StreetFighter 4 new Ink Trailer
As lazy as I am to post this in the propper manner, I still manage to atleast post a link to the video which caught my eye earlier today, yes, wild animals and other species are attacking me, trying to make me not post it but I succeeded and beat all the odds, here you go. Enjoy.
http://www.gametrailers.com/player/37490.html
youtube version- http://www.youtube.com/watch?v=G_4k6BL_95c
SF4 new Trailer
E3 is all over the place abd with great E3 comes Great something, just ask Spidey or some Batman guy.
Follow the link you crazy SF4 maniacs.
http://kotaku.com/5025592/street-fighter-ivs-e3-trailer
Seth-Rufus
Seth, final boss?

Rufus- fat man?

Alot more pictures here > http://www.famitsu.com/game/news/1215415_1124.html
SF4 Officially comming to Xbox360,PS3,PC
It’s official. Capcom has announced that the highly anticipated Street Fighter IV is coming home, announcing that, in addition to the arcade version, it will be bringing the next Street Fighter to the Xbox 360, PlayStation 3 and Windows-based PCs. It’s been cagey on mentioning anything but the arcade version since the game was revealed, but it would appear that speculation (and common sense) regarding SFIV coming home was spot on. There’s little in the way of new details in the press release, but for those not up to speed on the game yet, it’s required reading. Everyone else, make with the champagne and fist pumping.
CAPCOM® BRINGS MARTIAL ARTS HOME WITH CONSOLE VERSIONS OF [STREET FIGHTER IV]
Xbox 360®, PLAYSTATION®3 System and Windows-based PC Versions of Coming for Street Fighter IV
SAN MATEO, CA — May 27, 2008 — Capcom®, a leading worldwide developer and publisher of video games, today announced the development of Street Fighter® IV, the next iteration of the genre-establishing fighting game series, for the PLAYSTATION®3 computer entertainment system and , Xbox 360® video game and entertainment system from Microsoft, and Windows-based PC.
Few videogame series have had such a strong impact on their perspective genres the way Street Fighter® has over the decades. Creating a global legacy spanning over twenty years of fighting games, the Street Fighter series has become a pillar in the fighting videogame genre. Street Fighter IV for Xbox 360, PLAYSTATION 3 system and Windows-based PC continues this tradition of excellence with a return to the classic 2D Street Fighter fighting action mixed with new characters, amazing visuals, and next-generation fluid gameplay.
Street Fighter IV features a mix of returning favorites such as Ryu, Ken, Chun-Li and Guile along with new characters created for this game, such as Crimson Viper, Abel, El Fuerte, and Rufus. Characters and environments are rendered in stylized 3D, while the game is played in the classic Street Fighter 2D perspective with additional 3D camera flourishes. Six-button controls for the game return, with a host of new special moves and features integrated into the input system. Mixing classic genre-defining game mechanics the franchise is known and loved for with all-new, never-before-seen gameplay systems, Street Fighter IV brings a brand new fighting game to fans the world over. With the inclusion of Capcom’s latest advancements in new generation technology, Street Fighter IV promises to deliver an extraordinary experience that will re-introduce the world to the time-honored art of virtual martial arts.
For more information, visit http://www.streetfighter.com
Features:
• Classic “2D” Street Fighter gameplay with stunning 3D characters and environments
• New special moves that go beyond any Street Fighter fan’s wildest imagination, including Focus attacks, Super Combos, and the revenged-fueled Ultra Combo system.
• Classic Street Fighter characters recreated for a new generation of gamers, including the original cast of
Street Fighter® II
• New brawlers: female super-spy Crimson Viper, lucha libre wrestler El Fuerte, mixed martial artist Abel and more!
• Amazing locations never seen before in a Street Fighter game
• New gameplay elements provide new challenges for both newcomers and the most seasoned Street Fighter pro.
[Via Kotaku]
Street Fighter HD Remix Beta!! Closer than you think
Buy Wolf of the Battlefield: Commando 3 for Xbox 360 Arcade and get a free Beta to SF2 HD Remix! Now, even though the game is for the 360 Arcade and the playstation network, the beta is only for the 360 as I understand and it only feature Ryu Vs Ken, so play online for like 8 weeks testing out the Beta! The game that comes with the beta should be really fun as well so it is worth everything. Take a look at the Trailer for the game and the beta- http://xbox360.ign.com/dor/objects/14211924/commando-3/videos/NewWolfotheBattlefield_050108.html. Also watch it on Xbox live!!

Character Art


Boxer(Balrog) and claw(Vega)!

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New Character Rufus
New Character Rufus, Nothing really is confirmed about him, not even a picture, just some model sketches. They say he is a Male, fat, and so on. That is all for now.
For Street Fighter fun I made
Chun-Li tribute- http://youtube.com/watch?v=2IH-G5GBqY8
Street Fighter 2V Humor - http://youtube.com/watch?v=1waGlg3Je3Q
Fresh Street Fighter IV Fuerte Screens
Capcom’s official Japanese Street Fighter IV site has new screenies of Lucha Libre wrestler and gourmet cook El Fuerte. Check them out in the SF4 site from Capcom. Delicious!
From http://www.capcom.co.jp/sf4/
Interview: Yoshi Ono on bringing back Street Fighter
Interview: Yoshi Ono On Bringing Back Street Fighter
[This Gamasutra-originating interview, conducted by Christian Nutt, chats to Capcom's Yoshi Ono about the much-vaunted Street Fighter reboot. I think it's worth crossposting to GSW for some of the thoughtful discussion on the graphical style and how it's evolved from drawn concept art - they are self-avowedly retro, but the result seems to be oddly intriguing, at least to me.]
Creating a new iteration in the Street Fighter franchise is no simple matter, with tough decisions to be made choosing an engine and the visual look.
Thus, in this in-depth interview, we talk to Yoshi Ono, general manager of the online game development department and R&D management group of Capcom about his thoughts on the process with Street Fighter IV - which is due for a 2008 Japanese arcade release before moving to home platforms.
Questions include the gap in returning to the much-loved series, the decision not to use Capcom’s MT Framework engine utilized in Dead Rising, and the inspiration behind the game’s intriguing-looking shaders:
It must be very challenging to bring back a series after a long delay, even when it’s really beloved by fans. How did you feel that that affected the decisions to actually make this game?
Yoshi Ono: If we look at the history of the series, we had the four officially numbered titles: Street Fighter 1, and II, and then we did Zero, which of course is the Alpha series [in the west], and then III.
In all honesty, and I feel this way, to a degree — we could have stopped at III and been pretty satisfied. We didn’t hit a brick wall, so to speak, but we did pretty much all we could do with 2D fighters by the time we got to III. We were very satisfied with the results, and it was hard to imagine doing more than that; certainly, staying within 2D.
But, we’ve had ten years to think about it, had a lot of ideas being bounced back and forth. For this series, I almost think that we are better off having waited. It gave us a lot of time to settle down and throw ideas back and forth, think about how we would tackle it.
In the beginning we were not exactly sure which direction to go. Should we stick to something entirely new? Should we stick to the roots? Having the time to step back and look at the series up until now, to think about the various options that we have, I think was very helpful.
Having that time actually helped us to get the game headed in the direction that it’s headed now — which I think is a good direction — and to get us where we are today.
Another reason I think that it’s actually better that we let it sit on the back burner for ten years, is that technology has advanced so much in the last decade. There is no way that we could have envisioned arcade boards as powerful as this. The 360 and PS3, certainly, are incredibly powerful compared to what we had to work with ten years ago.
So really, in looking at how to use this power that we have now, we took a look back, and we looked at what has always been a strong point of the Street Fighter series, which is the art design, which was from Akiman, who unfortunately is not with us anymore. [Also] from Ikeno who is still here; a lot of guys who have really put their all into the art and created the awesome, iconic characters.
So, we thought, what could we do to reproduce this art, in motion, literally moving in 3D before your eyes, with modern technology? This would not have been possible ten years ago. There is just no way. So we are finally at a point where technology is aiding us, and helping us to do something that would not have been possible ago.
Is Tokyo studio newly formed?
YO: Actually, the Tokyo studio is not new. It’s been around a good six or seven years. Actually, the latest Onimusha game, Dawn of Dreams, was made in the Tokyo branch. Chaos Legion was before that.
You were involved with Dawn of Dreams?
YO: I was indeed. Street Fighter IV is being produced in Osaka, it’s being created in Osaka, but the producer guidance is coming from Tokyo. So that means a lot of business trips, a lot of phone calls.
So you’re the only part of the team that’s in Tokyo?
YO: Yeah, officially, technically, it’s pretty much just me. Also the project manager. Ikeno, the art guy, is in Osaka; all the art guys are in Osaka. It’s the project manager and I in Tokyo, and that’s about it.
Did you guys develop your own engine for this game, or are you using the MT Framework engine that the other next generation Capcom games (such as Lost Planet and Devil May Cry 4) are using?
YO: Yes, we are looking at an original engine. We did not use the MT Framework, for a couple reasons. One is, it’s versatile, but it’s very well suited to games like Lost Planet, or a game like Onimusha, or something like that; for a sort of 3D perspective action game.
It’s an incredible engine working with a game like that, but this time not only is the game style completely different with Street Fighter IV, but the art style itself, the shaders we’re using, are extremely unique and all custom made for this title. We felt that we would be better off with a different engine than MT Framework, so we are working with original technology this time around.
And, of course, MT Framework is a great engine, and certainly we are borrowing bits and pieces of that technology for what we are doing now. There are so many good parts that we can pick and choose, and blend into the engine now, so we have most certainly been doing that, and exchanging information with that team.
Lets talk about the shaders. They’re very unique looking and they really serve the graphical direction of the game. What was your goal with the shader look? What did you use as inspiration, and how did you get that technology up and running?
YO: As far as the reason we decided to go with the shader like this, we thought that a really important part of Street Fighter, and the series up until now, has been the artwork.
The paintings that Akiman used to do, the art that Ikeno has provided for us, it’s really integral to the series. So we certainly didn’t want to go realistic. It was a very easy decision for us, as far as that’s concerned.
So as organic as the process was to determine what we wanted, making it was very difficult. Basically we had Ikeno, who is the art director for the title, working very closely with the R&D team to get this just right. And it was not an easy process.
Ikeno would give guidance, and say he wants a shader that does this, and then the R&D team would do it, but then they would also add specular maps and other things until everything was kind-of shiny, and realistic, and Virtua Fighter-like; and then we’d kind of dial it back a bit, into a kind-of anime direction, but there was too much standard cel-shading, so we’d have to dial it back to the other direction.
So, basically, what ended up happening is, Ikeno produced a series of artwork that the tech guys would literally tape to the side of their monitor, and compare them bit-by-bit to make sure that they were doing it right.
This is a lot like what we used to do with 2D games; you’d have a piece of art on the left side of your screen that you actually reproduced on the screen to your right. So it was really kind-of nostalgic for us to work that way again. It was a difficult process, but I think we’re happy with the way it’s turned out so far.
It’s almost embarrassing to say that we had to do it that way. I’m sure Takeuchi and the guys working on Resident Evil 5, there, are very much in tune with the technical side of things.
They’re very digital about the way that they do things, and we are a bit more analog, a bit more organic in the way that we did it. So it’s almost embarrassing to admit it, but at the same time, the nostalgia almost makes us proud to say that that’s how we did it, as well.
From-http://www.gamesetwatch.com/2008/03/yoshi_ono_interview.php







