I wouldn't call that broken. You think the devs thought of using a snapback as a whiff? I just think desk and other game breakers are more creative thinkers than the programmers.
Well, I've finally got broadband, which means I've finally ventured online with ssf:iv.
This was really my first online experience, so I went into it with no expectations.
I decided to stick to ranked matches. The first two, I lost. The third, I won against a guy who was only a little more experienced than me, only to get a message from him. "U R ****".
I sent him one back saying "I beat you mate". About twenty fights later, I've won three more times. Another time against a fellow noob, and twice against 2 different class B players. Very pleased with that. Lot's of close calls, but I still need to find my feet.
We'd probably lag like mad, but you want to fight some time next week?
Ah I don't have any sort of solid schedule. All I can really tell you is, I don't have time tomorrow, or the weekend due to work, I have class on monday and tuesday and an exam the following friday, but I'm free next weds and thurs... We'll just play whenever we catch each other online, sound cool?
Thanks for the thoughtful and in-depth questions.
I’ll let Sven speak to DRM issues as PC gaming is his forte, but as to gems, I have to ask for a little patience. I understand every aspect of your concerns. I should also say we probably should have said less about them until we were in a position to show more with a publically playable build. Letting people go hands-on so they can answer gameplay questions for themselves alongside our answers has been a constant pillar of our strategy with the fighters. While we’ve had SFxT out for people to play many times, we weren’t able to do that yet for a build with gems, and that’s caused lots of trouble.
We plan to fix that by getting builds out there to play after the holidays, alongside new info about the games, but overall it should be said that this game has a bunch of new ideas, both for Capcom and for the fighting genre. We may not get every one of them perfect the first time out, but that’s why we’re talking to our players so much–to figure out what works and how to make the most of it. I definitely understand the concerns and how some things take a different path from what people generally expect from a fighter, but this is a new thing exploring ways that DLC can keep a fighting game interesting and fresh over a long period of time without necessarily having to sell you a new disc, by mixing both free and paid content. Apart from thinking about a game as a platform rather than a more traditional stand-alone product, I should also say that the gems themselves are actually really interesting.
They are different varieties of powerups, sure, but because of the activation conditions (you don’t just get the powerup, you have to activate it first even after you pick a gem) they go right to the heart of what’s best in fighters–the mindgames. Just as a very basic example, my opponent’s Abel may have a gem that activates when he lands two special throws. He marseilles rolls in for a mixup–do I think he’s going to go for a regular throw? Tornado throw? A second roll? It’s a standard Rock/Paper/Scissors kind of guessing game that make up the backbone of fighters, but now he has an added incentive (activating the gem) to go for that Tornado Throw, but I know that he has that extra incentive, and he knows that I know, and we’re off to the races. When you think about multiple gems and different activation conditions, it makes for a lot of really interesting mindgames, and that’s only even in actual gameplay. There’s also the metagame of actually choosing gems that work well for you and your playstyle, gems that may work better for particular characters, and gems that have sychronicity together. Because all the gems are strong in different ways, there’s a lot of different ways you can create your own approach. Of course even the best gem setups won’t win you a match–that still comes down to the traditional elements of zoning, footsies (LOTS of footsies), matchup knowledge, etc., but it’s a pretty rich new element to add to the existing traditions.
Anyway, hopefully you’ll be able to see for yourself before too long, and I hope the fighting game community at large can try to come along with us on this ride–it may have some bumps but I think it has a lot of possibilities to expand the genre in different directions. We will still have our core, more traditional titles (of course SFIV is getting the free AE 2012 update in a few days), but rather than simply release SF to infinity and beyond, we can also explore some new directions.