I do wonder what other game mechanics may appear in SFV. It could probably be something that is obscure or something completely new altogether. I also like how Charlie’s “Flash Kick” is similar to the infamous Genocide Cutter move…
I don’t think it was “well developed before Ultra” under are noses, cause if i recall correctly, remember when Seth Killian in 2012 said " SFV is ways a way from happening, “before 2019” i’m guessing at that time, based on how Capcom was doing at the time before he left, that game probably still had yet to exist.
You’re a bit off on both the time and quote. It was late 2011 for one, and he wasn’t saying SFV was going to be out by 2019 but rather that they wouldn’t have the same wait time as from SF3 to SF4 (which would have been 2009 -> 2019 as 3S took 10 years before SF4.)
All that means is that it will be out sooner rather than later. It wasn’t a promise of having to wait a long time it was a promise of NOT having to wait a long time. In addition this was back when Seth was still part of Capcom. Seth left Jul 2012, long before there was even the most remote hint SFV was in development.
I thought so too but I did a quick google search and they announced the earliest reference I could find was this:
Sept 1st 2014. By this time SFV had already been hinted at and Ultra was already out (hence the header image in that article)
Are you talking about the Hadouken Cabs? That was nearly 2014, it was Nov 2013 and AFAIK that was the first hint of SF stuff from Sony. That was bit after USF4 had been officially announced and revealed in Jul at Evo2013. Most people expected it was a hint of the USF4 PS4 Port of course. A pretty good misdirection if I do say so.
All of these things are later than the time that they were taking suggestions for changes back in Feb 2013 so at the very least we can assume that development was underway or at least in the discussion phase for SFV by this point but likely only the most basic of development, the executive stuff. Getting a contract together and such. Stuff that is done before any sort of actual GAME development is done. Capcom must have known by Feb 2013 that they weren’t going to get Dimps on USF4, you need to kind of secure someone to work on it first. So either it’s a coincidence and dimps just wasn’t available at the time or Capcom was already in talks for preparing for the next project with SF5.
Supposedly it was only “20%” done when we first saw it at Capcom Cup in December 2014, so if they started “well before” 2013 like you said (I can assume 2012 now right, or early 2013) that’s quite a lot of bullshitting, drinking coffee and having smoke breaks all day to be only “20%” done by the end of 2014. The game releases in probably just over a year now at this point, if they were 20% done a little under 4 months ago, they better get their ass in gear, cause they have 70% more to go, and a year to do it. Considering we waited a year for a 15 dollar update like Ultra, i dunno, i pray for DIMPS, not Capcom.
For reversals to be harder, their windows require fewer frames. The difference is a handful of frames versus one frame, yes, but how do you make reversals harder without demanding more from players’ timing? If you can’t, it’s a convergent argument. If, instead of reversals, you used a term such as reads-based punishment… The Virtua Fighters have one of the better systems for that.
I know what d3v’s driving at (reversal windows reduced, but short of them becoming links), I just see it as an approach that rewards the middle section of the playerbase the most keenly. Those with poor execution are penalised, the same as those with great execution are nerfed. We all want a game that flatters our talents, minimises our flaws, and - aesthetically - is designed to our own specifications. It’s natural.
But our own weaknesses are the meat of reads’ worth. The poker of Street Fighter comes from the questions that our weaknesses ask in relation to the opponent: What might s/he do that I’m not ready for, and what can s/he do? I can’t play Tetris for toffee (maybe my brain’d make sense of the shape patterns if I played it for 100 hours; who knows), nor can I do what Sako can with Evil Ryu. Maybe that’s his reward? Maybe he’d just go off and play a piano or summat otherwise? The key point is that these variables - the human differences between us all - are the lifeblood of one’s need to play the player ahead of the character. If everyone can do everything that a character needs to for max damage in a given situation, the guesses are gone. We’re back to first-generation fighting games.
I would remove plinking. Links have to be a gamble to be a variable, otherwise they’re a certainty at higher levels of play.
Maybe they meant 20% done as in content (chars/stages/music)? Setting up the core mechanics and engine and planning might not have been factored into their statement. I dunno, that could be reaching. On the other hand the number could have just been pulled out of their butts too.
Supposedly it was only “20%” done when we first saw it at Capcom Cup in December 2014, so if they started “well before” 2013 like you said (I can assume 2012 now right, or early 2013) that’s quite a lot of bullshitting, drinking coffee and having smoke breaks all day to be only “20%” done by the end of 2014. The game releases in probably just over a year now at this point, if they were 20% done a little under 4 months ago, they better get their ass in gear, cause they have 70% more to go, and a year to do it. Considering we waited a year for a 15 dollar update like Ultra, i dunno, i pray for DIMPS, not Capcom.
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In the development world, 20% means the game is 20% done regardless of how much time was spent on it. It could take them 4 years to do 20% and 6 months to finish the last 80% for all we know.
And did that 20% number actually come from any actual source or was it just a random internet poster who said it? I remember reading it too but it wasn’t anything official where I read it.
Because the reversal window is independent of the number of frames required to input a move.
Furthermore, there are other things that can be done to make combos easier without making reversals easier as well, increasing hitstun for one. Heck that alone makes reversals harder since it’s now harder to drop combos. Then there’s stuff like cancels, two-in-ones, targets, etc. that help make combos easier without affecting reversals.
About Dimps; they were also quite busy developing Dragon Ball Xenoverse for Namco.
Oh and guess what; the Xenoverse online services are painfully atrocious (PC port). So much that it’s better to block the game’s access to internet and play the entirety of it offline. Yeah…
I doubt Sony will let them release a game with atrocious netcode though, especially now that we have semi-confirmation of rollback netcode.
Besides, Xenoverse is by Namco, a company with weird netcode priorities, getting a GGPO license for an arcade game (a DBZ one at that) and then refusing to use it for home console games.