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Author Topic: 17 new VF4 PS2 movies + interview!  (Read 1141 times)

Offline IronFist
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17 new VF4 PS2 movies + interview!
« on: January 25, 2002, 02:18:04 AM »
Here\'s the movies:

http://ps2media.ign.com/media/previews2/video/vf4/vf4_1.mov
http://ps2media.ign.com/media/previews2/video/vf4/vf4_2.mov
http://ps2media.ign.com/media/previews2/video/vf4/vf4_3.mov
http://ps2media.ign.com/media/previews2/video/vf4/vf4_4.mov
http://ps2media.ign.com/media/previews2/video/vf4/vf4_5.mov
http://ps2media.ign.com/media/previews2/video/vf4/vf4_6.mov
http://ps2media.ign.com/media/previews2/video/vf4/vf4_7.mov
http://ps2media.ign.com/media/previews2/video/vf4/vf4_8.mov
http://ps2media.ign.com/media/previews2/video/vf4/vf4_9.mov
http://ps2media.ign.com/media/previews2/video/vf4/vf4_10.mov
http://ps2media.ign.com/media/previews2/video/vf4/vf4_11.mov
http://ps2media.ign.com/media/previews2/video/vf4/vf4_12.mov
http://ps2media.ign.com/media/previews2/video/vf4/vf4_13.mov
http://ps2media.ign.com/media/previews2/video/vf4/vf4_14.mov
http://ps2media.ign.com/media/previews2/video/vf4/vf4_15.mov
http://ps2media.ign.com/media/previews2/video/vf4/vf4_16.mov
http://ps2media.ign.com/media/previews2/video/vf4/vf4_17.mov

I\'ve only downloaded the first one so far.  The graphics look great.  The animation is very realistic.  But there was a little too much countering and "hand holding" for my liking. ;)

Here\'s the interview from Core Magazine: http://www.coremagazine.com/news/5698.php3
Quote
Sega-AM2 producers Yu Suzuki and Hiroshi Kataoka recently went on record with Dengeki PS2 in Japan to discuss the PlayStation2 version of Virtua Fighter 4. Scheduled for release on January 31 in Japan, the game is already being acclaimed as one of the most accurate translations in the history of the series.

Dengeki PS2: What problems did you encounter when translating Virtua Fighter 4 to the PlayStation2?

Suzuki-san: There\'s always problems when translating an arcade game to a console, but we had no significant trouble with the PlayStation2. It\'s always difficult working on new hardware, but since this was our first PS2 title, we wanted to make our fans proud.

Dengeki PS2: When did development actually begin on the PS2 version?

Kataoka-san: We did preliminary research on the PlayStation2 more than a year ago, before the arcade version of Virtua Fighter 4. Actual development began once the arcade version was finished.

Dengeki PS2: So the translation took about six months then?

Kataoka-san: About that [smiles..] If we simply wanted a direct port of the arcade version we could have released it in mid-December, it was technically finished then. Since then we\'ve focused on adding new features to the PlayStation2 version, making sure it\'s 120% done.

Suzuki-san: There was another arcade project planned, but the staff decided this was our highest priority.


Dengeki PS2: The training mode in the PlayStation2 version features three separate subsystems; freestyle, trial and command. Can you explain that?

Kataoka-san: Several members of the development team had their own ideas for the training mode. We decided to include three different styles so we could help people who prefer each style. Many aspects are now visualized including the length of executing a command. That way players won\'t make timing mistakes. Players can also record a series of moves which the computer will mimic. So you can learn how to avoid and guard against even your best attacks.

Dengeki PS2: What was the inspiration behind the \'AI\' mode in the PlayStation2 version of VF4?

Kataoka-san: It\'s based on something we tried in Virtua Fighter 2. Our programmers liked it so much they dedicated to make it a separate mode this time.

Suzuki-san: I like to think of the AI mode as involving more thought in terms of the player rather than straightforward action.


Dengeki PS2: So characters can increase AI levels and become stronger?

Kataoka-san: While AI levels aren\'t exactly linked to strength, you can build them up. You can also fight against your friends saved characters in AI mode.

Suzuki-san: Building your AI levels can help considerably in Kumite mode as well.


Dengeki: Can your characters raise their AI level or learn new moves by watching replay data?

Kataoka-san: Yes, your character can learn from replay data in Arcade, Kumite and Versus modes. Your characters can also benefit from replay data of other characters.

Suzuki-san: Replays from tournaments can provide precious data. I wonder if the exchange of replay data will become popular on the PlayStation2 because of that.


Dengeki PS2: Like the arcade version, an item collection system is included in the PlayStation2 edition of Virtua Fighter 4. Was that something you originally planned to incorporate?

Kataoka-san: Yes, for the core VF4 players it provides an extra incentive to practice. It also provides a reward for casual players.

Suzuki-san: I think it\'s a great way to enjoy the PlayStation2 with friends and practice your skills. Players can collect items in the versus and sparring modes.


Dengeki PS2: What do you think is the true charm of the Virtua Fighter series?

Kataoka-san: I think of Virtua Fighter as a sport. There are people who travel around the world to play in tournaments. People don\'t consider the strength of the characters anymore, but the strength of the player.

-- Translation Asst. Tsuno Okashi



And just a reminder, VF4 got a Platinum rating from Famitsu: 9/9/9/10 : 37
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Offline fastson
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17 new VF4 PS2 movies + interview!
« Reply #1 on: January 25, 2002, 04:08:47 AM »
Sweet.. Video 6 is really nice.. Cool level. :)
Gotta get this game.

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Offline IronFist
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17 new VF4 PS2 movies + interview!
« Reply #2 on: January 26, 2002, 04:01:03 AM »
Here\'s something from PSM2 regarding the AI mode.  It is very interesting.
Quote
Yu Suzuki, the man who dragged the beat-\'em-up into the third dimension, brings the latest offspring of his remarkable genuis to PlayStation 2. PSM2 investigates.

"You don\'t even use the controller, you just watch the characters and shout \'Go, go, go!\' or \'Kick, kick, kick!\' It\'s almost like a father watching his son or daughter running in sports day."
The words of Mr Suzuki himself chatting to journalists at the Tokyo Games Show 2001. The reason for his excitement? He\'d just explained the workings of Virtua Fighter\'s most innovative feature since its inception back in 1993. It\'s a bold move but, if there\'s anyone who can make this revolution, it\'s Yu Suzuki.

So, what\'s he talking about? How can you possibly play a beat-\'em-up without touching the controller? Well, it\'s all down to the Direct Training mode. Initially we were under the impression that this was going to be some kind of skill-based difficulty curve that taught the characters how to counter your attacks as you progressed. What we should have realised was that Suzuki wouldn\'t sully himself with something so straightforward, so simplistic. What you have instead is a Training mode that lets you coach an inexperienced fighter from scratch. Here\'s how it works.

Select one of the 13 fighters you fancy moulding in your image and throw their dumb, inexperienced hide into the training arena. They\'re a blank canvas hungry for fighting knowledge that only you can supply. And to do this, as is the way of all beat-\'em-ups, you have to try and cave their heads in. Opt to train an AI version of Jacky, for example, and two of them will appear on screen at once - one controlled by you, one by your PS2.

As you fight the trainee, Jacky will start to learn which tactics and moves you favour in different situations. Are you an aggressive combatant? Do you strike first? Do you always go for a leg swipe during recovery or favour jumping over an opponent and attacking from the rear? Each subtlety is mapped onto your Tamagotchi-like fighter making them faster and more skilled with every bout. And with over 160 moves per fighter, the options for creating a unique style soon mount up. Then begins stage two.

Once you\'re happy with how your character is handling themselves in the arena, you can customise their looks with over 400 unlockable items opened up during the game\'s single-player mode. Add a further touch of finesse with the colour options and then test your creation against other fighters in the Survival mode. It\'s here that yet another level of character depth makes itself apparent as the game stops mid-fight and seeks your opinion. "The game asks you questions like, \'What would you do now as Jacky? Do you throw or block?\'" says Suzuki. "You then chose one answer and the character learns to fight as you would."

Here\'s the best bit though: once you\'re completely satisfied with your combatant you can download them to a Memory Card, take them round a mate\'s house and set them against one of their own customised fighters. Forget the customary mini games like Tekken Bowl, this is almost a title in its own right. But the nuances of training don\'t end there.

As we\'ve said before, the days of move lists and combos popping up on screen are long gone as far as Virtua Fighter is concerned. What you now get is a series of highly details tutorials that remarkably include another two fresh features. First up is the ability to speed up and slow down the action so that you can get your timing spot on - dead useful for perfecting those larger combos. Then there\'s also the addition of the Trial mode. This has prompts flipping up next to your fighter advising you when to dash in for an attack, when to hold back and block. It may not be of great appeal to veterans of the series but it\'ll definitely appeal to those fresh to the World Fighting Tournament.

Although training may hold the greatest surprises in Virtua Fighter 4, we all know where your true sympathies lie. That\'s why we\'ve saved the best till last.

We could waste time spouting hyperbole, enthusing about every single frame, commenting on the subtleties of the environments and their background animations but we\'d be doing your eyes a disservice. Look at the shots here, look at the elements wavering, moving, evolving in the distance and you can see that this is the most beautiful beat-\'em-up to date.

No, the thing that\'ll really bust your head open is the rib-buckling, bare knuckle mechanics of pounding the opposition to a pulp.

AM2 have decided to ditch the unpopular escape button from VF3 returning, once again, to the tried and tested formula of punch, kick and guard. Don\'t be disheartened though, as somehow they\'ve managed to increase the options available to you out on the fight floor. Recognisable charge and dodge attacks now sit alongside the excellent addition of a wall attack. Of the 14 selectable arenas, six have unbreakable walls that mean easy ring outs are no longer an option; five are open and the remaining three have destructible perimeters. You can\'t access hidden lower levels as in DOA2 but you are ensured a wider variety of moves when you get close to the arena boundaries.

Two other new features that have had us binding our hands in preparation are the inclusion of specials for each of the characters and a recovery move that allows you to avoid follow-ups when you\'re flat-out. But it\'s the physical presence of the fighters that\'s most impressive - their responsiveness to your commands, the weight of them on the screen, enhanced by a collision detection system that allows a foot to sink slowly in sand seconds before it lands a killer blow to the head of your opponent. This is going to be subtle violence at its most visceral

I have to admit, my interest level for this game just shot up 20 points. :)
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Offline littleogre
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17 new VF4 PS2 movies + interview!
« Reply #3 on: January 26, 2002, 11:35:35 AM »
I may just get this game to hold me over untill T4 comes out.
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Offline Sublimesjg
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17 new VF4 PS2 movies + interview!
« Reply #4 on: January 26, 2002, 11:45:37 AM »
yea the first one has a lot of hand holding but the others i saw didnt

the last one is cool with the helicopter that flys around the ring

i really dont notice a large difference between this and DOA3 graphically

looks nice and im sure ill pick it up as i love fighting games
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17 new VF4 PS2 movies + interview!
« Reply #5 on: January 26, 2002, 12:29:41 PM »
I\'m actually more excited about VF4 than T4, though I\'m a die-hard Tekken nut... maybe it\'s time for something new.
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Offline seven
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« Reply #6 on: January 27, 2002, 08:07:56 AM »
thanks IronFist!

I downloaded all of those movies and all I can say is "WOW". I\'m a pretty big Tekken fan, but boy, I sure can\'t wait for this game. Maybe it\'s the graphics that amazes me most at the moment, but I am sure the gameplay will also be great. As long as it\'s not a DoA and I will be very happy.

Side note: I didn\'t leave the forums, just didn\'t have the time to post lately. I\'ll make sure to visit again more often, but work has been pretty though, so time will show. Hello to those who still remember me, hope you\'re all doing fine. ;)

Offline IronFist
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17 new VF4 PS2 movies + interview!
« Reply #7 on: January 27, 2002, 11:47:59 AM »
Welcome back seven. :)
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Offline GAMES
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17 new VF4 PS2 movies + interview!
« Reply #8 on: January 27, 2002, 02:37:58 PM »
Thanks for the post Ironfist, WOW! Now I am definetly impressed with this game. Take a look at the last movie and just check out those lighting effects! There just amazing. I haven\'t played DOA3 yet so I don\'t know if VF4 is up to it\'s standards. Is it? I think it should be pretty close, because those movies are just pretty DAMN impressive. Once again thanks Ironfist. Weren\'t those Insider Only movies? Are you a member or something? Because if you are I really appreciate you posting them for all of us none insider folk. Your a real pal.
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Offline IronFist
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17 new VF4 PS2 movies + interview!
« Reply #9 on: January 27, 2002, 03:37:13 PM »
I\'m not sure if they were insider movies.  The person from IGN said there was a problem with the media section, so he just posted them on the forums instead of trying to put them with his impressions.  They might be in insider now though. :)
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