Yes, they can. Some did it during development or even after release. But depending on the case it could take too much work so they could avoid that depending on their budget and available resources.Can't they just use UE4 for now and then switch to UE5 once it's available later this year? The game's not even coming out this year, so I don't see why they couldn't do that. IF there are 8th-gen versions, they can keep those on UE4 and move the 9th-gen ones to UE5, can't they?
Here you have some info about it, the source are some interviews to the mentioned people:It was gonna be a new IP? First time hearing; from what the game is sans Ryu & Ken I'm guessing Capcom eventually thought it was too similar to SF in order to have it be its own IP, so they maybe reworked it back into SF?
Street Fighter III - New Generation (ストリートファイターⅢ, Sutorīto Faitā Surī?) is a 1997 fighting game released for the arcade. Produced for the CD-ROM-based CPS III hardware, which allowed for more elaborate 2D graphics than the CPS II-based Street Fighter Alpha games, while revamping many of the...
More than to rewrite the story I'm thinking about retelling the story with some tweaks or changes to retcon a few things or justify the appearance there of certain characters. It' something they did in many games.I know SF3 was a commercial failure for them (as well as CPS3), but it's been over two decades by now. Sometimes they treat SF3 too much like a bastard child, so if your idea that they could rewrite the timeline with 6 ends up being true, hopefully at least they will make the SF3 side of the timeline something they won't be so butthurt over anymore xD.
In Street Fighter V all returning characters that did have a redesigned appearance had a costume/skin with his/her classic outfit. In the case of Ryu, Ken or Sagat they had a skin that was a younger versions of them from the SF1/SFA age.So you're thinking along the lines they could have different versions of certain characters corresponding to the time period those segments of the story are in? That could actually be an interesting mechanic that could even be worked into the gameplay.
Like, what if the gameplay hook in 6 involves time, and using that to switch between different versions of the same character which could have some different moves between them? Something to possibly think about.
Well, SF2 cast is the most popular one specially for more casual players who aren't very involved on Street Fighter. So I think they'll favor them when talking about returning characters. The most popular archetype of character in SF games are the shotos (Ryu, Ken, Akuma...), they're the most played ones. Dhalsim (or Necro) archetypes, the zoners (weaker but good at long distance attacks), aren't popular but they are needed to balance the roster when you have grapplers (tank character good in short distances).Well if they're going to prioritize fan favorites, and knowing Necro isn't one (sadly), then that probably means Dhalsim or maybe someone he's ended up training using a style similar to his own?
I saw the names of the attacks and they were Dhalsim ones so I assume he may come back. But who knows, maybe it's an apprentice or son who uses his same moves.
Well, I love how Birdie looks in V.I actually don't mind Sakura's V look but otherwise I agree, V did a really good job with those characters. My favorites being Poison, Lucia, Chun-Li, Juri, R.Mika, Kolin..basically all of the ladies and some of the guys. Altho I kind of wish they didn't make Birdie a fat slob; guess they needed another Rufus but I hated Rufus in IV as-is, a similar character in V was kinda eh. Especially considering they already have a solid "joke" character in Dan.
Regarding one frame links or two frame reaction things like throws-escapes, parries and so on, or basically any reaction stuff under 3 or 4 frames is something that typically doesn't work for online play (in most matches the ping/time needed to send info from a player to another is bigger than that and they can't fix internet) and not very skilled players, so it's better to have longer time windows.That's a good compromise. SFIV IMO focused too much on one-frame links and plinking etc. You basically had to play like a robot in order to play it solid at the highest skill level. As a viewer that made it very impressive but the gap going from high-tier to highest-tier in that series is probably the largest of any SF games and not for the best IMO because a lot of the added challenge seems artificial.
But SFV went too much in the other direction; to this day it's SO weird for me to see Supers land off hits that clearly should mean the Super drops partway but instead in V the flimsiest of hit confirms gives you the entire Super anyway like Ultras did in IV. Never mind the built-in 3-frame buffer window basically killing off all true one-frame links. SFIV overemphasized those IMO, but SF3 (which I think had the better fighting system of the two) still had a few one-frame links in there. They just weren't as absolutely vital to highest-end play like they were mandatory in IV. In V, you can't even do them if you wanted!
I'd personally like to see a fighter where all potential combos could work as either chain hits, cancels, loose links AND one-frame links depending on spacing and timing by the player, and maybe a few different hit states of the opponent. That way if you did a combo as a chain cancel that'd be the easiest method but also give you the least damage and probably very few setups for okizemi or whatever after. However, if certain moves in the combo string could be done as loose links (with odd timings, on purpose) or one-frame links (maybe with certain spacing taken into account), you could maximize damage and set-ups but conversely they're way harder to do.
Not exactly sure how they could implement this, but it'd be interesting if a game did.
So in order to have a better online experience would be better for them to have throw-escape, parries, cancels or links with higher time windows than 3 frames in order to make it work better online and also ease the execution for not very skilled players. This is why modern games like the recent SF or GG Strive skip sub 3 frames stuff.
I think this is the reason of why in SFIV they went for something like Focus Attack instead of Parry, and that it would be better for them to focus more on the distances, the timing, if this attack or counter is better against that other one, to remember that if after this move this other one comboes or not etc than to make too hard the execution.