- UID
- 9
- 阅读权限
- 80
- 精华
- 魅力
-
- 信用
-
- 注册时间
- 2007-2-22
- 在线时间
- 小时
- 最后登录
- 1970-1-1
|
After lengthy hands-on time with the entire 3DS launch lineup, no game impressed us quite as much as Super Street Fighter IV 3D Edition. Sure the 3D effect is superfluous, but when it comes to fluidity, visuals and (for the most part) controls, this handheld version does an impressive job of cramming it all onto one tiny card. We recently had a chance to chat with Yoshi Ono, Capcom's general manager of R&D and all-around father of Street Fighter IV, about this latest version as well as possible plans for the future.
GamesRadar: Were you surprised when you first saw Super Street Fighter IV running on the 3DS? Did you think the machine was capable of such a visually accurate conversion?
Ono: The first time I had any kind of contact with the 3DS was shortly before E3 of last year. A couple of weeks before the show I got a call from [Capcom producer] Takeuchi-san, and he said he had something he wanted me to see. So I traveled to Osaka, and he whipped out a 3DS, and it was running a version of Resident Evil 5! And yes I was surprised we could get this kind of power in the palm of your hand, and 3D to boot.
It was almost time for me to go on vacation, part of Japan’s Golden Week series of holidays, but I was inspired to do something new. We started experimenting with the 3DS, threw together a quick build of SSFIV in a couple of weeks and invited Nintendo to come see it. They liked what they saw so much that they wanted to show it at E3 – I wasn’t really feeling that because it wasn’t terribly stable at the time, though I did give them a couple of screens and permission to talk about the game. But yeah, it was very surprising, just how powerful this little machine is.
GamesRadar: You’ve said this version, with its 3D graphics, StreetPass figurine sharing and other WiFi capabilities, is only possible on 3DS. Minus the 3D, is there anything here that couldn’t have been done on PSP?
Ono: I haven’t played a PSP game in a while, so I can’t talk specifics. I’m not terribly familiar with exactly what that machine is capable of. I can say, after speaking to others working in PSP development, the 3DS is eminently easier to develop for, and that’s really uncommon for a brand new machine. In the early stages, usually the tools you get aren’t great, the APIs are half broken etc. This time around, Nintendo’s done a fantastic job with that. We got this looking, essentially, like its big brother versions in a short period of time. In that sense it’s different than any other system, handheld or otherwise.
If you look at the features in SSFIV3D, we’ve pretty much gone through the checklist of what Nintendo wants to say about this new hardware. We’ve ported a game that gives you full console experience. The 3D’s looking really good, there’s WiFi play against other people, you can close it and walk around with it in your pocket to use StreetPass for figurine fighting, there’s a messaging system that updates even while the system is charging… we’ve pretty much covered all the bullet points and done it all in a very short development time. The fact we were able to pull all of that off in such a timeframe definitely speaks to the hardware. |
|