Thirty seconds into my first match of the "Super Street Fighter II Turbo HD Remix" beta, I remembered what I loved so much about the "Street Fighter" games - the single player.

For years I have played different version after different version of the tried and true classic "Street Fighter II" but I'm still not very good. I bow down to anyone with a modicum of skill, but I still love to play. It's always been a fun, yet challenging title, and after spending some time playing the beta it is pretty evident that the newest version will be a welcome addition to the series of sequels.

How different is it from the game many of us played years ago?

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Soul Calibur IVI haven't seriously played a fighting game since "Street Fighter II." I did love "Soul Calibur" on Dreamcast. It was fun, fast, easy to pick up and beautiful. But I haven't played much of any "Soul Calibur" game since then.

Then, earlier this year, Namco Bandai revealed Vader and Yoda in "Soul Calibur IV." My nerd radar started going off. It's with this mindset I went into a short interview with "Soul Calibur IV" director Katsutoshi Sasaki at Namco Bandai's recent Editor's Day in San Francisco.

Sasaki says his latest creation, "Soul Calibur IV," was made with people like me (read: button-mashing novices) in mind. It's the largest reason the game has an online component, even though some of Sasaki's team was initially against it.

We even discussed the giant elephant in the room: "Street Fighter IV."

He's seen it, and and he respects it.

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marvel1.jpgSome of you may remember when Multiplayer pondered the question of who should make "Halo 4". We're pondering a new hypothetical today.

With the news that EA and Marvel have parted ways after the closing of the EA's Chicago studio, it means that the license for Marvel inspired fighting games is now up for grabs.

That leaves the question that is near and dear to my heart … who will step up to make the next fighting game worthy of starring Marvel's super heroes?

Once held by the 2-D fighting kings, Capcom, the license is not only a lucrative, but one that has spawned some of the greatest fighting games of all time. While the perfection that is "Marvel vs. Capcom 2" may never again be achieved, there are a variety of other publishers that could do the license justice.

I consider the top candidates -- and some longshots -- below.

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street_fighter_4.jpgMTV News intern Steven Roberts is a fighting game expert.

The recent "Street Fighter IV" trailer got him thinking about what the next installment in video games' most famous fighting series desperately needs. We asked him to share. So take it away, Steven...

Okay, so Capcom decided that they were planning to release "Street Fighter IV." But what's next?

Don't get me wrong. I am excited to hear the good news. Better yet, I am excited to see the good news. Capcom released a teaser-trailer to the web out of nowhere. It featured a 3-D calligraphic styled Ryu and Ken sparring -- though sparring sounds inappropriate considering the cans of whoop-ass opening up -- under the moonlight.

Despite the jaw-dropping trailer, what's next? Again, don't get me wrong. I'm a huge "Street Fighter" fan. I have been a fan since playing "Street Fighter I" in a Brooklyn laundromat as a kid. My cousins, friends and I took turns playing each other in "Street Fighter II" on Super Nintendo. Hell, we still play "Street Fighter III" on the Dreamcast.

But what would make "Street Fighter IV" a unique experience? "Street Fighter II" introduced "loser plays." It gave you eight unique characters – a number that has since grown – and there was one character that you were bound to relate to. "Street Fighter Alpha" introduced air blocks, chain combos, super combos to the series. "Street Fighter III" brought us, well, parrying.

Don't take this the wrong way, because the ability to parry was awesome, but only experienced players knew how to take advantage of it. I doubt the average player, unfamiliar with fighters, noticed the feature. They were more interested with the new characters and sprite design.

The question remains for Capcom: How can they win over this new generation of gamers ten years later?

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