Street Fighter IV
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- stick d'argent
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Street fighter IV pour 14967 Euros
Le jeu est listé sur ce site pour 2,394,000 Yens http://www.tops-game.jp/shinsaku.htm
Rassurez moi c' est une erreur ?
Il est attendu mais tout de meme. Si c' est vérifié j' imagine déjà la tete de ceux qui se voyaient avec la version arcade à domicile.
Le jeu est listé sur ce site pour 2,394,000 Yens http://www.tops-game.jp/shinsaku.htm
Rassurez moi c' est une erreur ?
Il est attendu mais tout de meme. Si c' est vérifié j' imagine déjà la tete de ceux qui se voyaient avec la version arcade à domicile.
Dernière modification par JubaOne le 10 mars 2008, 13:49, modifié 1 fois.
On croit mourir pour la patrie, on meurt pour les industries.
Playstation Network ID : JubaOne
Playstation Network ID : JubaOne
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- John Master
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He bien voila qui rend la chose plus compréhensible. Mais ce qui est bizarre, c' est que les autre jeux sont affichés avec le prix à l' unité. Cela voudrait-il dire que Capcom oblige à l' achat de plusieurs kits?Wovou a écrit :Alors apparemment c'est le prix pour 4 kits sf4 (avec carte-mere).
On croit mourir pour la patrie, on meurt pour les industries.
Playstation Network ID : JubaOne
Playstation Network ID : JubaOne
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- Théoricien du pixel
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Juste pour en revenir à la version 4/3, après un petit montage, il apparaît qu'il s'agit du jeu en 16/9 (downscalé bien sûr) avec une fenêtre de vision étendue en hauteur ( persos plus petits à l'écran, une vue du sol plus importante). C'est dommage que l'option inverse n'ait été retenu (même fenêtre en vertical, mais persos plus rapprochés dans un champs moins large à l'horizontal), mais au moins, ça veut dire qu'il n'y aura pas de différence de distances et de timing.
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OK 
bon voilà
Ca vient d INSERT CREDIT. J espère qu ils ne raleront pas trop.
J ai la flemme de traduire.
Yeah, played this over the weekend and me and stabo10 unanimously agreed that it's pretty fuckin' good, tho it probably won't be successful at all in japan. it will, however, sell a ton of copies on console ports in the USA.
(edit: actually, i don't know; tekken 6 is more popular in japan than it has any right to be, and this game at least looks a lot (read: a lot) better than tekken 6, so what the hell. i'm sure it'll do fine.)
so far it's hard to tell, with the game's rampant SFII fetishism -- eight of the ten current playable characters, yes, are SFII characters who look exactly like they do in SFII and control, uh, kinda like they do in SFIII. the only stage backgrounds available were fetishistic recreations of guile's and chun-li's stages, so yeah.
i played and won a pretty hot match as ryu, during which i lost only one round, which was, uhh, because i was trying out the saving system. i managed to hit with a "save" three times before the end of the match. if you've ever played as ryu and thrown a shoryuken right after parrying a standing jab, then you might "get" the timing of his "save". i kind of like saving as a concept -- he backsteps, reaches out, and grabs the enemy's shoulder; if successful, he will then punch them VERY BRUTALLY in the chest, and take off about a quarter of their life. at first the saves seem really slow, though once you figure out that, even though it's a simple button combination (MP + MK), it's not for mashing idiocy, synapses in your brain begin to connect for great justice.
being that i am a person who only ever checks the online television listings to see when and on what channel i can see mixed martial arts for free and in high definition, and being that i often call MMA "street fighter: the TV show", i obviously picked the new character abel for my next round.
hell yes! i like him a lot. words can barely convey how awesome he is. he's like alex from SFIII with just a little bit of tekken in him.
wait -- no -- don't let that statement scare you. (disclosure: i despise tekken.)
fireball motion plus punch is this hammer punch move. the range varies wildly from LP to HP. after the hammer punch hits, you can press forward -- or back! -- plus a punch -- or a kick! -- to deliver a follow-up hit. the thing is, the range / speed of the follow-up hit is determined by, well, which direction and which strength of which type of attack you do. basically the goal is to adapt to your enemy's current status and try to hit him (or her!) twice with the attack so as to set them up for "hit #3", which would be a throw of your choosing. in other words, abel's a fighter who really mixes it up!
it's really sharp! the sense rhythm is fantastic. it works very, very well in a strictly 2D fighting game.
still wasn't able to pull off a saving hit with abel, though i imagine it's got some serious potential.
i really, really like his special move set. there's a terry-bogard crack-shoot-esque backstep-jumping-axe-kick move, too, which is pretty hot and combinationable.
they'll supposedly be revealing something like two new characters a month in the run-up to the wide release in japanese arcades, and if more of them have the crisp snap of abel, i think this might turn out to be a very excellent videogame.
at this point, i'm kind of glad that they got the SFII characters out of their system, and also kind of sad, because seriously, zangief and dhalsim and blanka look like jerks, especially in 3D. (honda, on the other hand, looks manly as hell, which is kind of surprising and kind of cool.) guile looks like a complete fucking jerk-off and i really wish they'd left him out of the game.
well, i'm only speaking of aesthetics here, so who knows.
l
this game has its first location test at the PLAZA CAPCOM in kichijoji this weekend!
i . . . happen to live one chuo-line stop from kichijoji!
if it's a nice day, that's walking distance!
me and stabo will most definitely go down there and put down 100 yen a match for some abel on ken action.
at the AOU, they were kicking winners, which was kind of lame.
let's see them try that at a location test!
ALSO, this is worth noting: SFIV cabinets (beautiful 1080p LCD screens, sanwa hardware, etc) are linked together so that you don't know which other cabinet you're playing against when you sit down and put in your money. if someone's facing the computer, it'll interrupt their game, et cetera.
in other words, you're not just playing against "the guy directly across from you" anymore.
which is kind of cool -- i played a match against a guy who was sitting right next to me at the AOU show, which was awkward, and we actually exchanged a few words (after i beat him), which just about never happens in the glory-hole atmosphere of a japanese arcade.
on the other hand, it's kind of not cool, because i imagine this "revolutionary" new matching system exists to, um, match up two players who are on winning streaks. in other words: it's designed to end winning streaks.
it'll end winning streaks by matching together players of equal empirical skill. like, if one player is on a winning streak, and so is another player, and the one player is currently fighting against the computer because someone just lost and no one else has stepped in yet, then when the other player on a winning streak wins his game, the first player will get a "NOW FIGHT A NEW RIVAL".
which i guess is kind of cool, though i can't really imagine all of the logistic implications.
still, hmmm.

bon voilà
Ca vient d INSERT CREDIT. J espère qu ils ne raleront pas trop.
J ai la flemme de traduire.
Yeah, played this over the weekend and me and stabo10 unanimously agreed that it's pretty fuckin' good, tho it probably won't be successful at all in japan. it will, however, sell a ton of copies on console ports in the USA.
(edit: actually, i don't know; tekken 6 is more popular in japan than it has any right to be, and this game at least looks a lot (read: a lot) better than tekken 6, so what the hell. i'm sure it'll do fine.)
so far it's hard to tell, with the game's rampant SFII fetishism -- eight of the ten current playable characters, yes, are SFII characters who look exactly like they do in SFII and control, uh, kinda like they do in SFIII. the only stage backgrounds available were fetishistic recreations of guile's and chun-li's stages, so yeah.
i played and won a pretty hot match as ryu, during which i lost only one round, which was, uhh, because i was trying out the saving system. i managed to hit with a "save" three times before the end of the match. if you've ever played as ryu and thrown a shoryuken right after parrying a standing jab, then you might "get" the timing of his "save". i kind of like saving as a concept -- he backsteps, reaches out, and grabs the enemy's shoulder; if successful, he will then punch them VERY BRUTALLY in the chest, and take off about a quarter of their life. at first the saves seem really slow, though once you figure out that, even though it's a simple button combination (MP + MK), it's not for mashing idiocy, synapses in your brain begin to connect for great justice.
being that i am a person who only ever checks the online television listings to see when and on what channel i can see mixed martial arts for free and in high definition, and being that i often call MMA "street fighter: the TV show", i obviously picked the new character abel for my next round.
hell yes! i like him a lot. words can barely convey how awesome he is. he's like alex from SFIII with just a little bit of tekken in him.
wait -- no -- don't let that statement scare you. (disclosure: i despise tekken.)
fireball motion plus punch is this hammer punch move. the range varies wildly from LP to HP. after the hammer punch hits, you can press forward -- or back! -- plus a punch -- or a kick! -- to deliver a follow-up hit. the thing is, the range / speed of the follow-up hit is determined by, well, which direction and which strength of which type of attack you do. basically the goal is to adapt to your enemy's current status and try to hit him (or her!) twice with the attack so as to set them up for "hit #3", which would be a throw of your choosing. in other words, abel's a fighter who really mixes it up!
it's really sharp! the sense rhythm is fantastic. it works very, very well in a strictly 2D fighting game.
still wasn't able to pull off a saving hit with abel, though i imagine it's got some serious potential.
i really, really like his special move set. there's a terry-bogard crack-shoot-esque backstep-jumping-axe-kick move, too, which is pretty hot and combinationable.
they'll supposedly be revealing something like two new characters a month in the run-up to the wide release in japanese arcades, and if more of them have the crisp snap of abel, i think this might turn out to be a very excellent videogame.
at this point, i'm kind of glad that they got the SFII characters out of their system, and also kind of sad, because seriously, zangief and dhalsim and blanka look like jerks, especially in 3D. (honda, on the other hand, looks manly as hell, which is kind of surprising and kind of cool.) guile looks like a complete fucking jerk-off and i really wish they'd left him out of the game.
well, i'm only speaking of aesthetics here, so who knows.
l
this game has its first location test at the PLAZA CAPCOM in kichijoji this weekend!
i . . . happen to live one chuo-line stop from kichijoji!
if it's a nice day, that's walking distance!
me and stabo will most definitely go down there and put down 100 yen a match for some abel on ken action.
at the AOU, they were kicking winners, which was kind of lame.
let's see them try that at a location test!
ALSO, this is worth noting: SFIV cabinets (beautiful 1080p LCD screens, sanwa hardware, etc) are linked together so that you don't know which other cabinet you're playing against when you sit down and put in your money. if someone's facing the computer, it'll interrupt their game, et cetera.
in other words, you're not just playing against "the guy directly across from you" anymore.
which is kind of cool -- i played a match against a guy who was sitting right next to me at the AOU show, which was awkward, and we actually exchanged a few words (after i beat him), which just about never happens in the glory-hole atmosphere of a japanese arcade.
on the other hand, it's kind of not cool, because i imagine this "revolutionary" new matching system exists to, um, match up two players who are on winning streaks. in other words: it's designed to end winning streaks.
it'll end winning streaks by matching together players of equal empirical skill. like, if one player is on a winning streak, and so is another player, and the one player is currently fighting against the computer because someone just lost and no one else has stepped in yet, then when the other player on a winning streak wins his game, the first player will get a "NOW FIGHT A NEW RIVAL".
which i guess is kind of cool, though i can't really imagine all of the logistic implications.
still, hmmm.
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- stick de zinc
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Si la saving attack pompe 25 pourcents de barre de vie je vais kiffer 
Ca me fait penser au zero counter de SFZ, en beaucoup plus puissant. Miam. Voilà qui va ajouter de la tension dans les combats, des que l'un des joueurs, ou les deux, atteint le seuil fatidique du quart de vie restant... des feintes dans des feintes dans des feintes...
Pour peu que cette saloperie soit cancellable (ça m'etonnerait) et ce sera super violent niveau mind game.

Ca me fait penser au zero counter de SFZ, en beaucoup plus puissant. Miam. Voilà qui va ajouter de la tension dans les combats, des que l'un des joueurs, ou les deux, atteint le seuil fatidique du quart de vie restant... des feintes dans des feintes dans des feintes...
Pour peu que cette saloperie soit cancellable (ça m'etonnerait) et ce sera super violent niveau mind game.
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- Théoricien du pixel
- Messages : 1222
- Inscription : 17 oct. 2006, 23:42
- Localisation : Marseille
Si j'ai bien pigé, le versus se fait plus uniquement sur deux bornes dos à dos, mais dans un "mini réseau" de plusieurs bornes connectées (c'est pour ça que Capcom insiste pour vendre des lots de 4 bornes ?
), qui feront s'affronter les gagnants de deux rounds consécutifs (même s'ils jouent côte à côte par exemple) ... Vu comme ça, ça à l'air pas mal. Efficace.

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- l'homme qui murmurait à l'oreille d'SNKP
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25% de la bar de vie? c'est vraiment n'importe quoi les gens vont juste hyper en abusser, et hop jeu craké... Pour etre interessant ca devrais juste mettre l'oposant au sol avec 0 damage, un peu comme la CD attack de KOF...Mais 25% de vie sur un simple P+K. C'est encore plus naze que le Burst idiot de GGXX.Killingtiiime a écrit :Si la saving attack pompe 25 pourcents de barre de vie je vais kiffer
Ca me fait penser au zero counter de SFZ, en beaucoup plus puissant. Miam. Voilà qui va ajouter de la tension dans les combats, des que l'un des joueurs, ou les deux, atteint le seuil fatidique du quart de vie restant... des feintes dans des feintes dans des feintes...
Pour peu que cette saloperie soit cancellable (ça m'etonnerait) et ce sera super violent niveau mind game.
Sinon içi:
http://www.capcom-fc.com/sf4/2008/03/3.html
La bouillie de pixel foul est sensé etre un nouveaux peros pour le jeu, qui serais dévoilé vers le 14 du mois....J'en temble deja...
Mise a jour du larouse 2010:
DLC ou Downloadable Content. Enculade financière crée par de gros con, pour des jeu qui ne le sont pas forcément moin...
Gen de merde....
DLC ou Downloadable Content. Enculade financière crée par de gros con, pour des jeu qui ne le sont pas forcément moin...
Gen de merde....
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- Technophile fortuné
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'Tain personne a un décodeur parce-que là...Shishio a écrit : Sinon içi:
http://www.capcom-fc.com/sf4/2008/03/3.html
La bouillie de pixel foul est sensé etre un nouveaux peros pour le jeu, qui serais dévoilé vers le 14 du mois....J'en temble deja...
Si, il a l'air d'avoir de gros bras

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- John Master
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C'est vrai , ça a l'air d etre un gouki mélangé à un ninja
Ah toi aussi tu as reconnu son magnifique palmier rosâtre sur la tête... mais il a quelque chose de particulier au niveau des tibias qui fait effectivement penser à un ninja. Il se seraient enfin décidé à modifier un tout petit peu le costume de l'un des persos principaux ?
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J'suis pas chaud pour Gouki moué, on dirait que le perso à un masque, y-a des sortes de bandelettes ou je ne sais quoi au dessus de l'épaule gauche (enfin la droite pour lui) à moins que ce soit des effets similaires à ceux déjà vus sur les arts des autres persos vu qu'y-a des trucs qui partent des pieds aussi. Les "jambières" sont zarbs aussi et y-a pas les "sandales" japs de Gouki.
'Tain en fait on dirait un ninja des MK 3D^^'.
La "rumeur" d'un nouveau perso semble plus probable.
'Tain en fait on dirait un ninja des MK 3D^^'.
La "rumeur" d'un nouveau perso semble plus probable.
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- HBK is god
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- avatar maker
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