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9 months later, Street Fighter V has finally shipped (incl digital) 100K more copies

Kashiwaba

Member
Yes you cant use the AE characters. But he can still use the other "Super" characters that you have. I mean it seems pretty fair , didnt most DLC work this way back then? If you bought a map in an FPS. A person who doesnt own that Map cant play with you , but you can still play the other maps you both own.

Compared to how overpriced are SFV DLC now everything SF4 did seems reasonable, but i still think dropping SF4 vanilla support and all the people who bought and releasing and new version so fast has done more damage to franchise from the casual fans point than anything else. Heck most of the comments on SF FB page are like i will wait for super or Ultra Edition of SFV.
 

Shadoken

Member
Compared to how overpriced are SFV DLC now everything SF4 did seems reasonable, but i still think dropping SF4 vanilla support and all the people who bought and releasing and new version so fast has done more damage to franchise from the casual fans point than anything else. Heck most of the comments on SF FB page are like i will wait for super or Ultra Edition of SFV.

Yea agreed. That comment will plague Capcom fighters for a long time. SFIV -> Super did do ALOT of damage to their reputation( Especially since this was a new generation of fighting gamers ). Not to mention when they repeated it with MvC3 ,it pissed of a lot of ppl again.

Which is why i think they are adamant about not releasing a Super SFV ( Even though it really needs one ). In the long run , it will pay off.
 

sephi22

Member
Nah, Revelator is pretty much the only game in that list that's maybe better than SFV. And even that's still A) pretty animu and B) a full price iteration of Sign.
Okay, I'll bite. What makes current MK XL worse than current SFV? Only thing I can think of is that everyone is a footsie-less 50/50 reliant character in MK, while SFV S02 has 3 of them. Unfortunately those 3 are among the best chars in the game.

Not sure where you're getting this "universally panned" balance of season 2 from when the CPT season still hasn't started yet. S1 in the beginning of its first year turned out to be very different at the end of it in terms of character usage and tiers, and it will happen the same with S2. Let's stop grasping at straws.
Friends, family, distant relatives.
Real answer: Everyone who's a pro player or atleast above 3k LP admits the game has serious balance issues. Little to no defensive or zoning options means safe, bulldogging characters like Urien, Rog or Laura can do whatever the fuck they want. Risks are discouraged because of crush counters. If these 3 characters + Guile were more in line with the rest of the cast, I'd be a much better game.

Also Season 2 might be bad , but it might become a non issue with the upcoming patch before CPT. SFV S1 balance was already pretty damn good for a first iteration.
We don't even know if the patch is real. Their blogpost was like 'Hmm maybe we will have a patch. Maybe we wont. We are looking at your gripes but no promises gais'

All I see is trash, weab bait, shitty business models, or all of the above. The truth is no existing fighting game has the multiplayer support/polish you would expect of a competitive title today in any genre. None of the games you listed get as much criticism because no one actually gives a fuck about them to that degree.
Nah. KI has had sick netcode since launch. It seems to be very polished too. The anime games on that list have a lot of polish as well. Thing is, when you make arbitrary categories like 'This game is weab bait', 'this one is just trash', you will never find the unicorn you're looking for. Let me guess, MKXL is 'trash', GGXrd is 'Weab bait' and SFV is 'Shitty business practice'. So you've now handwaived away 3 games, even though only one of them legitimately deserved it (SFV)
 

Kneefoil

Member
Sad to see that the sales have slowed down so much. Sure, the game launched unfinished, and it still has some things that need to be ironed out, or that I'd like to see added, but mechanically it's the most fun I've ever had with a fighting game. The story mode is also a really nice addition to a total casual like myself, although I can't deny that I'd still like to see an arcade mode to be added into the game.
 

Shadoken

Member
Sad to see that the sales have slowed down so much. Sure, the game launched unfinished, and it still has some things that need to be ironed out, or that I'd like to see added, but mechanically it's the most fun I've ever had with a fighting game. The story mode is also a really nice addition to a total casual like myself, although I can't deny that I'd still like to see an arcade mode to be added into the game.

This is the saddest part , Deep down there is an amazing fighter ( probably among the best of all time ). But its covered with so much turd that its hard to enjoy it.
 

nullref

Member
is there a worthwhile single player yet?

They filled it out in terms of raw quantity, I guess. Your mileage may vary as to how worthwhile you find it. I didn't think much of it. I'd take a basic, well-executed arcade mode in place of all of it, honestly.
 
By that logic, fighting games should never do DLC.

No, fighting games can have dlc but not like sfv. Do it like smash. Smash launched with a ton of characters and stages and content. So when the announced dlc characters i bought them all because i didnt feel robbed. Nintendo gave me a game that was worth the 60$ asking price so when they wanted to sell me dlc characters for 5 or 6 i payed.

I hated what happen to street fighter x tekken because that game had sooo many characters and stages.
 

Man God

Non-Canon Member
They managed to get the same results they had releasing SFIII all those years ago. An unfinished game released with a new distribution model that only competitive players will ever love.
 

Neoxon

Junior Member
No, fighting games can have dlc but not like sfv. Do it like smash. Smash launched with a ton of characters and stages and content. So when the announced dlc characters i bought them all because i didnt feel robbed. Nintendo gave me a game that was worth the 60$ asking price so when they wanted to sell me dlc characters for 5 or 6 i payed.

I hated what happen to street fighter x tekken because that game had sooo many characters and stages.
Most of those SF characters were recycled from SFIV. Notice how most fighting games with new engines compared to previous entries (thus starting from zero) generally have smaller rosters at the start. Sure, they could have reused SFIV assets for SFV to bolster the roster, but said assets didn't exactly age well.
 
They need to do a complete relaunch with a "Super Street Fighter V". I know they said they wouldn't, but they need to.

Also, is Sagat in the game yet? I was watching a tournament a while back and not seeing Bonchan on Sagat was bullshit.
 

Shadoken

Member
They need to do a complete relaunch with a "Super Street Fighter V". I know they said they wouldn't, but they need to.

Also, is Sagat in the game yet? I was watching a tournament a while back and not seeing Bonchan on Sagat was bullshit.

feelsbadman
 

Neoxon

Junior Member
They need to do a complete relaunch with a "Super Street Fighter V". I know they said they wouldn't, but they need to.

Also, is Sagat in the game yet? I was watching a tournament a while back and not seeing Bonchan on Sagat was bullshit.
What Capcom said was that they wouldn't split the player-base with Super/AE/Ultra releases with balance updates locked behind a paywall, partially due to their Capcom Pro Tour push. They could do re-releases with all of the DLC up to that point (basically a physical version of their Deluxe Edition), but don't expect anything on the level of what SSFIV was to SFIV (I.E. a new game that builds on top of SFIV, one you couldn't upgrade to via Vanilla SFIV).

And no, no Sagat yet. But I do believe he'll be in either Season 3 or (if Capcom's really wants to throw a curveball) a SF 30th Anniversary DLC pack.
 
The double standards for fighting games are hilarious.

It's all based on titles that released 10-15 years ago with tons of reused sprites that took a fraction of the work to create that modern 3d models do.

So what if alpha 3 had X many characters when 75% were reused assets from previous alpha games?

If sf5 directly and without modification reused 3d models from sf4 then there would be even more outrage.

I don't envy fighting game developers. It's impossible to make people happy when everyone has their own impossible standards about what they expect and most of the people complaining wouldn't pay any money for the game no matter what you did anyway.

Most of those SF characters were recycled from SFIV. Notice how most fighting games with new engines compared to previous entries (thus starting from zero) generally have smaller rosters at the start. Sure, they could have reused SFIV assets for SFV to bolster the roster, but said assets didn't exactly age well.

I don't buy this small roster defence. King of Fighters 14 launched with 50 characters, built from the ground up, and it was their first time doing 3D models in HD. I'll admit it wasn't the prettiest game at launch but they have improved the visuals in updates. It's definitely possible to launch with a decent size roster without reusing assets.
 

Neoxon

Junior Member
I don't buy this small roster defence. King of Fighters 14 launched with 50 characters, built from the ground up, and it was their first time doing 3D models in HD. I'll admit it wasn't the prettiest game at launch but they have improved the visuals in updates. It's definitely possible to launch with a decent size roster without reusing assets.
Most of those updates were lighting-based (but to be fair, it did help the visuals to a considerable degree). Either way, you can't really start from zero & do a large roster without there being some trade. In KoFXIV's case, it was less-than-stellar visuals.
Don't get me wrong, KoFXIV is a solid game.

Go look at the likes of Guilty Gear Xrd's initial release & even the arcade release of SFIV and you'll see my point.
 

qcf x2

Member
UMvC3 is one of my favorite games of all time. The Marvel vs Capcom series made me who I am. I don't want MvCI to be bad. But when I say I want it to fail, there's a hint of masochism in there, as I see Capcom repeat the same mistakes they did for SFV.

I haven't followed MvCI's news since the reveal trailer, are they really doing the same thing as with SFV? Is Mike Ross handling it or something?
 
Most of those updates were lighting-based (but to be fair, it did help the visuals to a considerable degree). Either way, you can't really start from zero & do a large roster without there being some trade. In KoFXIV's case, it was less-than-stellar visuals.
Don't get me wrong, KoFXIV is a solid game.

Go look at the likes of Guilty Gear & even the arcade release of SFIV and you'll see my point.
I totally understand there will probably have to be some tradeoffs. I just find it interesting that SNK could do it on what had to be a very small budget.
 

Pompadour

Member
I strongly disagree that Street Fighter V is the worst major fighting game of this release because, try as I might, I can't find the gameplay of MKXL, BBCF, KI, or KOF14 fun (and to clarify, I feel Revelator is more fun than SFV). So if all the stuff around the fun is better in other games it just makes it easier for me to not have fun. But since this argument is pointless since it's extremely subjective so I won't bother to argue why it's more fun.

However, I feel like people automatically assume all these other fighting games they don't play have better netcode and those who do play don't volunteer that information. Here's my netcode tier list for current gen fighting games (meaning they're on a current gen system):

S: Skullgirls, Killer Instinct
A: Street Fighter V, Mortal Kombat XL
B: GGXrd Rev, BBCF
C: KOF XIV, USF4
D: UMvC3
 

Neoxon

Junior Member
I strongly disagree that Street Fighter V is the worst major fighting game of this release because, try as I might, I can't find the gameplay of MKXL, BBCF, KI, or KOF14 fun (and to clarify, I feel Revelator is more fun than SFV). So if all the stuff around the fun is better in other games it just makes it easier for me to not have fun. But since this argument is pointless since it's extremely subjective so I won't bother to argue why it's more fun.

However, I feel like people automatically assume all these other fighting games they don't play have better netcode and those who do play don't volunteer that information. Here's my netcode tier list for current gen fighting games (meaning they're on a current gen system):

S: Skullgirls, Killer Instinct
A: Street Fighter V, Mortal Kombat XL
B: GGXrd Rev, BBCF
C: KOF XIV, USF4
D: UMvC3
........................
 

gelf

Member
But USF2 isn't a launch day game.



Depends on what you want. The "Cinematic Story Mode" is a play-it-once affair that is mindlessly easy and absurd.

I would prefer something to what MKX offers with their Towers.

Really if SF added living towers like MK I wouldn't need anything else. I played the hell out of those on MK, and I generally prefer SFs universe much more. Story mode doesn't really excite me in either game.
 

Pompadour

Member
Really if SF added living towers like MK I wouldn't need anything else. I played the hell out of those on MK, and I generally prefer SFs universe much more. Story mode doesn't really excite me in either game.

Living Towers was MKX's best feature. Cinematic Story Modes are garbage.

The other MKX feature I like is all the unique, back-and-forth dialogue in the intros.
 

RM8

Member
SFV is my favourite fighter but there's really no excuse for the small launch roster. The game is being held hostage by Sony, yet they couldn't fund a roster like that of SSB4, MKX, or KOFXIV.
 

Garlador

Member
This is the saddest part , Deep down there is an amazing fighter ( probably among the best of all time ). But its covered with so much turd that its hard to enjoy it.

I've said multiple times that Capcom is typically a company whose developers make amazing games, and whose business division then meddles with it and makes the experience worse.

"Let's charge them for the ENDING!" says the man in the suit for Asura's Wrath. "Let's charge them an arm and a leg for character colors in our re-release of a 10 year old game!" says another one as they re-release Marvel vs. Capcom 2. "Let's lock 1/3rd of our roster on the disc and then act surprised when players find out it's not actually DLC!" says Street Fighter vs. Tekken's business guru. "Hey, let's charge a premium for those cheat codes that always used to be FREE!" says someone on Dead Rising's staff. "I have an idea; let's charge them for basic DIFFICULTY MODES!" says a business intern between shots of cocaine on the latest Mega Man game.

Capcom games for a whole generation have often been good, even great, in SPITE of these infuriating decisions. Street Fighter V is no different. Clearly so much talent and passion there, but it's hobbled by executive meddling and business demands that constrain what they're able to accomplish or focus on. It's possible to find this balance (by and large), but to really be successful at milking a fanbase, you have to satisfy them with the base content first, then tease them with what comes next. If the base experience is lacking, then the initial impression will be sour and people will instead see your game for what it lacks rather than what it excels at.
 

Nuu

Banned
I've said multiple times that Capcom is typically a company whose developers make amazing games, and whose business division then meddles with it and makes the experience worse.

"Let's charge them for the ENDING!" says the man in the suit for Asura's Wrath. "Let's charge them an arm and a leg for character colors in our re-release of a 10 year old game!" says another one as they re-release Marvel vs. Capcom 2. "Let's lock 1/3rd of our roster on the disc and then act surprised when players find out it's not actually DLC!" says Street Fighter vs. Tekken's business guru. "Hey, let's charge a premium for those cheat codes that always used to be FREE!" says someone on Dead Rising's staff. "I have an idea; let's charge them for basic DIFFICULTY MODES!" says a business intern between shots of cocaine on the latest Mega Man game.

Capcom games for a whole generation have often been good, even great, in SPITE of these infuriating decisions. Street Fighter V is no different. Clearly so much talent and passion there, but it's hobbled by executive meddling and business demands that constrain what they're able to accomplish or focus on. It's possible to find this balance (by and large), but to really be successful at milking a fanbase, you have to satisfy them with the base content first, then tease them with what comes next. If the base experience is lacking, then the initial impression will be sour and people will instead see your game for what it lacks rather than what it excels at.

The problem with this is that some of the biggest faults of Street Fighter X Tekken, Dead Rising (post 1), and Street Fighter V is actually in the core gameplay.
 
"Let's charge them for the ENDING!" says the man in the suit for Asura's Wrath.

This one fucking burns me, I brought the base game super cheap and already knew about paying for the ending so, OK, no worries. EXCEPT! I can't play it until I've scored enough in the base game to allow me to play it.

Anyway, back on topic. I can guarantee that there are a decent number of potential buyers holding out for a Super/GOTY. If you've been gaming for a long time and are a SF fan you just know it's going to happen. Despite what Capcom say.

Resident Evil 5, Capcom said that would be the only version. I didn't believe it based on past history and sure enough there's RE5 God version, cheaper with extra content. I brought it.

Marvel vs Capcom 3, I passed it and waited and sure enough UMVC. So I'm not burned I needed to pay for an upgrade because I skipped the 1st release.

Dragons Dogma, Good game, has some issues. Waited and brought Dark Arisen.

Street Fighter, I'm fairly sure I've brought every single console version (expect Double impact on Dreamcast and Super Turbo on Dreamcast and the CPS version)

So when Capcom do release a a more content packed disc for SFV, they'll get a lot of sales for very little effort. They are a business, who cares if the piss off the "fans" if they are bringing in new players? What are the "fans" going to do? Stop paying the game? Write some angry tweets?

Capcom are not taking anything away from them, just offering a discount to new players to get them back into the game. New players and a bigger player base IS A GOOD THING for the game.
 

7threst

Member
Will this kill a possible SFVI? I mean, Capcom is pretty dedicated with their own tournaments and all, but it doesn't seem to help sales that well.
 

JaseC

gave away the keys to the kingdom.
Fighters are not what they used to be, minus Mortal Kombat........Mortal however sold much more than SFV, yet, SFV is the most populated and played online game, most watched, has the most entries in any tournament, has more frequent tournaments etc... etc... For all intents and purposes, this does not denote doing badly by any stretch of the imagination. I agree sales could have been even better, but for what it is, it's pretty solid I'd say.....I'd rather have 1 million people buy a game where most are playing and watching it months later as opposed to having 10 million copies sold and fewer people playing or engaed.

Capcom expected the game to sell two million by the then-current fiscal year, which ended March 31st last year, a mark which was missed by around 600k. The game hobbling to 1.5m doesn't spell an unmitigated disaster overall as launch window sales were strong, but it's not great, either. I'm sure Capcom would find solace in most of the players still being engaged with the game, however there's no evidence to suggest that is the case. In fact, the only data we have on active players is what SteamSpy tells us of the PC version specifically, which is that ~60k people (roughly a quarter of owners) have played it over the past two weeks. The PS4 figure would have to be more than 10 times that for the total to eclipse 750k.
 

Kashiwaba

Member
Capcom expected the game to sell two million by the then-current fiscal year, which ended March 31st last year, a mark which was missed by around 600k. The game hobbling to 1.5m doesn't spell an unmitigated disaster for the game overall as the launch window sales were strong, but it's not great, either. I'm sure Capcom would find solace in most of the players still being engaged with the game, but there's no evidence to suggest that is the case. In fact, the only data we have on active players is what SteamSpy tells us of the PC version specifically, which is that ~60k people have played it over the past two weeks.
I would say there is 5 or 4 PS4 players for every one pc player on SFV.
(Source i was playing SFV just now and i ran into 5 PS4 players till i got the first PC player :p).
 
I've been hearing this a lot, but it really feels more and more like Capcom activelly want people to play the game less... it's really weird, it's like most people have 0 reason to return to it and it is a game that tried to appeal to everyone (maybe that was the error)

I strongly disagree that Street Fighter V is the worst major fighting game of this release because, try as I might, I can't find the gameplay of MKXL, BBCF, KI, or KOF14 fun (and to clarify, I feel Revelator is more fun than SFV). So if all the stuff around the fun is better in other games it just makes it easier for me to not have fun. But since this argument is pointless since it's extremely subjective so I won't bother to argue why it's more fun.

However, I feel like people automatically assume all these other fighting games they don't play have better netcode and those who do play don't volunteer that information. Here's my netcode tier list for current gen fighting games (meaning they're on a current gen system):

S: Skullgirls, Killer Instinct
A: Street Fighter V, Mortal Kombat XL
B: GGXrd Rev, BBCF
C: KOF XIV, USF4
D: UMvC3

No way SFV has better netcode than Rev, at least on PC. I have 0 problems playing Rev since the day I bought it. 9 months later SFV online still works like dog shit.
 

JaseC

gave away the keys to the kingdom.
There's probably a significant number of players like me who turn it on once a week to grind easy mission FM while waiting for updates/arcade mode.

Possibly, but again the PS4 figure would have to be ~690k for most of the people who bought the game to still be playing. The point is practically moot, though, as also again, there's no actual data for the PS4 version: nobody can prove that player engagement with the PS4 version is that high, but by the same token nobody can prove that it isn't, only argue that it seems unlikely in light of what we know about the PC version and player engagement data in general (e.g. even CS:GO's figure is "only" a third of its total audience).
 

Kashiwaba

Member
I've been hearing this a lot, but it really feels more and more like Capcom activelly want people to play the game less... it's really weird, it's like most people have 0 reason to return to it and it is a game that tried to appeal to everyone (maybe that was the error)



No way SFV has better netcode than Rev, at least on PC. I have 0 problems playing Rev since the day I bought it. 9 months later SFV online still works like dog shit.


SFV netcode is actually good but very inconsistent, im in Canada and few months ago i was playing against my friend in the middle East (Kuwait) and it was actually playable for both of us with few rollbacks, but sometimes i play against my other friend who lives 3kms away from me and we get tons of rollback.
 
SFV netcode is actually good but very inconsistent, im in Canada and few months ago i was playing against my friend in the middle East (Kuwait) and it was actually playable for both of us with few rollbacks, but sometimes i play against my other friend who lives 3kms away from me and we get tons of rollback.

Yes and then I play Rev with the same friend and get amazing results with a way better lobby system. Maybe Rev is shit with randos (which SFV seems to be good...? Milleage varied for me), so I may be wrong here, but just having problem playing with someone that's less than 5km away from me makes me feel like SFV's netcode is really shitty. (It works well when it does though)
 

Raitaro

Member
There's probably a significant number of players like me who turn it on once a week to grind easy mission FM while waiting for updates/arcade mode.

Like me as well :)

I am also waiting for that Extra battle mode that everyone - including Capcom - seems to have forgotten about (i.e. the one where we were supposed to be able to fight against Shadaloo soldiers, dolls and "special bosses" in a separate mode) despite it being annouced for season 1.

I agree with others that the game needs a more complete overhaul as even the dailies are stuck to the day 1 content still and can't even seem to dare to ask players to play on a stage that requires FM. What good is the "free" FM system for "buying" content if Capcom themselves have to take into account that players still might not have unlocked any of the newer stages and as such need to dance around them in terms of the dailies? Without a full relaunch that includes everything up to season 1 (or 2 if they prefer to wait a while longer), this will always remain a problem. Same goes for bigger UI overhauls and everything else that is still stuck on day 1 like the tutorials.

All that said, the core experience of SFV in terms of picking a character and having fun either fighting your friends locally or by doing some of the story modes - which are all a casual player should care about really - is a very good one so I hope we can get past the multi-layered shitcake of overblown bad word of mouth at some point. The game deserves better even if Capcom makes it hard to believe that sometimes.
 
The UI shows a new picture with some of the season 1 characters when highlighting survival mode, but the actual mode is the same as it was day 1.
 

spekkeh

Banned
If you wanted to know how big the competitive audience is, there you have it.
Yup. I was really into the market for a new fighting game, after Soul Calibur 2 was my last point of entry. I have a lot of nostalgia for the original SF2, so SFV seemed a safe bet. But then the release was (too) barebones and geared towards a subset of people I don't belong to. And because these competitive players now also have a year headstart I really don't want to know what online is going to be like, seems very unfun for a casual player like me, so I'm not even going to try it.

The better strategy to me seems to be to grow a very large base and then have competition bubble out of it, instead of the other way around. There's no way Capcom can still turn it around. They're better off killing it and working towards a Street Fighter 6: the noob warrior, in hope of growing their base again.
 

Vinnk

Member
It would be funny if SF2 sold more copies on the Switch than all of SF5

Well it does have nostalgia in it's corner. Some of my 30-something friends in Japan are thinking of picking it up. They remember playing it in their school days. These same people have no interest in modern fighters.

Doesn't make it a better game, but I could see it possibly doing very well just based on that.
 

massoluk

Banned
It is great that the way they built and released the game just with tournament community in mind, unlike that Smash series that will never made it to EVO
 
I criticize SF5's netcode because it is broken and needs fixing, but I have no idea why people pretend games like Guilty Gear are better. SF5's broken rollback might lead to 1 out of 4 online matches being unfair and that sucks, but GG with its delay-based netcode is essentially unplayable online. Unless your opponent lives in your immediate area there's not even the possibility in GG for a match which approximates the actual offline game. I admittedly haven't bothered with Sign after Revelator, but my friends and I (people I've played dozens of online fighting games with over the years) managed a single night of trying that online before we quit.

One of the reasons SF5's netcode gets so much criticism is because the foundation is actually sound. If they fix the rollback sync issues it would be in the top echelon of fighters with Killer Instinct and Skullgirls, but for whatever reason that isn't happening.

is there a worthwhile single player yet?

Absolutely not. Even something relatively simple like 3rd Strike's arcade mode is more interesting, fun, and worthwhile than anything solo in SF5. You get lots of fighting against an okay AI. You get short, well-drawn ending cutscenes and some very brief dialogue sections to give a tiny bit of context. There's some simple training minigames. 3rd Strike solo is focused on the fighting and hence fun!

SF5's single player content is so bizarrely focused on non-gameplay stuff, i.e. not the things anybody plays Street Fighter for. Lengthy cutscenes, random power-up purchasing, endless loading times. Capcom, the title of your game tells you what the appeal of the series is. Just give us some solo content that's about street fighting. They might have spent a lot more time and energy on its content, comparatively, but it's unappealing and poorly made. It's like they forgot that traditional single player modes were intended as a more casual entry point into the gameplay. I need to pick up a new character since Alex was nerfed into the ground and is no longer fun, but learning new characters against randoms online is mostly a terrible experience, even beyond all of the time wasted not actually playing the game.

But I will give them some credit for some of the one-off characters in the cinematic story mode. I was replaying that recently to finish off Extra difficulty, and some of the doll characters have some interesting special moves. They aren't up the level of full-blown unique boss characters or anything, but there's some neat gameplay stuff in there. Too bad it's restricted to minute-long fights wrapped in bad cutscenes. Just put them in a traditional arcade mode and you'd already be taking a gigantic step up.
 

DarkoMaledictus

Tier Whore
Love the series, but could never get into 5. Not even sure what the issue is, there is just something that doesn't grab me like 2 or 4 did.
 
I criticize SF5's netcode because it is broken and needs fixing, but I have no idea why people pretend games like Guilty Gear are better. SF5's broken rollback might lead to 1 out of 4 online matches being unfair and that sucks, but GG with its delay-based netcode is essentially unplayable online. Unless your opponent lives in your immediate area there's not even the possibility in GG for a match which approximates the actual offline game. I admittedly haven't bothered with Sign after Revelator, but my friends and I (people I've played dozens of online fighting games with over the years) managed a single night of trying that online before we quit.

One of the reasons SF5's netcode gets so much criticism is because the foundation is actually sound. If they fix the rollback sync issues it would be in the top echelon of fighters with Killer Instinct and Skullgirls, but for whatever reason that isn't happening.

I come from personal experience of trying to fight friends. Now I'm curious to see if Rev is that bad with randos. I had an actually pretty normal experience with SFV random match, it just surprised me how much shitty it was to play with my friends. I kept hoping that they would fix it... they never did. Combine that with new pricey characters that I have to relearn every time and my interest died down a lot.

Actually, I keep thinking that what once seemed like a great move (constant influx of characters into the game instead of revised version) is probably what is killing it for me. I don't feel like learning character moves that I can't even play as, just to not be surprised by them online and not being able to settle on a main because characters keep popping up makes me feel like an idiot when I train.

And then there's also a bunch of high-risk high-difficulty low-reward characters that makes me feel like the game was made for just some characters. I don't feel like SFV is fun to throw punches around, it feels more like a chore :/ (like IV did at some point too)

I dunno maybe I'll get back into it but I'm having way more fun with Rev and the KOF XIV demo than I have with SFV
 

myco666

Member
You still care about and have the game in your schedule enough to launch it once a week for missions. You care enough to do the missions and to want the currency for it.

That's way more than anyone who has actually given up the game. As in, hasnt launched it in months, traded it in etc.

You are engaging with the game once a week.

But that isn't 'actually playing the game'. For example if someone asks me if I have actually read a book I don't say 'yes' when I have skimmed through first few pages without any concentration. That is basically what I have been doing with SFV lately.
 

synce

Member
That sounds pretty bad, but how much do games usually ship past the first few months nowadays? Barring stuff like GTA5 and things that are heavily discounted I wouldn't be surprised if this is considered normal
 

Daffy Duck

Member
I recently bought the game on offer, it's actually alright for just some fights against my family on and off.

One annoying thing is the gating off of fighters behind some in game currency which seems like it will take an age to just unlock one!

What bollocks.
 
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