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The History of Virtua Fighter 4

The deepest fighter of its generation, sold twice: once at full price, and once, improved, for twenty dollars.

Virtua Fighter 4 is a 2001 fighting game developed by Sega AM2 under Yu Suzuki and published by Sega, the fourth entry in the series that invented the 3D fighter. It streamlined Virtua Fighter 3's systems, removed the evade button, added the Sabaki, an attack that doubles as a reversal, and introduced Vanessa Lewis, with two switchable fighting styles, and the Shaolin monk Lei-Fei. Taka-Arashi, added in Virtua Fighter 3, was cut when the team could not make the sumo wrestler work inside the new mechanics.

Its PlayStation 2 life came in two acts, and the second act is the famous one. The 2002 port was a critical triumph; the 2003 Evolution revision then launched in North America only in the budget Greatest Hits line, at $20, with two more fighters and the Quest mode. Both acts are documented below.

THE TWO COVERS

Japan and America
Virtua Fighter 4 Japanese PlayStation 2 box art, Akira Yuki below color banded portraits of the full cast, neon logo
Japan
Japan runs the cast in colored vertical bands over Akira's face, with the logo in neon script and the katakana title beneath.
Virtua Fighter 4 American PlayStation 2 box art, Akira Yuki below blue banded portraits of the full cast, silver logo, ESRB Teen
United States
America uses the same composition with the bands cooled to blue and the logo recut in chrome silver. One painting, two temperatures.

HOW IT WAS MADE

AM2 and the NAOMI 2

The arcade game ran on Sega's NAOMI 2 board and launched in Japan on 2 August 2001. AM2's design work was subtraction as much as addition: flat, square arenas returned in place of Virtua Fighter 3's sculpted terrain, the dedicated evade button was removed and evasion rebuilt around timing, successful and unsuccessful evades, with throw escapes expandable during an evade. The result played faster and friendlier than its predecessors while keeping the series' frame level depth underneath.

The PlayStation 2 port, January 2002 in Japan and March 2002 in North America, was the series' first appearance on a non Sega console, and AM2 loaded it: a comprehensive training mode, a Kumite single player ladder against customized AI fighters, and an AI training feature. Evolution followed in arcades in August 2002 and on PlayStation 2 in 2003, adding judoka assassin Goh Hinogami and Muay Thai fighter Brad Burns, rebalancing every returning character, and replacing Kumite with the arcade hopping Quest mode. A final arcade revision, Final Tuned, closed the line in July 2004.

HOW IT WAS RECEIVED

The scores
Metacritic, 94/100
The original PlayStation 2 version holds a 94 aggregate, with perfect scores from several outlets including GMR Magazine.
Evolution, 93/100
The revision scored 93 on Metacritic and 92 percent at GameRankings, essentially matching the original at a third of its launch price in America.
Famitsu, 37/40
Japan's review panel gave the PlayStation 2 version 37 of 40 on release.
Arcade champion
Game Machine listed the arcade original as Japan's most successful arcade game of the month in its 15 September 2001 issue.
A million in America
Combined United States sales of the Virtua Fighter 4 line reached one million units by July 2006.
The critics' fighter
Retrospective lists keep it at or near the top of the genre: the depth benchmark against which Tekken and SoulCalibur were reviewed for a decade.

WHAT IT LEFT BEHIND

The teaching game

Virtua Fighter 4's durable legacy is pedagogical. Its training mode treated the player as a student, with an encyclopedia, command drills, and frame level feedback, and Evolution's Quest mode turned the Japanese arcade scene itself into a single player campaign. Both ideas became genre standards, and both have their own pages in this wing. The series continued with Virtua Fighter 5 in 2006.

Why did Evolution launch at a budget price? →
Why was the training mode so influential? →
What is Quest mode? →
More fighting games →
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