Street Fighter IV: PS3 V 360 (Menu Edition)
Because when you think about it, menus are the most important part of the game.
Capcom has shared screenshots comparing the Xbox 360 and PS3 versions of Street Fighter IV. The only problem is, the shots are all medium res, and most of them have nothing but menus!
I don't think Capcom's goal is necessarily to have people picking apart the screens for minor graphical differences. This is actually part of an update detailing the various modes of play that buyers of the home version an look forward to. Still, I'm certain someone will manage to determine that a certain version of the game runs at a certain resolution and uses a certain form of antibiotic filtering, so without further adieu, let's looking!
First off, the main menu:
For the 360 version, the menu options shown to the left are Arcade Mode, VS Mode, Xbox Live Battle Mode, Challenge Mode, Training Mode, Play Data, Gallery, Option, and Xbox Live Marketplace. The PS3 shot swaps the Xbox Live Battle Mode with the much more generic Network Battle Mode and also does away entirely with the Xbox Live Marketplace option.
The stuff to the upper right is headed "Player Status." I don't know what the two gray blobs in this area are, but the text in white, Street Fighter 4 and Dhalsim, appears to be a player name. Below the player name is a readout indicating if you have the game set up for arcade mode network challenge, an option that lets online opponents challenge you while you play arcade mode. Also shown here is a readout for your current Battle Point total.
Next up, the versus mode of play:
I'm not sure which version of the game the above three shots are from. The lower right shot is what you see after the match. You can select to continue or change your character.
Here's the only comparison shot Capcom handed out for versus mode:
No differences, except for the buttons at the bottom. As you can see, the game supports Player VS Player, Player VS CPU, and CPU VS CPU, meaning you can set the game to auto play for a cool display when you have chicks over.
Next, Training Mode:
The shots are in English, so you can compare them yourself. How do Japanese players put up with all their screenshots being in a foreign language?
Capcom's press materials (the text you're reading here is just a summary of the official materials) makes particular note of the fact that you can get a readout on the amount of damage from just combos. I don't play fighting games enough to know if this is a big deal or not.
Next, Challenge Mode.
As shown here, this mode offers Time Attack, Survival, and Trial options under normal and hard settings. Time Attack and Survival are their usual selves. Trial has you face off against the basic skills and combos of your opponents.
Here's a look at survival mode:
The comparison shot shows the start of Survival Mode. You begin by selecting a challenge level. You start off with level 1, but more levels become accessible as you clear the game. Each level has different special settings, for example unlimited gauges. In the above comparison shot, the level readout displays stats for time, completed stage, and time bonus.
The three other shots show your progression through a survival round.
Here's a look at trial mode:
Next up, gallery mode:
This mode gives you access to the bonus stuff that you unlock as you play the game. Included are trailer videos, illustrations, and more.
Next, the options mode:
Yeah, so those shots don't actually show the options screen. They do show one particular change you can make in the options though: repositioning the super combo gauge and life gauges.
Next up, Online battle mode:
When playing online, you can select between Rank Match and Player Match. Rank Match keeps track of your match in online rankings. Player Match does not. Your ranking is determined by the Battle Points that you earn in a match, with weaker players earning more Battle Points for defeating stronger players. Incidentally, rankings for the game do not run cross platform.
Shown in the above comparison shots, the main menu for the respective online modes. The 360 options include Rank Match, Player Match, and Ranking. The PS3 version has one additional option, for checking up on invites.
These two image sets show off records.
The game includes the expected matching options. You can create your own lobby, setting round count, match count, and language. Those searching for a lobby can can select from a variety of options to find a specific room type, or can go the faster approach with "Quick Match".
The two shots below show quick match settings. You can set round count, time count, language, "private slot," and "handicap." I'm not sure what private slot is.
The shots below show Player Match settings. The area to the left lets you set yourself to ready, check up on your opponent's status, change lobby settings, send out invites for the game, and kick a player out of your lobby. The lobby settings, shown in the middle right of the screen, are the same settings for quick match.
The two shots below show the Rank Match mode -- specifically, the results of a search. The search results screen shares network status, language, time setting, and round setting.
In the above Rank Match search instance, one opponent has created a lobby while the other opponent is accepting challengers as he fights in arcade mode.
This is what you see when someone challenges you while you're fighting in arcade mode:
Just like in the arcade!
The next two shots show what it's like to set up arcade mode. You can select difficulty, round and time settings. These appear to be used as your battle preferences for when other players attempt to challenge you.
Finally, a couple of player data management modes.
First up, Status Edit. Here, you can change your icons and other settings that are displayed when playing network mode. You can also set up the arcade network challenge option, turning it off completely or switching between player match and rank match, and also setting language, round and time options, and targets for opponent searches.
Next, a view of your records:
The top shot lists the following player data: play time, percentage of badges/ranks earned, percentage of icons earned, battle points, max battle points, number of battles, number of wins, win rate, and max consecutive wins.
Whew... so there you have it! The final piece of the Street Fighter IV console version puzzle is at last in place! See you on the 12th!