After looking at the picture below.. I realized that there are still many places that a new Street Fighter character could originate from... However, atall, muscular, but somewhat hefty Hawaiianfighter that used a mixture between karate and sumo as His fighting style would be a interesting addition to the Street Fighter roster.
He personally could fit into E.Honda's story, as well as others from the Japan region also. Plus, Do to his Hawaiian fighting style combined with his physical attributes He would make a good match against E.Honda (who is/would be similar but slower), and all the other bigger sized characters, also; a big (tall & strong), but kind of speedy Hawaiian.
I know most of the thoughts that I blog about can be confusing at times.. However, this post should be different...
Most (but not all) of the the things in this video have been talked about previously; here & there.. However, this video visually shows what everyone has been talking about lately when it comes to Super Street Fighter IV, also; enjoy!!
Just no more comparing Balloons or Bubbles when talking about video games; scary thought!! :)
Seth doesn't know why Capcom is spending money on more background effects in SSFIV.
As long as they don't over saturate the stages with too many background effects, then those new effects could lead to a even more eye catching & pleasing video game named Super Street Fighter IV ; which would be great for just about everyone. :)
Video Gamers like--love background eye candy & background interactions within video games; especially the kind that actually interacts (moves around) within the background of a video game.
Random Thought--Idea.. During Team Battle each of the different sides Teammates should be placed within the background of the stage being used during the fight. And when it's time for the next--different Teammate to enter battle then He or She will be removed from the background animation of said stage and replaced with the loser of the previous match (during the stage reload, and etc..).
Maybe even allow the Teammates to even do taunts while waiting to fight, also.
I know that what I'm about to say may sound ridiculous & also impossible.. however, I'm putting this on the table still.
Either a Street Fighter IV like tier system that ties more into each characters available moves & overall character specs--stats during onlinegameplay.
Or, some sort of balance selection system (Casual and/or Expert) that works something like the above tier system, but without players and characters having to be constrained & limited by the above tier system overall; unless warranted by above said selection.
The reason that I suggest the above premises is not only that I am frustrated with people complaining that the balance in certain video-games & characters alike are unbalance and take away from the casualness of the video-game, and it's playability overall..... I also would like to see those same concerns addressed in away that may not limit the potential of a development team and the video-games that they may decided on developing--producing within the future!
Personally, I see what I suggest somewhat in the same way as having a difficulty selection option during single play within any video-game; however,applied in a multiplayeronline fashion instead.
Yes, I know that the above premises opens up a whole new can of worms, more-then-likely; however, maybe the actual smart Guys & Gals can & will be able to either solve or workaround those unseen technical concerns--issues; and once that is accomplished maybe all further onlinemultiplayer video-games will suit the preferences of a larger majority of video-gamers & Developers alike (during & after development).
Why mess with the normal ways of doing things, when Developers can just downsize there overall product by cutting or limiting certain aspects and elements within their video-games as they see fit ?
Well as much as I don't want to answer My own question.. I will say that even I would sometimes prefer to be able to select either a Casual or Expert mode while playing any type of online video-game; given the right constraints & extra options that each selection may or may not provide depending on the selection maid. Plus, as i already stated (which may be wrong; in a sense), I also would like to see the concerns about online video-game balance addressed in away that may not limit the potential of a development team and the video-games that they may decided on developing--producing within the future.
A new Capcom 2.5D or 3D fighting game that features Humanoid Alien fighters from around the Universe & from different type of Planets (Something like Street Fighter, but on a Universal scalesomewhat like Plasma Sword; without the weapons).
This way new type of Humanoid Alien characters & plot-lines could be added into the video-game series in many different type of ways (e.x. let's say that the original title in the series starts with only ten fighters each from a different part of the Universe & planet; and then within the next title in the series there's the option to add totally separate Humanoid characters from who knows where, or from & relating to the past places & characters of the last title in the series also).
Plus, if the video-game is somewhat kept within the same type of constraints as Street Fighter then maybe somewhere down the road the two different video-game titles & their corresponding cast might collided (e.x. Ryu, Ken, and etc.. get abducted by Aliens, and are forced to fight within a new Tournament full of other Humanoid characters).
The easiest & shortest way for me to explain My opinion is to describe it by using the bases of 2D & 3D within fighting video games, and by suggesting a few things that may improve 3D-Fighting video games.
The difference between 2D & 3D fighting games is that people don't expect more life-like characters & characteristics of/in 2D-Fighting video games due to the overall limited presence of other life-like aspects in 2D-fighting video games; unlike what may or may not be mentioned of 3D fighting games.
Before 3D fighting video games can & will be the acceptable norm; the developers of such video games must do two things first; which will also explain My overall opinion even further.
The first and simplest thing that needs to be rectified would & will be for the developers to simplify & maximize the input structures used to preform the moves within 3D fighting video games.
The second and probable more difficult aspect that would & will be also needed in newer 3D fighting video games is a greater degree of limberness developed into to the characters over all else. I admit that I may not know everything;however, I also can admit that with the extra degree of freedom & life-like elements that 3D video games already provide within them when it comes to the expanded range of general movement and other 3D elements alike, people do for-the-most part subconsciously want & expect more of those same elements to be more visible & prominent within & on the characters of/in said 3D video games also.
The reason that I suggested that Video Game Developers whom develop fighting video games simplify the command controls of further video games is because it does tie into how people view and feel those type of video games when they're being looked at & played by the casual video gamer and/or even the more advanced gamer; which is naturally the cause of how the Human body & mind interprets all things alike & differently, depending on any-given situation & the elements within, plus all else that may or may not be known at the time.
Maybe My opinion on this topic is wrong & far to complex for the overall subject matter; however, it's just a brief opinion.