The Warriors’ Dream: Analyzing The Alpha Systems That Transformed Street Fighter

A lot of thought goes into a videogame sequel to progress the gameplay and characters of the original, but its changes need to justify their existence while capturing the original’s intent. So, how do you meaningfully expand on a game like Street Fighter II that defined fighting gameplay, especially when its constant revisions resulted in five major arcade releases? One trick is to build new systems over the core gameplay, useful for when a genre like 2D fighting needs to modify elements without having to redraw character animations. Street Fighter Alpha shows how modular, swappable systems can dramatically change the foundation they are built onto, its new mechanics adding depth to Capcom’s fighting game formula while dramatically improving the presentation to create exhilarating, anime-caliber battles between fast, fluid, and powerful characters.

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Scoring Devil May Cry 4’s Smokin’ Sick Style

Devil May Cry may be revered for merging fighting game’s pugilist science with brawler’s crowd management, but it was driven by its arcade-inspired scoring system. Dedicated fans can easily spend dozens of hours honing their skills against the game’s difficult enemies and massive bosses, all to improve their final scores. With DMC3, Hideaki Itsuno expanded the single player fighting game’s combat and worked in replayable missions. When that amazing foundation jumped to the PS3 and Xbox360 for the fourth release, Itsuno could further distill the series down into an arcade experience and offer new characters for those chasing that high score high. Let’s look at how it succeeds.

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Devil May Cry 3: Bearing Witness To Dante’s Awakening

On Characterizing Potential

Devil May Cry 3’s first fight between the twins Dante and Vergil is set at the highest point of a large tower jabbing from the Earth, lit by the full moon. The differences between the brothers’ fighting styles are as striking as their fashion senses, the hot-headed Dante in his red trench coat unleashing his Rebellion sword and dual pistols a contrast to the cool-as-ice Vergil in his blue jacket and air slicing katana, Yamato. The two rivals clash swords and exchange gunfire, taking advantage of any opening in the other’s defense to chop ‘em down. And then they flaunt their success with a cool taunt, unconcerned by the time it takes to mock their opponent. Every second of this brawl is intense and fast, and, by product of the game’s design, requires the player to fully realize the personalities of the sons of the legendary demon warrior Sparda.

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