entremet
Member
What...? There is a training mode.
They probably mean a guided one like VF4 EVO. It's barebones, plus no trials yet.
What...? There is a training mode.
Yeah no arcade or a traditional vs CPU mode.I haven't followed this game closely, but I always get Street Fighter eventually. Is there really no Arcade and no VS cpu? What?
Are you talking about challenges/trials/tutorials, because from what I've seeing training mode is pretty good.
What...? There is a training mode.
I haven't followed this game closely, but I always get Street Fighter eventually. Is there really no Arcade and no VS cpu? What?
Oh here we go, another puff piece telling consumers that they are wrong for not bending over and taking a companies crap. Where Have I heard this before?
When all of these things arrive, the version of Street Fighter 5 they create will indeed be a worthy, packed-out offering that it will be easy to recommend to anyone, without reservation. The quality of the core game will not have changed of course. But then that part never needed to. But the thing is, in 2016, its not enough to just have AAA quality. You need to deliver it in a AAA package as well.
They probably mean a guided one like VF4 EVO. It's barebones, plus no trials yet.
His point isn't to ignore it. He fully acknowledged some problems in this article and his review.
That is entirely subjective. I personally am not a fan of having to go through the past 29 opponents that I had no problems defeating just to get the chance to face the 30th opponent that I lost to earlier. Folks into arcade are not necessarily going to like survival or consider it better. There's a reason why it's a separate mode.
Disproportionate is exactly the word I used in another thread.
One of the biggest complaints about the game is already fixed, and many of the arguments being thrown around are by people who are obviously ignorant of the in game mechanics.
Feel free to talk shit about the game's flaws, but when you say that the game doesn't work offline or won't let you fight AI you're just flat out wrong.
It's obvious that people value quantity over quality and I'll never understand it.
I'm having an awesome time with SFV.
Disproportionate is exactly the word I used in another thread.
One of the biggest complaints about the game is already fixed, and many of the arguments being thrown around are by people who are obviously ignorant of the in game mechanics.
Feel free to talk shit about the game's flaws, but when you say that the game doesn't work offline or won't let you fight AI you're just flat out wrong.
Most of the backlash isn't about trials or cinematic story mode not being in at launch (which is what Capcom was perfectly clear about). It's about Arcade and vs AI that Capcom never addressed at all.They were pretty clear about the launch content and what additional content is coming in March and June for free, and when paid content will start coming out as well.
Yeah, to me the lack of Arcade or Vs. CPU or good Training modes is a deal breaker. I suck at SF and have been buying it for decades anyway mainly for local play and SP but going to draw the line at V. That said I am fairly certain Capcom will path that stuff in and I can get the game for $20-$30 in a year.Yeah no arcade or a traditional vs CPU mode.
SP wise, only Survival mode, A story prologue that seems to be set to very easy difficulty (with no difficulty options) and consists of around 4 single round matches per character, and training mode where you have to tinker around with the settings to have something resembling a proper match.
Trials & Daily Challenges will come next month as part of an update.
Cinematic Story will be in June.
Capcom said they're looking into Arcade mode, after the backlash. No idea when that will show up.
Eh no, it's nowhere near to Battlefront. Battlefront fails both as a single and multiplayer experience, SFV as a multiplayer game is lacking some features but the game itself is as deep and replayable as ever.People comparing this game to the likes of Battlefront as an example of "quality over quantity" doesn't really bring about a positive impression of the game.
Seems like the game's price isn't properly reflected in what it has to offer.
What would be considered the appropriate backlash then against a sequel which underdelivers relative to its previous iterations?
I suppose the backlash may be considered disproportionate considering the game will be receiving regular updates, but this isn't just a result of a certain product releasing in a certain state, it's a failure of the fanbase and the review sites not finding a way to adjust appropriately to the new paradigm of games as a service, it's a failure of Capcom for releasing such a product without core features specifically to meet a certain deadline, it's potentially a failure of everyone involved for abiding, defending, and patronizing unfinished products as merely a new paradigm and not anti-consumer bullshit, and it's potentially a failure of everyone involved for singling out this product as a poster child for something we've all allowed to happen.
It's obvious that people value quantity over quality and I'll never understand it.
I'm having an awesome time with SFV.
How the hell did this game receive so positive reviews if everyone hates it?
Capcom being put in a position to deliver quality over quantity based on a release schedule isn't really something that can be pushed back to consumers, though. And consumers don't have to "please understand" when the price tag remains the same for less game than they've gotten in the past.
With the SF series Capcom has set a standard for delivering a certain amount of value. Online competitive play and certain single player modes were key parts of SFIV. They've built a reputation for having certain qualities, including rich single player experiences, in their games.
If they wanted to go the game as a service route and drop modes that don't make them additional revenue they should have dropped base price and made up the difference with their Zenny model for online/service content. But they're charging full price and still using the Zenny model, which to me is pretty crappy. To me they haven't delivered quality or quantity regardless of the strength of the core fighting mechanics.
¡HarlequinPanic!;195905831 said:let's see if sales tell the same story.
This is a bullshit argument. The 'quality' of the mechanics don't matter if you can't have a quality experience in a way that you expect the game to offer it. Quantity IS important. What if I made the best platforming mechanics of all time and make a single level? That's a shit game.
Most of the backlash isn't about trials or cinematic story mode not being in at launch (which is what Capcom was perfectly clear about). It's about Arcade and vs AI that Capcom never addressed at all.
The worst part is that almost all of the backlash would have been avoided if they launched in another month.
I wasn't worried about the future of the franchise, but I am now.
I think this release just proved that way more people buy Street Fighter that don't care about the competitive scene and like to play single player modes then either Capcom or the hardcore fighting game community thought.
Yeah. The game could have been local VS and online multiplayer only, and I wouldn't have cared.
I guess this is another one of those situations where you should research before you buy.
i totally disagree with the article.
people come to street fighter lookin for different things. in SF5, it caters to the competitive online players only right now.
Which is FINE. But the games have a lot more fans than just them. And theres nothing there for them right now
I read interviews LAST MONTH mentioning an Arcade Mode. If it was a mistranslation, Capcom never clarified.This.
Besides people have different priorities when it comes to fighting games anyway. For some it's not a worthy for a buy for others it is. It's that simple.
Or we value both and the absence of either one can't and shouldn't be ignored.
It's funny how you chose this post of mine of all to reply to, I've been saying arcade mode (or an equivalent) and talking about them not being clear about story mode's structure which led to people into believing it was an equivalent, but of course you choose this post to reply to. LOL.the lack of arcade mode was known for weeks. Poeple may have thought the story mode was the replacement but it was known that there was no arcade mode.
As a lifelong fighting game fan, playing sf5 feels amazing. I know most people who pick up fighting games casually might be dissapointed in the lack of modes but I could play SF5 for hours and hours and not get tired.
Hopefully the long term dlc plans and support makes up for the poor launch.
As a lifelong fighting game fan, playing sf5 feels amazing. I know most people who pick up fighting games casually might be dissapointed in the lack of modes but I could play SF5 for hours and hours and not get tired.
Hopefully the long term dlc plans and support makes up for the poor launch.
Also, related, it's the customers that determine the value of a product, not the game makers or publishers. If the customers and players feel the value isn't there, that the game isn't measuring up in one way or another, that supplants a publisher, a games journalist, or PR guy telling the players en mass that they're wrong.
I think this release just proved that way more people buy Street Fighter that don't care about the competitive scene and like to play single player modes then either Capcom or the hardcore fighting game community thought.
This element of the fanbase just about got by with basic arcade modes over the years and were content. Removing that was the last straw.
This game is already underperforming. Judging from how long it takes to find matches, bad word of mouth all over, poor steam sales so far yeah...... I hope they don't pull the plug after first year dlc..Hopefully there will be long term support if/when this game underperforms.
Exactly, and that really flies in the face of their "we're going to cater to BOTH" statements before release, especially when I'm reading interviews with headlines like "'Street Fighter V' creator says his game is meant for pros and noobs alike" and he says things that get translated as "From there, people can go into the [arcade mode] and play the character stories and immerse themselves in the world of Street Fighter V."
Hardcore Street Fighter fans don't like to hear about it; they have their hardcore fighting 1 vs 1 and that's all they need. But Street Fighter is bigger than that; bigger than THEM. It's bigger than EVO. It's bigger than just the FGC.
It's TV shows and comics. It's anime and movies. It's lunchboxes and action figures. It's music CDs and cosplay. It's spin-offs and puzzle games. It's clothing and Hello Kitty tie-ins. It's posters and fan art and fan fiction and coffee mugs and a bajillion crossovers.
Street Fighter is bigger than just its most basic, barebones player-vs-player set-up, but you wouldn't know it playing SFV.
And that's left a LOT of players out in the cold.
I read interviews LAST MONTH mentioning an Arcade Mode. If it was a mistranslation, Capcom never clarified.
And it sort of is that simple; a huge percentage of players are openly saying the game, right now, is NOT worth the $60 and telling players and fans not to buy it and wait. Hardcore players shouldn't be offended when casual players do that and say the game they enjoy is lacking in those areas.
How? I had 2 matches in a Hour last night.As a lifelong fighting game fan, playing sf5 feels amazing. I know most people who pick up fighting games casually might be dissapointed in the lack of modes but I could play SF5 for hours and hours and not get tired.
Hopefully the long term dlc plans and support makes up for the poor launch.