Datamining it I found the codes for all the 5 characters in 3 different places. I assume this means that for this reason they are working on 5 characters more, so back in the past made room to include these characters with some placeholders that I assume are the Season 4 characters.Not from what I have seen. There are codes for 5 more but I don't know if they will announce 5 or just 1.
I would bet on them announcing only one.
Thanks for the info!Datamining it I found the codes forall the 5 characters in 3 different places. I assume this means that for this reason they are working on 5 characters more and back in the past made room to include these characters that I assume are the Season 4 ones adding these 5(+Kage) placeholders.
But there is a 4th place where since Kage(Z32)'s release they only had listed the next one after Kage (Z33), and in the most recent update they added a another one there(Z34). I assume this other list is for characters they have closer for release and put it there for final tweaks and tests. I think they'll announce and release a single character at Final Round in addition to some extra feature or content that may be added to PS4+PC versions related to the arcade release. But maybe what they do is to showcase the next one too, that I assume would be released several weeks (a month or two) after Final Round.
If only X-kira had the ability to include this after every prediction.
He's too busy taking pictures with the Laura statue.If only X-kira had the ability to include this after every prediction.
I find this quote funny because Capcom have an in house engine that's IMO, better than the NRS one. Like, capcom HAS to be using the RE engine for SF6, right? It's like a no brainer. What reason is there for them not to use it?
It's worth noting that engine doesn't necessarily equate to graphical style. MvC3 ran on RE Engine's predecessor, MT Framework, which was also used for games like Resident Evil 5 and Devil May Cry 4.I really hope they don't go with the RE engine for SF6. Games like Guilty Gear Xrd and hell, even The Wind Waker prove that stylization is WAY more important than realism with regards to giving your game its own visual identity and ensuring they age better.
I don't want SF to become just another realistic fighter; so much of what makes Street Fighter Street Fighter comes from its embracing of anime nonsense to make characters more wacky and memorable.
True as that may be, basically every time I see someone saying that SF6 should run on RE Engine it's in the context of "SF should look more realistic, like Mortal Kombat/Injustice/that initial SFV concept."It's worth noting that engine doesn't necessarily equate to graphical style. MvC3 ran on RE Engine's predecessor, MT Framework, which was also used for games like Resident Evil 5 and Devil May Cry 4.
An SF6 could still use that engine, but have a very stylized appearance.
I find this quote funny because Capcom have an in house engine that's IMO, better than the NRS one. Like, capcom HAS to be using the RE engine for SF6, right? It's like a no brainer. What reason is there for them not to use it?
Injustice 1 being Makoto: The Game is still crazy to me.General movement in NRS games still looks the most unappealing out of any fighting game to me (except for maybe Tekken, where the characters just look like they're constantly girating in place).
The issue with RE Engine isn't the capabilities, it's the need to outsource modeling.The fear for RE engine for SF seems totally unfounded to me. What about it means they have to use photogrammetry if they use it? Why would it be harder to have a less realistic style? If UE4, and MT could have stylized graphics, why can't RE? Their engine might have better performance. They would be remiss if they haven't looked into the use of it for SF6.
The issue with RE Engine isn't the capabilities, it's the need to outsource modeling.
I'd say the forced redownloading of the entire game seemingly every other month is another issue.UE4's big issue was input lag and they're very aware of it right now.
I actually liked SFV's story mode for what it was, but I'd give it up in a heartbeat for the return of the single-player mode that SF knocked out of the park: World Tour. It would probably take less resources than a cinematic story but also last longer for single players. The worst part is Survival mode had some elements of World Tour, but ended up being an absolute slog that was devoid of any fun.NRS story modes are fun, but Capcom trying to copy them was a mistake, is a mistake, and will be a mistake in the future. Let that be NRS' thing. Do something different. Do something that leans into SF's strengths.
Honestly, I don't see the point in wondering about using the RE Engine in a next-gen fighting game. There's nothing it can do that UE4 cannot. Balancing performance will be less of an issue on the PS5...hopefully.
This is a UE4 issue that's fixed in current builds as well I believe. It's an issue for them because they don't want to go and re-do all the QA work to upconvert to a newer UE4 base build.I'd say the forced redownloading of the entire game seemingly every other month is another issue.
Speaking of which, I was trawling through the Steam.db page for SFV, and noticed that generally whenever Capcom forced us to redownload the entire game, it was because the update or cumulative .pak updates up to that point were over 1GB (the only exception being the Ed update, which was around 600 MB). It makes me wonder if there's a maximum size for the in-game .pak downloads, because there was seemingly no reason for us to redownload 19.5 GB last month when an in-game download would've sufficed for just a few costumes and stage. If true, I think that makes a 5-character dump after Final Round less likely, as 5 characters would take up around 2 GB. I guess they could make us redownload everything again, but I just don't think they'd have gigantic 20 GB downloads two months in a row.
I totally agreeThe draft proposal for SF5 was realistic.
It was terrible and got trashed.
Hopefully the cycle will repeat safely for 6.
World Tour was awesome, I'd love to see something like that in SFV. I'd also love to see:This is the thing with Capcom. They have this awesome template with the World Tour mode from the Alpha 3. I wish they would just use that as the base and build up.
True. As gamedev I can say that is way better to stick to UE than to build their own engine or to adapt RE engine. If people asks to use certain engines maybe it's because they think it's tied to the art style. And it isn't the case, today with proper shaders and art assets you can replicate any desired art style in any decent engine. UE has a ton of perks like total compability with any platform, great performance, "open" source, proven and improved after being implemented in thousands of successful games like many of the main recent fighting games, etc.This engine talk is wack. Unreal (3 and 4) is being used for most high profile fighting games now, and has proven to be a valid toolset for this genre. The only two caveats was pak files making updates sizes a pain and input latency with UE4, but with newer UE4 builds and internal dev tools, the latter is a solved problem. It'd be wasteful for Dimps to dump all their progress made with UE4 from SFV's development if they jump engines for 6. I can only see this happening if Dimps had a bad experience working in UE4 and now wanted to jump, or Capcom pushing their engine in lite of departing from whatever early partnership they had with Epic.
It depends how big the update is, when they only want to add or replace some small amount of content they do small updates. Remember that they are making an arcade port of the game and it will be merged with the PS4 and PC versions, which means there is a shared code between all versions that is being added before the arcade release. In addition to this, they also include code related to upcoming features and content that still isn't enabled.I'd say the forced redownloading of the entire game seemingly every other month is another issue.
As I remember they already addressed it a couple of times, and SFV was updated a couple of times to include these input lags patches.UE4's big issue was input lag and they're very aware of it right now.
I actually liked SFV's story mode for what it was, but I'd give it up in a heartbeat for the return of the single-player mode that SF knocked out of the park: World Tour. It would probably take less resources than a cinematic story but also last longer for single players. The worst part is Survival mode had some elements of World Tour, but ended up being an absolute slog that was devoid of any fun.
Royal Guard's made it 3S since DMC3.I was gonna pass on DMCV until I found out it was 3rd Strike just now.
An insane percentage of the fighting game players disagree with you. Online multiplayer means frustration for most players mostly due to the "low" amount of concurrent online players + matchmaking behavior that would help with that.I don't understand playing single player content in the first place unless it unlocks something. I don't see the fun in fighting AI.
I said "I". I'm aware most people don't go online.An insane percentage of the fighting game players disagree with you.
I'd be happy with that.World Tour mode could easily capture that Gear System grind from IJ2. Let people level up their Ryu into some broken version and play it in casuals and other single player modes. People would eat that shit up.
i'd buy that "improved arcade mode" too that would merge everything for SFVI too.And I don't mind SF having cinematics in the future, but there should never be another single narrative where you jump from character to character like NRS does. Capcom could actually improve on that by merging Character Story, Cinematic Story, and Arcade modes into one. You select a character and get an arcade ladder. The length depends on difficulty. Each will have their own cinematic preludes, interludes, and epilogues. Spice them up with specific bonus stages, dramatic battles, and boss fights. Let the stories overlap and divulge naturally, so you don't have to exclude or include characters for story reasons. Use the World Warrior Tournament as the unifying theme.
Keep it fucking simple and focus on the details and the shit would be a smash.
i'd buy this too. Regarding the "narrative mode where you control different characters", I know NRS is kwonw for them but didn't Rival School made it before (at least the Japanese version that had that Visual Novel-like mode)? I don't remember RS very well, so proably I'm wrong.
Mk11 looks interesting as shit but whatever you tell yourselfThe reason being SF doesn't have a bland and muted artstyle like the NRS games. Although MK11 has good cinematics the in-game models and animations are better quality in SFV.
I hate your avatar, your post, pretty much everything about you.
Mk11 looks interesting as shit but whatever you tell yourself
I hate bring up the pushes up glasses " As an artist " card, but the MK artstyle has actually grown into its own and a very unique fucking aesthetic and I feel like there's people out here who are going " Aristic = colorful " and don't appreciate the aesthetic choices they are making and especially the character designs .