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Virtua Fighter 4

Virtua Fighter 4
Virtua-fighter-4-box.jpg
Developer(s) Sega AM2
Publisher(s) Sega
Director(s) Yu Suzuki
Toru Ikebuchi
Series Virtua Fighter
Platform(s) Arcade, PlayStation 2
Release Arcade
2001
2002 (Evolution)
2004 (Final Tuned)
PlayStation 2
  • JP: January 31, 2002
  • NA: March 17, 2002
  • EU: May 10, 2002
  • JP: March 13, 2003 (Evolution)
  • EU: June 30, 2003 (Evolution)
  • AU: July 7, 2003 (Evolution)
  • NA: August 13, 2003 (Evolution)
Genre(s) Fighting game
Mode(s) Up to 2 players simultaneously
Cabinet Upright
Arcade system Sega NAOMI 2
Display Horizontally oriented

Virtua Fighter 4 (Japanese: バーチャファイター4, Hepburn: Bācha Faitā Fō?) is a fighting game by Sega. It is the fourth game in the Virtua Fighter series.

The game was first released in arcades on the NAOMI 2 board in 2001. A console port of Virtua Fighter 4, as well as that of Virtua Fighter 4: Evolution under the budget-priced "Greatest Hits" label, appeared on the Sony PlayStation 2 in 2002 and 2003, respectively.

In Japan, Virtua Fighter 4 is famous for spearheading and opening the market for internet functionality in arcades. VF.NET started in Japan in 2001, and since companies have created their own arcade networks, e-Amusement by Konami, NESiCAxLive by Taito and Square Enix, and ALL.Net by Sega and Bandai Namco.

A unique feature in Evolution was the ability to play in a tournament quest mode, where the concept was that the player was competing by traveling to various arcades, as opposed to role-playing as the player's chosen fighter. This mode was very popular due to the ability to buy cosmetic items to customize a character, as well as the ability to name a character. Many players of fighting games have unique styles; with the combination of various items allowing for vastly differing appearances a new depth of uniqueness was added. In addition, Sega took the top tournament players from the arcade version, and captured their style of play for the AI of a player's opponents for this mode. For example, playing against one Wolf character would be very different from playing another, because the actual player that character's AI was programmed to mimic had a unique play style.


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