Hi, I'm Rab. I like games.
Ever since I could remember, I've always wanted to have a career that somehow allowed me continue to be involved with them. For that reason and pretty much that reason alone, I'm going to college and learning about the different components and things that go into the videogame industry. I like to analyze videogames and see what makes them tick. If a game sucks, I want to understand exactly what makes it suck so hard. To this day I'm still not sure exactly how I want things to pan out, and I don't exactly know what it is I want to do within the game industry, but I know it's going to kick ass.
I like the consider myself a pretty well rounded person when it comes to taste in videogames. As long as the game has well thought out mechanics and fun gameplay, I'll atleast give it a shot.
My Sweet Ride:
Games I Currently Play Alot: CAPCOM vs SNK 2
STREET FIGHTER 4 YOU SON HOF HA BEETCH BYSON
Consoles I Hab: Xbox 360
Gameboy Advance SP
Consoles I No Longer Hab: Nintendo 64
Here are a couple excerpts, but if you're interested be sure to give the article a read and check out the rest of the screenshots:
GS: Super Street Fighter IV is bringing characters together from three separate "worlds" of Street Fighter (SSFII, SFIII, SF Alpha). What has it been like to balance and refine these characters to fit them within the SFIV universe?
SK: The SFII and SF Alpha characters both come from games with fundamentally compatible background systems, so integrating them together with the world of SFIV wasn't too intimidating. I was actually really worried about the SFIII characters, however. That game was built with parrying as the core background system, so in a game like SFIV without parries, would they be too weak? I'm happy to say they are definitely not too weak, and I was actually surprised how naturally the SFIII crew made the transition to Super SFIV.
GS: What kind of changes will the returning cast be undergoing in SSFIV? Can you give any specific examples?
SK: The philosophy behind the rest of the changes was to "balance up." This means rather than "nerfing" people, the aim was to make everyone stronger, though to varying degrees. Basically we don't want any fans of a certain character to pick up Super SFIV and find that all their favorite stuff doesn't work anymore, so we've actually worked to enrich every single character in terms of moves and overall possibilities. In terms of specific changes, there are a lot, ranging from the subtle, like Ryu's fierce shoryuken going from one hit to two hits, on to the more significant, like Guile's attacks having some increased priorityÖand even a brand new technique for Sagat. The number one change is, of course, the addition of a second ultra combo for everyone. These will change the dynamic of many fights.
GS: Constant iteration seems to be something that goes hand-in-hand with the Street Fighter series--obviously, Super Street Fighter IV is a new product--but has the team ever considered using downloadable content as a delivery method for future iterations of Street Fighter IV before moving onto Street Fighter V?
SK: DLC has been discussed, but frankly, the schedule for Super SFIV was so tight that we haven't been able to think much beyond this project. We did try and create more hooks in the architecture this time around to keep at least the possibility open, though the future for the series remains wide open at this point.