Capcom’s newest ‘Street Fighter’ game takes a jab at reviving the golden age of arcades, the company says.
Capcom’s new video game is a simple one: It’s about getting hit, but instead of falling to earth, you hit the ground.
The title is Ryu from Street Fighter II: Turbo’s Revenge, and it arrives in the second half of the year. It is also the second time Capcom has used the name “Street Fighter” in their games. The original Street Fighter was released in arcades in 1992, and was the first video game to feature the character Ryu.
The title is a nod to the recent revival of arcades, where fighting games have been playing ever since, from the arcades of the 1980s to the fighting-game tournaments of the 1990s to the fighting-game leagues and video-game leagues of the 2000s.
In its place, Street Fighter II: Turbo’s Revenge is a throwback – a throwdown in the arcades. While its inspiration is the 1980s, the developers have said it is also inspired by the original series, as well as other video games.
“Ryu” is an homage to the Street Fighter II character Shadaloo, which debuted in 1992 and is the last original character added to the title.
“The fighting scene in Japan has been going on forever,” said Ryu. “I feel like it was going on as long as people have been making video games. It’s definitely a throwback.”
Famous Capcom producer Kazunari Tanaka praised the developers of Street Fighter II, who went on to develop Street Fighter II: Third Strike, as well as their work on Super Street Fighter II.
“We feel like we’ve been working with the same team of people for a long time. The people who are behind this game are the same people we’ve been working with for the past 16 years,” said Tanaka. “I’m sure people will feel comfortable and welcome in this new game.”
Ryu, who debuted on Street Fighter II, is a martial artist in a blue karate robe, and he wields three-foot wooden staffs that resemble the traditional Japanese katana sword.
Unlike Street Fighter, he’s just going to swing at you – not block, not duck – just get hit.
“We didn’t really want to