Published on March 17th, 2014 | by Davis Fan0
Ultra Street Fighter IV: The Return of Capcom’s ’90s Laziness
Like many, I was first ecstatic over the announcement of Ultra Street Fighter IV. After all, having played and watched tournament pros for almost two full years, I wasn’t sure what else there was in Super Street Fighter IV Arcade Edition 2012 for us to discover, not to mention I wasn’t going to miss typing that name. However, as the information began to trickle in, the truth slowly began to unravel and I finally realized it last night: Ultra Street Fighter IV is the epitome of Capcom’s laziness that had plagued their titles in the 90s and we’ve all been fooled again.
Every aspect of the title simply reeks of laziness. Without a doubt, reusing characters and stages from Street Fighter X Tekken was a clear disappointment already. I don’t recall too many excited people after the initial announcement. And if they were excited, I’m pretty sure they were the same type of people who actually liked the ending of Mass Effect 3. There’s already minimal assets created here and it’s only made worse by the fact that they shamelessly reused animation from Street Fighter X Tekken. If this doesn’t remind everyone of the plethora of Street Fighter II titles released in the 90s or all the VS titles with copy-and-paste sprites, I don’t know what will. At least those had new stages.
While many were excited initially at the prospect of user-based input for Ultra, it also only goes to show the company’s initial laziness. Why try so hard at designing and balancing the game yourself when you can incorporate whatever changes fans mention and satisfy them anyways? Some of the changes are definitely welcome, such as Sagat’s ultra not crossing over in the corner. Good job, Capcom, for doing something that you could have gotten right in Super Street Fighter IV. You’re only about four years late to the party. As with any other game that takes into account fan feedback, however, we’re also doomed to have characters nerfed just for the sake of pleasing some whiny scrubs. Did we really have to nerf vortex characters so much if we added delayed recovery? What about Rufus? I didn’t feel he was a threat. Keep whining, scrubs, you’ll get everything you want at the expense of a potentially memorable game. Never mind all those years we had with Street Fighter III: 3rd Strike and Marvel vs Capcom 2.
Last night. Final Round 17. Do I have to say anything past that? Final Round 17. It was the ultimate insult to months of waiting. Capcom had teased a “totally new character” and someone who “hadn’t been in a Street Fighter title before.” Well, they were certainly correct. Technically. The worst kind of correct. At best, Decapre is a palette swap with new moves. At worst, she seems inspired by some strange, funky combination of Capcom’s laziness, a sub-par skin mod that you can find on the PC, and some stupidly overpowered MUGEN character fantasy. We waited months for this. I had renewed hope in Capcom for this. I literally (yes, literally) banged my head on the wall so hard after this reveal for how stupid I was.
Eldon and I had a small discussion about this. Both he and Grant thought that I was so angry because of the years of investment I had put into the game. It’s kind of that, but the biggest reason is just how incredibly stupid I had to be to expect something good out of Capcom. It’s not like this hasn’t happened before. Evil Ryu, Yun, Yang, and the plethora of rehashed characters in Street Fighter IV obviously speak volumes on how little Capcom wants to try with this title. I just feel like a battered wife coming back to the same abusive husband, even though I know what’s going to come. God, I’m going to be so mad when I start playing this game.