Thursday, February 14, 2008

Capcom Unity AOU 2008 images and IGN hands on report

Seth Killin from the Capcom Unity Blogs posted a small gallery of some of the pre-show set up for AOU 2008 event. It focuses mostly on the Capcom side of things, but is well worth a browse through for some good detailed shots of Capcom's booth (including Street Fighter IV's 6 button control panel on the Taito Viewlix cabinets). There's also a shot with the move lists available, but unfortunately it isn't detailed enough to really get a good view of the new characters' move sets. From what I can tell however, Crimson Viper looks like she is using D, DB, B + Punch and Kick variations with one Shoryuken motion for a move as well. As for Abel, that's anyone's guess... I'm having a hard time making out the motions in that one.

As an additional bonus that I just came across, IGN has just posted their first hands-on report from the AOU show. It seems that right from the get go, the lines began forming around Capcom's booth for some time with the dedicated Street Fighter cabinets proving the game was becoming rather popular even on the private day of the event. Though the write up doesn't provide much new information, it does provide some opinions of the new systems including the Saving system and Ultra Combos.

From IGN:
Overall, although I only managed to play a few fights, from a gameplay perspective, Famitsu's impressions from the weekend, and Capcom's comments since the game's announcement last year, seem to be pretty spot on. SFIV feels like Street Fighter II in many ways, while feeling different in others. You'll have no problem doing your dragon punches, hurricane kicks, sonic booms and so-forth, but if you're expecting all your classic tricks to work, you may be in for a surprise.

More controversial than the gameplay since SFIV's announcement was Capcom's decision to go the 3D route with the visuals. Seeing the game live today, the ultra smooth 60 frames per second movement and flashy lighting effects gave me a Street Fighter EX vibe at first, but this faded away as I warmed up to the visuals. It was initially a bit hard hard to spot all the details that are shown in those gorgeous screenshots Capcom has been releasing, but this is again an area of the game that should become more obvious with time. The details are particularly easy to spot when the camera zooms in on the characters during pre and post-fight poses and during super moves and some special moves.

I'm hoping to spend lots of time with the game paying close attention to all those details. That chance will initially come in the arcades later this summer, and hopefully in the home on the 360 or PS3 after that.
Read the rest here

[Update] - There's now a second IGN hands-on update about AOU 2008 here.

[Update #2] - Seth Killian has a second Capcom Unity AOU 2008 blogpost up now.

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