Warrior - 1991
* Street Fighter II - Champion Edition - 1992
* Street Fighter II - Hyper Fighting - 1992
* Super Street Fighter II - 1993
* Super Street Fighter II Turbo - 1994
* Hyper Street Fighter II - 2003

Each of these reboots introduced new aspects into the game, new characters, new moves and new gameplay. Street Fighter II Champion Edition gave us alternate colour costumes for the combatants, and it added the 4 unplayable bosses in Street Fighter II The World Warrior. The New Challengers introduced 4 new characters, totalling the roster at 16. And Super Street Fighter II Turbo giving us Akuma and the Super Combo. This is leaving out the fact that the game speed was increased to most of these iterations, adding to the challenge.

A recent revamp of Street Fighter II was released for XBL and PSN. It was titled Street Fighter II Turbo HD Remix, it contained the original game and a “remixed” version using high definition graphics and rebalanced gameplay. It also featured online play.

Street Fighter Alpha Series - 1995-1998

Street Fighter Alpha: Warrior's Dreams

For years fans stuck with Street Fighter II, waiting, quietly for the next instalment in the series, then in 1995 Capcom answered our prayers, the Street Fighter Alpha Series was born. Street Fighter Alpha: Warriors Dreams was unleashed upon the world, it sported great graphics and completely enhanced the Super Combo system, expanding the Combo meter into three levels, allowing for more powerful Super Combo’s. The character roster consisted of younger versions of many of Street Fighter II’s line up as well as characters from Final Fight, and a few new additions to the franchise, it was pretty great.

1996 saw the birth of both Street Fighter Alpha 2 and Street Fighter Alpha 3. In Alpha 2 the roster was again expanded to a whopping 18, the five new characters were taken from Street Fighter, Street Fighter II, and Final Fight, along with Sakura making her first appearance. It also added the Custom Combo into gameplay.

Street Fighter Alpha 2

The final game in the Alpha Series saw a complete overhaul of the gameplay system. Players were now allowed to select one of three fighting styles, each one based off a previous Street Fighter command style [A-ism, X-ism and V-ism]. The roster increased to 27 and each returning character got brand new theme music. Alpha 3 also introduced the “Guard Power Gauge” which depletes each time the player blocks, if the gauge empties then you are stunned and vulnerable to an attack.

Street Fighter III Series - 1997-1999

Street Fighter III - The New Generation

In February of 1997, we got what we were waiting for, a direct sequel to Street Fighter II. Street Fighter III discarded the character roster from previous games (only Ryu and Ken returned), and introduced us to a pile of new characters. Street Fighter III also introduced the Super Arts selection system, not to mention the greatest feature in any Street Fighter game ever, parrying. The ability to parry an opponents attack blew the game wide open for pro players, to be able to beat someone without them landing a successful hit on you is no easy feat.

Several months after The New Generation we got the next one, 2nd Impact: Giant Attack. 2nd Attack adjusted the gameplay, and gave us another two characters, as well as throwing Akuma back into the mix. It also fine tuned the parrying system making it more responsive and removing the “recoil” from the parry. There were also a few new arenas and some new music.

Street Fighter III - Third Strike

3rd Strike: Fight for the Future, was released released in 1999, and is possibly the finest looking Street Fighter game to date. 3rd Strike was the last iteration of Street Fighter III, it brought back Chun-Li and added four new characters. The parrying system was again improved, the game sported new voice actors, moves and animations for the characters. 3rd Strike is often hailed as one of the best Street Fighter games, its certainly one of the best looking and the gameplay is top notch, not to mention its my own personal favorite.

The first two Street Fighter III games were ported to the SEGA Dreamcast as a compilation titled Double Impact. Ports of 3rd Strike were released for the Dreamcast as a stand-alone game and then included in the compilation Street Fighter Anniversary Collection for the PlayStation 2 and Xbox, these are still floating around so try and nab a copy!

Street Fighter EX Series - 1996-2000

For those that thought Street Fighter IV was the first 3D experience for Street Fighter, you’re wrong. Back in 1996 Street Fighter EX was released. Although EX still played like a 2D fighter it was never really the same as the 2D games. EX was still using special moves and super combos familiar or similar to the previous games in the series, and the Super Combo gauge was divided into three levels again. EX also allowed Guard Breaks. An enhanced version of Street Fighter EX called Street Fighter EX Plus was released 1997.

Street Fighter EX2

In 1998 a second installment, EX2 was released for arcades, shortly after EX2 plus was released. Street Fighter EX3 was released exclusively for the PlayStation 2. Although there are differing opinions on the EX series, some regard it as the weakest in the Street Fighter series. Tt differed in the way it used polygons and liberal combos instead of a strong art style and tight gameplay. Whether it was because of this or people just rejecting something new we’ll never know. But one thing is for sure, the EX series isn’t bad, its just different.

Street Fighter Vs. Series - 1996-2008

Marvel Vs. Capcom

Capcom created several cross-over titles for the Street Fighter universe. These received a lot of success; but none more than the Marvel Vs. Capcom games. There were several games in the Vs. series, but I’m not going to get into them as they’re not true Street Fighter games.

* X-Men vs. Street Fighter
* Marvel Super Heroes vs. Street Fighter
* Marvel vs. Capcom: Clash of Super Heroes
* Marvel vs. Capcom 2: New Age of Heroes
* SNK vs. Capcom: The Match of the Millennium
* SNK vs. Capcom: Card Fighters Clash
* SNK vs. Capcom: Card Fighters 2 Expand Edition
* SNK vs. Capcom: SVC Chaos
* SNK vs. Capcom: Card Fighters DS
* Tatsunoko vs. Capcom: Cross Generation of Heroes

Street Fighter IV - 2008

On October 17, 2007, more than eight years since the release of Street Fighter III 3rd Strike for the arcades, Capcom unveiled Street Fighter IV at a Capcom Gamers Day event in London. We finally got a sequel to Street Fighter III. Street Fighter IV was released in 2008, and sold 86,000+ copies on its first day in Japan. Is this the Street Fighter game we’ve been waiting for all these years?

Just like the EX series, Street Fighter IV dives into the 3D realm: but this time, Capcom did it right. All the characters and environments in Street Fighter IV are rendered as 3D models with polygons, just like EX, however there are some big differences. Art director and character designer Daigo Ikeno, who previously worked on Street Fighter III 3rd Strike, one of the most beautiful looking Street Fighter games, added a stylized effect to give them a hand-drawn look, with visual effects accented in calligraphic strokes, ink smudges and ink sprays during the fights.

Street Fighter IV introduced brand new gameplay elements, it removed the Parry System and replaced it with the Focus system. Focus attacks allow you to absorb an opponents attack and immediately launch a corresponding counterattack, and it is performed by pressing the medium punch and kick buttons simultaneously. The focus attack absorbs a single attack, so it can’t absorb combos, you can charge it up for more powerful attacks and a fully charged one will stun your opponent for a moment. Not only does Street Fighter IV hail the return of the Super Combo, but it brings something new, the officially dubbed “Ultra Combo”. Ultra Combos are long and cinematic moves featuring a lengthy combination of punches, kicks and other fighting techniques. Just as you have a Super Combo bar you now have a “Revenge” or Ultra Combo bar, this fills up when you take damage. Along with the Super Combos, Ultra Combos are one of the only times the camera breaks from its normal position to show a more dynamic, cinematic view of the gameplay.

Street Fighter IV has 25 playable characters, including six brand new ones. Street Fighter IV also showcases the return of the original twelve world warriors. It’s a fantastic game and i recommend it to everyone. Street Fighter IV is on PlayStation 3 and XBox 360, and will be released on PC sometime this year.

Well that’s the world of Street Fighter. I hope you had fun, I sure as hell did. I sincerely hope this has enticed some of you out there to try a Street Fighter game, or maybe even buy one. Thanks for reading, its been a pleasure.

Check out my original article here: http://gamerlimit.com/2009/03/gamer-limit-retrospective-street-fighter/
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