This might be both the easiest and the hardest post
I’ve written in a while.
Let’s answer the basic questions right off the
bat. Yes, I like Street Fighter V. Yes, I
think that -- even with the rough launch and the controversies surrounding it
-- it’s a good game overall. With enough
time and familiarization, whether it’s with casuals, pros, or someone nestled
in between like me, it’s going to cement itself as the flagship title of the
fighting game genre. Well, if it hasn’t
already.
But it’s hard for me to ignore the outcries right
now. Why? Well, in one of my earliest experiences with
the game, I sat down with my brother to play it. And in the middle of our match, the game
booted us back to the main menu because of Capcom’s server woes. Despite us playing offline. Despite the two of us sitting less than a
yard away from each other. And of course,
that’s overlooking the obvious issue.
Capcom ran multiple betas and multiple stress tests over the course of
roughly half a year, and the online launch was still a mess.
So, once more, let’s gab about Street Fighter V. Even though a guy who can just barely land a
combo has no business discussing it, but whatever. It’s fine.
Let’s be fair to Capcom here. Unexpected problems crop up all the time,
especially with the eighth generation of games in our midst. So on one hand, it might be a little unreasonable
to expect an online-heavy game to work 100% perfectly; I don’t know how many
people got into the beta, but I’d like to think that it’s not quite as many as people
picking it up at any given retailer on release day…though the beta players’
additional numbers didn’t help matters.
Given that Capcom’s war chest was famously revealed
to be running
on empty a couple of years ago, I’d like to think that they don’t have the
resources on demand to make hairpin turns in development. (Would we have even gotten SFV when we did if not for Sony’s
involvement? I wonder.) So I’m willing to give the company
slack. It’s not just because of past
financial woes -- which I’ll immaturely blame on the failures of Resident Evil 6 and DmC -- but because they’re catering to a niche we can’t always
count on to be filled. SFV (and the series in general) has
style in spades as well as top-shelf gameplay, so if this sells well enough,
maybe it’ll give Capcom a road map towards being the style-monger it once was.
And yet, there’s this nagging sense behind the
game in its current state -- i.e. as of writing, prior to the March
updates. Full disclosure: I haven’t
tried playing any online matches since the full release. My brother has, and we basically came to the
conclusion that it’s the best it could be -- though that hasn’t stopped some
wacky things from happening via rollback netcode. To be sure, I sympathize with anyone who
grabbed the game and either had a
rough online experience, or just outright hasn’t been able to play it at
full capacity/as intended. I know that
local play is supposed to be the true ideal
experience, but not everyone has that luxury.
Not everyone has a pack of pals -- or even one pal -- to battle in
high-level matches.
Capcom and various gamers across the spectrum have
said that if the online sector doesn’t work, then SFV is dead in the water.
Things haven’t gotten that bad, but for the online warriors out there,
the problems aren’t exactly easy to ignore.
Or forgive. And again, I thought
the whole purpose of the beta and stress tests was to make sure everything ran
smoothly. Why did people take to forums
all over to point out that things weren’t running smoothly? Why does the game need patches and profuse
apologies from producers? Why is the
game tied to online connections and servers so that if there’s a problem, all
sorts of progress gets lost -- even when playing against friends within arms’
reach? Why did the devs create problems
that didn’t need to be there?
I have to ask, because online play isn’t the only
problem SFV has.
Honestly, I don’t even know if playing online is
going to be a big thing for me. I
suspect not. I have a big backlog of
games I need to start tending to, none of which have significant/necessary
online components. Hell, I didn’t even
put in a huge amount of solo time into SFV
because I wanted to finish the three Uncharted
games first (and look forward to more posts on that hot mess). So I
wouldn’t take my complaints about the online play too seriously. With that said, I have to stare some of the
other controversies in the face -- namely, the question of whether or not the
game is finished. And to do that, I have
to talk about one of the newcomers, Rashid.
I wasn’t all that into Rashid when he was first
announced, and I pretty much glossed over him in my time with 1½ of the
betas. I was under the impression that
he’d be a high-mobility character, and I tend to shy away from those because I
can’t control the speed efficiently. But
I’ve started playing him now, and he might even become my #2 guy; he’s got some
mobility, but in a lot of ways he’s a shoto with some really interesting
tweaks. I intend to learn more about him
in the days to come. But that highlights
the problem here: time and time again, I’ve asked myself “Okay, what’s a Rashid
combo supposed to look like?” Or “What’s
the key to Rashid’s game plan?” Those
are valid questions. Too bad the game
doesn’t give valid answers.
To be fair, it’s not as if the game should toss
out every answer; fighting games are
about self-discovery and creativity, along with skills honed through practice
(or trials by fire, if you’re set on going up against foes leagues better than
you). And indeed, I’ve found some stuff
with Rashid that can help me stand a chance.
But even if the answer lies in the heart of battle, it sure doesn’t lie
in the game. If not for the internet, I
would’ve never learned some of the Turbulent Wind’s crucial abilities, and I’m
still getting a grasp on his basic attacks.
How frustrating must it be for people who haven’t been following the
game for months? Or more appropriately,
how frustrating must it be for people who’ve never touched a SF game before this one?
I thought Capcom said that they wanted to widen
the audience here, and bring in new blood with a back-to-basics system. That’s an admirable goal, for sure. Now, I can’t speak for everyone, but I’m
always frustrated by fighting games when it feels like I don’t have a good
grasp of the character, or what I’m supposed to be doing -- and I’ve been
playing them for years. I know that I’ll
learn eventually (probably), but for someone who doesn’t even know what a DP
is? I’m frustrated by the potential
frustration of others -- people who deserve to jump into the genre and see why
it’s such a treat.
People have argued before that anyone who wants to
learn fighting games should start with SF. I’m not sure if I agree with that statement,
even now -- because once again, SFV doesn’t
do anyone any favors.
There’s a tutorial at the start of the game -- an
unavoidable, albeit skippable one -- that teaches the basic controls. But it doesn’t really teach everything
needed. True, it’s not as if I expect
the game to go into a minutes-long discussion on footsies or super armor from
second one; the problem is that, as others have pointed out, it’s a tutorial
that doesn’t offer nearly as much as it should (dashing and throw techs are
completely omitted, for example). What’s
a Crush Counter, and why is it good to land one? What’s a Quick Rise, and what’s the difference
between the two versions? What are links
and cancels? Details on the universal
systems aren’t as clear as they could be.
That means, inevitably, that details on characters
are missing as well. SFIV didn’t have a lengthy, in-depth
tutorial either, but it at least came packaged with trials. Some were more impractical than others
mid-fight, but they at least showed you what a character was capable of and
what you could use (reliably, with enough practice and insight). In SFV,
you have to learn on the fly -- which is both a good thing and a bad
thing. Tiny nuances and attributes can
have a big impact on fights, and some of those aren’t immediately obvious. What’s the difference between Ryu’s V-Trigger
and Laura’s V-Trigger? Good
question. Guess you’ll have to use the
internet to find out…assuming you have the patience and commitment for it.
Okay, SF hasn’t
always been big on tutorials and explanations.
But if the intent was to bring in new fans, then a better tutorial
wouldn’t have hurt. The execution
barrier may have been lowered, but what does it matter if new players don’t
know what to execute? If ever there was
a time for Capcom to make the learning process easier, it was with SFV -- not a couple of weeks after
release (at best), but day one.
When the first version of BlazBlue came out, it launched with an instructional DVD that gave
a rundown of characters ad some basic combos; years later, it featured a
character-specific tutorial in-game that went over game plans, abilities, and
useful attacks. Guilty Gear Xrd runs through simple concepts and complex elements
like option selects, and makes a spectacle out of it by framing it as practice
between Sol Badguy and Sin Kiske. Skullgirls’ tutorial arguably explains
fighting games in general. So where’s SFV’s stuff?
In the game’s defense, there’s no guarantee that
just because Capcom added a mode, people would actually give it a shot. It seems like it’s akin to asking people to
read an instruction manual, or do their homework -- hardly as glamorous as
actually laying the game. But first of
all, that gesture is much-appreciated, and no one will actually bemoan
tutorials if they’re included (and optional).
Second, running players through the basics could help in the long run,
in the sense that it could improve the game’s overall climate and indoctrinate
casual players into lifelong loyalty.
Third, it might be a good idea
to have something to fall back on if and when people can’t play online. But hey, there’s no chance of that happening,
right?
Like I said before, I’m bummed by the fact that
the real story -- hopefully the first installment of it, with more to come in
the future -- won’t get here until June.
The story that’s here now is meager, to say the least; you’ll take your
character of choice through a couple of fights and some 2D cutscenes, but it’s
possible to finish any one of those episodes in a little over five
minutes. I think I like the “story” more
than others, because there are some good insights into each World Warrior. It leads me to believe that there’s an
interesting undercurrent of thought in the SF
universe, but I think I’ll hold that thought until the story’s full
release.
In any case, I don’t blame anyone for taking issue
with “story” mode. I found something to
digest, but with only two or three one-round matches per character, mixed in
with art that’s proven…controversial (read:
butt-ugly) in
the eyes of some, I understand why people are up in arms. Capcom teased a big, cinematic story for
months, and then revealed within a month of release -- if that -- that the fans
would have to wait till June to find out the mysteries behind Necalli, the
ramifications of Nash’s return, and just how the hell this game ties into the
venerable SFIII. People have every right to be salty.
There are no real tutorials, no trials, and no
story mode to bring the hype (though to be fair, some familiar faces do pop up
in those cutscenes). Mainstays like Time
Attack are missing as well. Survival
mode is still in, but it’s not 100% ideal.
Setting aside the fact that server problems can lead to you getting
booted out and forced to start over, the gameplay is less about testing
yourself and honing your skills as it is pounding on CPUs that can’t even be
counted on to block…that is, until you reach the last few rounds and there’s an
unexpected, unwelcome jump in difficulty, necessitating a complete
restart. The upside is that you can
practice your BnBs and big combos against a bunch of training dummies; the downside
is that the mode is more likely to teach you bad habits, and ways to not play SF as intended. Or
effectively. Or intelligently.
I’m happy with SFV
as it is, without question. But not
everyone is like me, and they need more from their game. Someday, SFV
is going to be a must-own for everybody across the board -- but the problem
is that that day should’ve been release
day. I know that Capcom pushed it
out the door with promises that new content’s coming for free -- and beyond
that, they want the pros to have enough time with it to prepare for upcoming
tournaments -- but the current release leaves a bad taste in my mouth.
I want lots of people to be happy with the game. I
want as many people as possible, across all sorts of skill levels, to have the
tools and opportunities needed to dive in.
Even with countless efforts from other games in the genre, people have
cried out for years that “fighting games are too hard” or “they’re not good
enough”. As the biggest name in the
business, the latest SF offers the
chance to bridge the gap, with the popularity and prestige needed to draw
attention. Guilty Gear Xrd’s done some serious work, but it’s just too
esoteric to have the mass appeal of a SF game.
Call me idealistic, but I envision a climate where
the pool of competitors is vast and unbridled by the barriers of old -- where
those that want to improve have both the tools and drive to do so. That can still happen, but that future’s been
jeopardized by Capcom deciding to deliver on its promises later rather than
sooner. Was it a calculated risk, and a
small price to pay? Maybe. But when guys like Jim Sterling, AngryJoe,
and scores of reviewers are all blasting your product -- all saying practically
the same thing with slightly different words -- then that’s a problem. You’re scaring off potential fans -- men and
women, boys and girls -- who by all rights deserve
to see the mechanical complexity and depth that a video game can offer.
I’m guessing that a lot of people have bought SFV already. Something tells me that those who rushed to
earn entry into the beta didn’t suddenly give their preorders the boot, and who
knows how many droves of shoppers grabbed it on a whim by now? So as always, as long as there are buyers
(informed or uninformed), the creator wins.
Arguably, Capcom and Sony won just by unveiling SFV; the fighting game community practically has no choice but to
accept it, up to and including the sudden drop of SFIV from the EVO lineup.
And with the PS4 installment of Ultra
SFIV notoriously riddled with issues, casual observers have more of an
incentive to pick up the next numbered release instead of a game old enough to
be in elementary school.
Capcom’s under fire, without question. The eighth-gen curse strikes again; in its
current state, SFV is still another
example of “the same, but less” mentality.
Missing modes, flawed modes, and malfunctioning modes don’t inspire
confidence or trust -- and even though I’m
willing to forgive, others aren’t
going to be so kind. Couple that with
the potential for some real shenanigans (like the Fight Money/Zenny system,
rife for exploitation and turning players into mindless money slaves), and I
have absolutely no problems with those who think SFV deserves to get called out.
Because in a lot of ways, it really, really does.
And yet…I don’t think it’s as big an issue as the
previous 2700+ words make them out to be.
I’m not trying to play apologist or devil’s
advocate here. Capcom made mistakes, and
created problems that didn’t have to be there.
They have the power and resources (in a sense), and ideally it’s their
duty to follow through on that -- use their abilities to produce games that
Little Suzy PlayStation never could. How
many customers did they scare off thanks to negative press and/or word of
mouth? Hard to say, but there’s been
some discontent. More to the point, how
many people did they let down thanks to a less-than-optimal release, in a world
where Nintendo can nail it in a
genre and environment they’ve never touched before? Again, hard to say.
But we should be able -- if not required -- to
judge a product by what it is, not what it’s lacking. In that sense, even with a shaky start, SFV is still a game I can recommend to
others. It may even be one that
nullifies every complaint I’ve brought up here.
And that’s largely because when it works, SFV is a good, good, good, good, good, good, goooooooooooooooood game.
What do I mean?
Well, I’ll explain next time -- with a significantly less grave tone, no
doubt.
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