Non existent, which isn’t necessarily a bad thing. I’d rather development time go towards functional netcode and proper PC optimization than a 6 hour story people will play once then never touch again.
It doesn’t have to one or the other, that’s a false dilemma you’ve created. There is also the reality that a several hour exquisite story mode is profitable.
I don’t think anyone wants SF to copy MK literally, they should be inspired and more important IMPROVE on what MK brought to the table for future fighters.
Street fighter is full of some of the most memorable and interesting characters in fighting games. The potential for an incredibly indepth, exciting story is there if Capcom just takes the time.
Don’t get me wrong, I am a fan. UMK3 is my favorite fighting game of all time, but I hate MKX. NRS focus way too much on these little details and nuances and story, and not on things that actually matter like gameplay and online playability.
That’s why the game appeals to more casual fans. A large portion of the people who bought the game are the same ones posting on forums asking how to do fatalities with the UP direction in them. They don’t know the games. They played them on Sega when they were 4 years old and “omg I luv that game!”
Street Fighter has a legacy as a competitive, fast paced fighter. It’s only going to appeal to the hardcore audience. Casuals might pick it up, but they’ll put it down after a few weeks.
TL;DR - Capcom can’t do anything at this point. Cross their fingers maybe.
BTW I am all for unlockable costumes. Capcom’s DLC system is shit.
It can learn that single player content absolutely matters, especially if you want to draw in people who’d otherwise never touch the game and give them something to do besides a frustrating online experience because they arent SF veterans (god forbid!). Why cant fighting games have fantastic single player AND multiplayer? It’s a win-win situation.
“ummmm no1 playz SF 4 teh stori lek durr amirite”
People say the same about the halo games, but do they still have kickass campaigns? Hell yeah they do, and they’re better games for it. I’ll never understand the arguments against more content in a game just because it may not appeal to you personally.
Even though single player and story mode doesn’t really matter for the core meat of the genre (Human vs Human Competitive play) … it’s still a good idea to have a strong single player experience nowadays , because it can draw in more customers that wouldn’t normally take an interest in such a genre and that can only be a good thing in expanding the player base and developing the brand/franchise.
Having a good story mode will probably increase players emotional investment in the franchise and it’s characters.
(Even though by gameplay standards story mode is kind of a waste of resources and someone like me would prefer a bunch of new characters in it’s place instead … we have to look at the bigger picture)
Even though maybe only a small percentage of these new comers to the genre will stick with it when it comes to competitive play , it’s always good to see another generation of new blood to keep interest fighting games going.
Attracting more people can only be a good thing , even if most of them aren’t going to stay.
As shitty as SF4 hurtboxes are because of those dumb ass reeling animations, you’d rather have a game with arbitrary stances and stealth patches that ruin BnBs from one week to the next? After MK9 and Injustice, I’m glad Capcom doesn’t listen to any of you fuckers.
This. If anything, NRS is even worse with hurtboxes thanks to the fact that they not only use hitspheres (which are actually tied to parts of the models skeleton), but because they’re also using 3D collision detection in a 2D fighting game. Fuck, I actually called this out in my review since it’s one of my biggest pet peeves with them and lo and behold, we already have stance specific shit.
And don’t forget other hit detection shenanigans like Mournful Kitana’s glaives not hitting crouching opponents in the corner (despite being flagged as a mid hitting attack).
I’d say the should simplify the inputs for all the special and supermoves, like CvS2EO, using an analog stick.
Many people is put off by the game because they can’t remember all the special moves, and all they want to is to put the game on and begin kicking ass. Just tap two buttons at the same time and you have the ultra, just like in MvC3, and that’s it.
I have and I really don’t like it. I have tried almost all of the characters and this point and I don’t like how any of them play. the game is so stiff and clunky.
Couldn’t agree more about 3, but wanna say a few things about topic 2:
I’ve been playing both series since I was a child. I ended up learning Japanese in college and after that, looking at most references MK has to Japan/Japanese language, I kind feel ashamed. Poorly written characters/pronounced Japanese, bad puns… To any Japanese, some things MK does look unbelievably crappy. On the other hand, SF has some really interesting details for Japanese speakers that the american public just can’t really get. It’s all about your target public, and Capcom still targets the japanese market, not overseas. Street Fighter actually does a good job with costumes and stages, it’s just most people don’t get the cool aspects of it.
Of course SF could improve, but MK also could learn a thing or two from SF.
Capcom patches/updates the fuck out of their games so much so that strategy guides are nearly useless day 1 aside from move notations, artwork, and pics of special attacks. What the fuck would be the problem?
That’s a whole different subject but I think MK has learned a lot from SF. MK9/MKX’s jump back to 2D fighting was most likely inspired by SF4, and so is that meter with super moves and ex moves. MK has always been willing to improve and break new ground. The SF series less so, and would rather play it safe. I believe to some extent this was due to SF3’s commercial failure at release but this too is a whole different subject altogether.
I am sure the SF series is chockfull with Japanese references that are completely invisible to us, just like how MKX has a lot of references to Western pop culture. However, when it came to alt costumes in SF4, most felt like a complete joke most of the time and so out of character at best. Instead of using alt. costumes as an outlet to actually develop the characters more, they forego this opportunity to turn a character into a teddy bear or a duck, literally.
It failed on release because it was never promoted properly even though it premiered the same year alpha 3 came out and capcom was running several other fg properties at the time. And then when it finally made it to a console, it was for the dreamcast. Also it was at the start of the push for graphic realism in games.