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Street Fighter V being built on Unreal Engine 4

CamHostage

Member
Pretty awesome that the Unreal engine myth of "all the same game" is being so thoroughly buried with games like what's popping up these days...

...but I do still feel a nostalgic loss in not being able to geek out over new engines in the works at top studios. Capcom and Namco and Square Enix using off-the-shelf engines, what a world! I haven't felt such a loss in the gamer blogosphere since we dropped talking about console's "bits"...
 

MoxManiac

Member
Does the update thing mean they will be adding a steady stream of DLC characters throughout the game's lifespan?

Not sure I feel about that. I actually prefer the SF4 method of upgrades, makes tournament prep easier.
 

Inuhanyou

Believes Dragon Quest is a franchise managed by Sony
UE4 is just an all around work man's graphics engine. Anyone can get it up and running, its cheap to license, and works on all next gen platforms with prebaked 'next gen features' like DX11 support already installed into it.

Its a no brainer why they would use it.

According to that guy characters will be added DLC style for the rest of the gen, so it makes sense there would be no "Super" edition.
 

decoy11

Member
After watching the trailer again I can definitively see some similarities with some of the UE4 demos. The particle effects in the trailer remind me of the Elemental demo Epic showed earlier this year.

I think Epic is doing a pretty good job of pushing UE4 in japan. The pricing model is so cheap that japanese indie devs are using it to make games or port their old games on to it. It gives me hope that there will be competent people to maintain street fighter V after the initial devs move on to other projects and new people work on it.

Anyways since SFV is now on UE4 and while we can't get the game source code we can get the engine source code if you pay. I wonder how hard it would be to mod SFV?
 

Nirolak

Mrgrgr
UE4 kills all chances of handheld/mobile ports. That's sad. :/

UE4 works on mobile actually: http://www.neogaf.com/forum/showthread.php?t=896663

2548025-zen03k22.jpg

For a handheld port, you'd need new handhelds though.
 
Capcom dumping the deep down engine?

SFV was never confirmed to be running on Panta Rhei engine, capcom is probably still working on it. Going to the UE4 is avoiding the mess that SE is currently facing with FFXV while making the game and still working/finishing the engine simultaneously. That's why KH3 jump to the UE4 since all the team working on luminious engine is helping with FFXV.
 
they should have at least changed the artstyle so u can distinguish between the 2

I had zero problem distinguishing the two from the initial leak up to this point. It looks very different in the details but because the model silhouettes are similar people who didn't really play much of 4 seem to think they look the same. Animations are different as well.
 
UE4 is just an all around work man's graphics engine. Anyone can get it up and running, its cheap to license, and works on all next gen platforms with prebaked 'next gen features' like DX11 support already installed into it.

Its a no brainer why they would use it



Er... no? It's not cheap to license, even on the low end.

It's interesting that these are the tools they are working with, but I'll never understand the excitement or discussion behind engine choice, especially if you don't know the engine on the deepest level and even still, that stuff doesn't matter to the end user because it's all made invisible in the end.
 

Nirolak

Mrgrgr
16 is basically what SF4 launched with as well, so it isn't really surprising/unusual.

When vanilla 4 released on console they beefed that number up to 24 or 25. I was kinda hoping V would be around that as well since I don't really play any of the guaranteed mainstays that would probably take up the bulk of a smaller starting roster.
 

Gbraga

Member
I don't think anyone doubts that.

That said, you could in theory still do the same DLC model as Killer Instinct or League of Legends and just sell individual fighters as they come in instead of making people wait for five to finish at once.

That would lead to more frequent balance changes though, which might not be a good thing.

Netherrealm is notorious for slowly killing a good chunk of the playerbase because a lot of people don't want to deal with weekly balance changes.
 
I don't think anyone doubts that.

That said, you could in theory still do the same DLC model as Killer Instinct or League of Legends and just sell individual fighters as they come in instead of making people wait for five to finish at once.
Capcom being efficient? oh my?! ;P i like this approach.
What did you say when Street Fighter IV came out? Or Street Fighter III? Or Street Fighter II? Or Street Fighter?

Preach it, like i said earlier SF3 roster vibes i feel the initial roster for SFV is going to feel fresh.
 
I don't think anyone doubts that.

That said, you could in theory still do the same DLC model as Killer Instinct or League of Legends and just sell individual fighters as they come in instead of making people wait for five to finish at once.

Some poster with a Shaq avatar believed otherwise, forgot his name. I knew they wouldn't do this.

All this information sounds fantastic!
 

Inuhanyou

Believes Dragon Quest is a franchise managed by Sony
Er... no? It's not cheap to license, even on the low end.

It's interesting that these are the tools they are working with, but I'll never understand the excitement or discussion behind engine choice, especially if you don't know the engine on the deepest level and even still, that stuff doesn't matter to the end user because it's all made invisible in the end.

Really? That's not what i've heard about it.

People like talking about engines because its something to talk about, they dont need a reason to do so, so i don't understand why such a thing would be worth not discussing.

Man, so many dev houses using middleware this gen, but why are all the fighters using Unreal? I believe Mortal Kombat would have looked better with cryengine. what's up with Namco not having a proprietary engine for Tekken are they waiting on the Soul Team?

The SC team have not used a new engine since 2008...Tekken changed theirs from T6 to TTT2...but now they are realizing going from engine to engine like that takes too much time and is too costly
 

Biker19

Banned
That's good news to hear.

Companies like Arc System Works & NetherRealm Studios also needs to let go of the outdated Unreal 3 Engine.
 

_machine

Member
Er... no? It's not cheap to license, even on the low end.

It's interesting that these are the tools they are working with, but I'll never understand the excitement or discussion behind engine choice, especially if you don't know the engine on the deepest level and even still, that stuff doesn't matter to the end user because it's all made invisible in the end.
It's cheap to license, but Epic takes a 5% cut of the revenue. I think the excitement comes from the things the engine can offer like the graphical features and better tools make it easier to iterate on the game to make it even better.
 

MoxManiac

Member
I hope Capcom doesn't play it safe with the initial roster. Sure, have Ryu/Ken/Chun/Gief, but in addition to charlie, add some new characters and bring back characters like Alex, Urien etc.

Classic favorites can come later.
 

tbm24

Member
I hope Capcom doesn't play it safe with the initial roster. Sure, have Ryu/Ken/Chun/Gief, but in addition to charlie, add some new characters and bring back characters like Alex, Urien etc.

Classic favorites can come later.
I'd rather they do 8 existing characters and 8 new ones. Alex and Urien can take a backseat if need be for new characters. At the very least we can expect 4 like SF4.
 

Zukkoyaki

Member
I'm okay with 16 characters so long as they're all unique, which Ono has confirmed. That and the promise of a steady stream of DLC sounds good. Fighting games are the one genre I'm totally okay with DLC from.

What really intrigues me about this information isn't the new engine, it's the rumor that the game will have a very deep story mode. Ever since Mortal Kombat 2011 and the Blazblue series, I've been spoiled in regards to story in fighters. It adds so much to the experience! Hearing that Street Fighter is going in that direction has me excited!
 

Nirolak

Mrgrgr
Yes, but it'll be similar to how games like League of Legends, Killer Instinct, & Mortal Kombat 2011 are done in terms of content.

Don't count on any Super, Ultra, etc. versions of the game. Those days are over.

I could see them in theory releasing a retail bundle of previously released characters, but they wouldn't be beholden to that timeframe for actually releasing them.
 
I hope Capcom doesn't play it safe with the initial roster. Sure, have Ryu/Ken/Chun/Gief, but in addition to charlie, add some new characters and bring back characters like Alex, Urien etc.

Classic favorites can come later.

Classics will definitely come down the line, however Akuma would probably be favored above Gief. I wouldn't pass capcom to have hugo as the premier grappler initially and throw in the hybrid Alex for variety.
 
Panty Raid am cry.
First Square seemingly dumps their expensive next gen engine for all but one game and now Capcom does the same.

With 16 characters I do hope that DLC characters come out fairly often, and I wouldn't be opposed to Ken being DLC so that the initial batch of characters are a little more diverse.

Looks amazing, even Final Fantasy XV is migrating to UE4

No it isn't, Kingdom Hearts III is.
 

Contra11

Banned
I wonder how can they use UE4 and still have to ask Sony to port there games to PS4 and co-developing games with them .. such a failure company
 
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