Street Fighter IV has been lauded as one of the best 2D fighters made in recent memory, but we could have seen a very different scenario play out. In our conversation with Seth Killian for the next episode of Bit Transmission, we received some insight into how the game managed to use 3D polygons while still retaining the accuracy players expect from a Street Fighter title.
Makes perfect sense to me. If you want to preserve a feeling of a classic fighter, why not make use of the tools and techniques that create that feeling? It's always good to hear when developers don't abandon concepts in pursuit of the newfangled.
Make sure to come back on Wednesday to listen to our entire interview with Capcom's Seth Killian on episode six of Bit Transmission.
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