Something went wrong. Try again later

Giant Bomb News

157 Comments

A Gem of a Jam: Capcom's Latest Street Fighter x Tekken Announcement Draws Predictable Ire

Capcom can't seem to get the fans back on their side as of late. What's going on?

Capcom seems to be trapped in a recursive nightmare of late, a Groundhog Day scenario that nobody at the company can quite to figure out how to break out of. Most every time Capcom makes some significant announcement about one of it's products, the fires of the Internet's rage begin to burn anew. It doesn't matter if it's definitively bad news or not--as soon as the press release, video, or tweet goes out, someone finds something terribly wrong with the situation, and the vitriolic comments start flowing. No matter what the product, no matter what the situation, Capcom just can't seem to get the fans on its side.

Take the most recent example, pertaining to the company's 2012 fighter Street Fighter x Tekken. This is a game that fans have been excited about for a while, and it's easy to see why. Though it appears to be approaching the genre with a simplified structure, at least compared with the last couple of entries in the Street Fighter franchise, the action is nonetheless extremely competitive, fast, and thrilling, and not in that dumbed-down Marvel vs. Capcom 3 way, either. For people who found the high level play of Super Street Fighter IV a bit too much to handle, it appeared that a game perhaps geared toward them was on the way. And on the other side, the fighting game super fans looked excited for a new Capcom fighter to pick apart and analyze ad nauseum for the sake of potential tournament play.

Then New York Comic-Con happened.

At NYCC 2011, Street Fighter series producer Yoshinori Ono and Capcom community manager Seth Killian were on hand to demonstrate the latest announced feature of Street Fighter x Tekken: gems. Essentially assignable power-ups, gems are context-sensitive boosts that can be activated during a fight provided certain conditions are met. One example might be that during a fight, an attack boosting gem will only be activated if a fighter hits two special attacks successfully. There are gems in categories of defense, attack, speed, cross-gauge, and assist. Apart from the main categories, there are apparently a whole host of sub-categories that further make the whole situation altogether confusing. How confusing is it? Watch this video of Ono and Killian demonstrating the system for the first time, and see how well you can suss it out.

To a seasoned fighting game vet, maybe that description makes a good amount of sense to you. Me personally? I went boss-eyed about halfway through.

What is immediately decipherable is the reaction to this new gem system. To say it's been mixed would be akin to calling the assassination of the Archduke Ferdinand a "problematic situation." Debate has been heated in the weeks since the NYCC announcement, with more than a good chunk of that debate falling on the side of those who believe the gem system is a game-busting decision. Much of the criticism seems especially directed at Ono's comment that this new system is designed to bridge the gap between the hardcore and the casual players, perhaps inferring that a newer player could somehow purchase techniques they'd otherwise never manage to pull off.

Fan reaction since the NYCC unveiling of the gem system has been passionate on both sides.
Fan reaction since the NYCC unveiling of the gem system has been passionate on both sides.

Making matters more complicated, several packs of gems will be released as retailer-exclusive pre-order bonuses, or as exclusives with the Special Edition release of the game. Others may be released as DLC, causing some to accuse Capcom of creating the system as a ploy to force players to pay their way to victory.

Normally I don't make it a habit of reporting on random Internet rage, because it's random Internet rage, and generally, it's best left to its own devices to suss itself out. However, I was struck yesterday when Killian came out and gave an interview to Gamasutra yesterday, specifically in an attempt to quell the rage regarding this new system.

On the subject of game balancing:

"I don't think there's any combination of gems which will help a weak player beat someone who's much stronger than them," he says. Auto-block has, in particular, "sent people into a tizzy," says Killian, "because it's like, can't you just block everything? Well, yes, but it requires meter from your bar."

In other words, the gems have activation conditions. A Boost Gem might require being hit a certain number of times to activate. An Assist Gem will "almost always" be active only as long as you have energy in your meter, which you must build up by fighting.

And on the money issue:

"There's also worry about this guy [that] has more money and buys the special edition -- will he have an advantage over me?" The answer, says Killian, is no. "The gems, in the way we've approached them, are balanced against each other."

"If one gem has a bigger damage bonus, it has harder activation conditions."

It's a completely reasonable explanation that nonetheless hasn't appeared to do much to quell many of the fears of the players. In part, it's because of this next comment on the status of the gems as DLC and pre-order bonuses exclusive to certain retailers.

"At this point we're still sort of figuring that stuff out," says Killian. "The game comes with some gems, some of them will be available as preorder bonuses and things like that." Some may be available packaged with DLC, as well.

That reads like the half-answer of a man generally unsure of things, not necessarily the kind of messaging one might want to try to get across to sooth a searing fanbase.

The deep seated anger over the cancellation of Mega Man Legends 3 continues to burn, with fans still trying to get the project restarted.
The deep seated anger over the cancellation of Mega Man Legends 3 continues to burn, with fans still trying to get the project restarted.

Then again, if Killian sounds weary, he's got good reason. This is hardly the first Capcom fire he's had to put out in the last couple of years. Whether it's questions of expansions going to disc instead of DLC (Super Street Fighter IV or Ultimate Marvel vs. Capcom 3--pick your poison), issues surrounding some of Capcom's more questionable DLC practices, or the straight up PR disaster that was the cancellation of Mega Man Legends 3 for the 3DS, Killian and everyone involved with Capcom's community management has essentially been under constant fire. By this point, you'd half expect that everyone over there hides under their desk before clicking "send" on a press release.

Think I'm being melodramatic? Let me put it this way: during San Diego Comic-Con this year, just a short week after the announcement of Mega Man Legends 3's cancellation, a rumor went around the Internet that a fan had walked up and punched Killian in the face. Absurd as that sounds, my Twitter feed was clogged with retweets and commentary on what could have sparked such an attack. Of course it turned out to be a total lie, but because of the animosity drummed up prior to the show, people easily believed it was true.

As with most problems, the issue at hand is likely a good bit more complicated than pure blame on the publisher itself, nor is it easily dismissable as typical Internet rabble rousing. Capcom fans, perhaps above the vast majority of other publishers, tend to be an extremely passionate lot. One reason for that likely stems from the fact that Capcom tends to put out titles in more niche-oriented genres. Fighting game fans are often up in arms about something, so it's of little surprise that something as potentially game-changing as this gem system has upset them. Anything that fundamentally changes the field of competitive play is typically scrutinized, perhaps often beyond reason.

Another thing that makes Capcom unique is its sense of community. Every publisher and developer has a community manager these days, but few video game communities are cultivated with such passion and fervor as with Capcom titles. Killian's work on behalf of the company's fighting game franchises borders on obsession at times, and the amount of community outreach the makers of Mega Man Legends 3 did before its unfortunate demise was pretty much unheard of. Games like Call of Duty and World of Warcraft have impassioned fanbases, but there is usually a sense of distance there that enforces the notion that these games are at the whim of the developer, not the fans. With Capcom, it's almost the opposite. You talk to anyone involved in the early development forums who saw Mega Man Legends 3 get flushed down the crapper and go swirly, and they'll talk about that game as if it were their own. Even now, months later, MML3 fans haven't quite gotten over that whole situation--a fact probably not helped by the constant reminders by departed series creator Keiji Inafune that he would really like Capcom to keep the series alive.

It is, in a way, a problem of Capcom's own making. By engaging the community with such regularity and intensity, the response back to them becomes amplified by several orders of magnitude. It's a classic damned if you do, damned if you don't scenario.

But back to Street Fighter x Tekken for a moment; it's worth noting that not everyone sees this addition of gems as a total disaster, or at least not the one the loudest online posters seem to believe it is. Plenty of players seem intrigued by the possibilities of what gems could be in the context of the game. Perhaps unsurprisingly, Killian himself seemed legitimately excited by the possibilities inherent to the system:

"Ultimately, this is one of those things, as a concept, that we were talking about maybe two or three years ago, and I was excited by it. And when we got more into the implementation, I was like, 'I dunno about this.' And then once we got hands on with the actual systems, and it tickled me with what I call the 'nerd feather' of theory fighting and stuff, where I started to see the possibilities, it became instantly exciting," Killian said.

Some agree, though a subset of that group sees potential for another problem, one that's actually the polar opposite of the most popular topic of discussion.

Noted friend of Whiskey and current TwitchTV community manager Jared Rea remarked to me yesterday during an IM conversation that while the intent may be to try and give newer players a new route to accessibility, the likelihood of the converse happening is far more likely.

"The problem with systems like Gems in Street Fighter x Tekken is that they tend to achieve the opposite affects that designers are seeking," he said, "As they tend to overly complicate the process of punching another dude in the face. While it's not a genuine comeback mechanic, we've seen this situation before with Ultra Combos (Street Fighter IV) and X-Factor (Marvel vs Capcom 3), where a new gameplay system is introduced with the intent of making the game more accessible to newer or lesser skilled players, but really all it does is reset the gap on a larger scale and the rich tend to get richer."

Occupy Wall Street metaphor aside, he does seem to have a point.

Whether the rage over gems proves to be unfounded or justified remains to be seen, but the unpleasant cloud of this fan reaction isn't likely to dissipate any time soon.
Whether the rage over gems proves to be unfounded or justified remains to be seen, but the unpleasant cloud of this fan reaction isn't likely to dissipate any time soon.

"Gameplay mechanics like Gems are a lot like giving a civilian a sniper rifle," he added. "Yeah, they might shoot someone's eye out but they lack the tools to maximize its potential. Put it in the hand of a trained soldier, however, and the damage that weapon can inflict is far more significant. So while you can argue that a Gem like auto-block or some sort of massive power buff may make things easier for a new player to mount a convincing offensive; just imagine when you give those same tools to the likes of Justin Wong or Daigo Umehara."

Whatever the intent, it's safe to say that Capcom has a long way to go toward convincing would-be Street Fighter x Tekken players about the value of the gem system, especially among the competitive fighting game scene, where tournament directors are already grumbling that they may have to out-and-out ban gems from tournament play, depending on how accessible they are to everyone. Most tournaments tend to ban DLC anyway, but this is a bit of a different case.

Similarly, it seems like Capcom is a long way from where it was a few years ago, riding the wave of good feelings following the release of the original Street Fighter IV. There was a time when the company seemingly could do no wrong. Nowadays? If the vocal portions of the fanbase are to be believed, it appears wrong is all they can do. It's a PR problem that Killian and crew are going to have to tackle head-on; otherwise, this infernal roundelay of negativity they keep finding themselves in will just keep repeating itself, over and over and over...

Alex Navarro on Google+

157 Comments

Avatar image for commisar123
Commisar123

1957

Forum Posts

1368

Wiki Points

0

Followers

Reviews: 4

User Lists: 14

Edited By Commisar123

I....I....I'm confused

Avatar image for example1013
Example1013

4854

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Edited By Example1013

hahahatheydidthisalmost10yearsagoinDBZBudokai

Avatar image for twiggy199
Twiggy199

644

Forum Posts

16

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Edited By Twiggy199

Street Fighter X Tekken X Bejewled

Avatar image for warlordpayne
WarlordPayne

823

Forum Posts

1

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Edited By WarlordPayne

I couldn't figure out why people would be outraged over the gem system until I got to the part where some of them would be pre-order bonuses and DLC. I can't believe they're going to be selling powerups in a competitive multiplayer game. I know they're supposed to be balanced and all, but there has to be some reason that a person would use them, and that person will have more choices in how to build their character than someone who doesn't pay or doesn't buy it at Gamestop, and that's screwed up.

Avatar image for fei
Fei

222

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Edited By Fei
@MindChamber what if there were pre-order perks and weapons in a call of duty game?
Avatar image for bbqbram
BBQBram

2497

Forum Posts

88

Wiki Points

0

Followers

Reviews: 0

User Lists: 2

Edited By BBQBram

When I first heard about the gems I thought, "neat, a little meta-game on top of the fighting". I can imagine it's gonna mess with tournament level game balance but for me, the casual fighting game player, it sounds alright!

Avatar image for miva2
miva2

240

Forum Posts

1105

Wiki Points

0

Followers

Reviews: 0

User Lists: 7

Edited By miva2

Capcom does release the best games imo.

I think the gem system is interesting but I don't see why they would implement it in a crossover title SFxT.

Wouldn't it be better to implement it in a Super SF or just SFV?

Avatar image for mudman
MudMan

1423

Forum Posts

300

Wiki Points

0

Followers

Reviews: 0

User Lists: 11

Edited By MudMan

Fighting games died the first time because they were impenetrable, and the terrible MvC3 already showed signs of starting that trend again. I, for one, couldn't be happier that Capcom is showing some foresight and adding some dynamic elements to bring new players into the fold without removing layers of depth from their games. It seems like a clever idea.

But hey, let the competitive scene whine if they must. They don't own gaming, and Capcom is more obligated to make their games fun for the rest of us than to cater to the few thousand high level players that would rather have a $20 million designed exclusively for them (but still will whine at having to pay full price for it).

Avatar image for phantomzxro
phantomzxro

1613

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 1

Edited By phantomzxro

Don't buy this game! Wait until Super Street Fighter x Tekken Resurrection, I'm sure they will have all this fix by then.

Avatar image for thelastneo
TheLastNeo

508

Forum Posts

145

Wiki Points

0

Followers

Reviews: 0

User Lists: 9

Edited By TheLastNeo

Gems? Really?

Ugh... Im sure as with everything else on the internet, we'll just tolerate it, and still go out and buy it. It does seem like a weird ass mechanic to introduce in a cross over game, especially considering how many "systems" are already in place as far as the fighting game mechanics are concerned.

Avatar image for seroth
Seroth

775

Forum Posts

936

Wiki Points

0

Followers

Reviews: 0

User Lists: 10

Edited By Seroth

The gems sound alright up until you get to the part that some will cost money. Sounds like an outright money grab, and it gets me wondering if the gems idea came out of a way to sell DLC or if that was applied to them later. Knowing Capcom, it was probably the former.

Avatar image for zerodash
Zerodash

21

Forum Posts

72

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Edited By Zerodash

Bottom line: catering more to the so-called "casual" buyer will only help Capcom in the short term. It is the core fighting enthusiasts who will be the ones forming the long-term community around the game, and these are the ones who will be playing long enough and seriously enough to buy your DLC and not flood the market with used copies.

As far as I can tell, the best "win-win" situation regarding the gem system is to offer a default versus and ranked online mode that does not use the system.

Avatar image for dan_citi
Dan_CiTi

5601

Forum Posts

308

Wiki Points

0

Followers

Reviews: 0

User Lists: 2

Edited By Dan_CiTi

I have seen the gems compared to trading cards and boosts/perks/whatever in MOBA games, but I still don't like it. There are ideas about the character customization aspect that are interesting and seem fun. Capcom could pull it off. Will it attract more people to the game? Probably not.

Also there is an idea that "the Ryu I am using is the same one Daigo is using." As well as "instead of practicing, adjusting, learning, and getting better at my character/the game, I will just buy a gem in order to beat this player." It is kind of sad and weird, though like many have said gems aren't that good, but still may just soften things a bit too much.

@DarkbeatDK said:

I'm getting flashbacks to the confusing -ism system of Capcom vs SNK 2. Seems like a good game, but feels unapproachable for a casual fighter like me.

Except there were 6 grooves in CvS2 which were pulled from existing games people knew and played already that had specific, always in-tact properties, abilities, and restrictions but there are supposedly hundreds of gems(including more powerful versions of the same kind I think) included in SFxT. I mean you can just not select gems...but still. Ugh.

Avatar image for dan_citi
Dan_CiTi

5601

Forum Posts

308

Wiki Points

0

Followers

Reviews: 0

User Lists: 2

Edited By Dan_CiTi

@miva2 said:

I think the gem system is interesting but I don't see why they would implement it in a crossover title SFxT.

Wouldn't it be better to implement it in a Super SF or just SFV?

They try to keep the main-line games from being too crazy with very specific and complicated systems. They try to keep them grounded and "vanilla" in a sense. I am probably not explaining it as well as someone like Seth Killian could, but they try to keep the main games pure and not as experimental.

Avatar image for satelliteoflove
SatelliteOfLove

1379

Forum Posts

2315

Wiki Points

0

Followers

Reviews: 0

User Lists: 8

Edited By SatelliteOfLove

 Two things:
 
#1. This is from the flood of Fighters made by Capcom over the last 3 years. History, doomed to repeat, yada yada.
 
#2. Fighter vets will still use this system to barnhole scrubs. Same as it ever was. Same as it ever was.
 
@DarkbeatDK said:

I'm getting flashbacks to the confusing -ism system of Capcom vs SNK 2. Seems like a good game, but feels unapproachable for a casual fighter like me.
You are the skittish fawn of the gaming forest, ever bolting at every snapped twig, at every unfamiliar smell. A gaming life of fear and worry.
Avatar image for tan
Tan

428

Forum Posts

1

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Edited By Tan

Turn gems off, tournament scene saved. Done.

Yeah I agree they're a crappy way to help newcomers but not because of their complexity. Because they're not complex. Fulfill a condition, get the boost, simple. It's just that... it's not bridging any gaps between new and seasoned players if the new ones can't land good hits/combos/anything on the seasoned players. The things these games need is a TUTORIAL mode. Every fighter seems to miss this. Teach them magic series, teach them how to effectively block, give them tips on when to do certain things. Fighting games themselves ARE complicated to the inexperienced.

"... the action is nonetheless extremely competitive, fast, and thrilling, and not in that dumbed-down Marvel vs. Capcom 3 way, either." Also, 'the hell was this?

Avatar image for tourgen
tourgen

4568

Forum Posts

645

Wiki Points

0

Followers

Reviews: 4

User Lists: 11

Edited By tourgen

splitting a gameplay mechanic up into various forms of DLC? TERRIBLE business decision and terrible gameplay/design decision. They will pay for it at the cash register if this goes ahead as-is.

Avatar image for the_nubster
The_Nubster

5058

Forum Posts

21

Wiki Points

0

Followers

Reviews: 3

User Lists: 1

Edited By The_Nubster

@MindChamber said:

I Dont see the problems with this Gems business. Just as someone said its like a perks system which doesnt look to break the game. Ive watched a few MvsC3 tournaments and basically the great players seem to build their team on that same idea. Its like they are creating one new character with the benefits of all characters combined.

granted they have to know how each character has to move and work in order to make that work, this gem system seems almost the same, except you don't have to learn a whole set of moves to utilize them.

Gems seem like a DLC of new characters , minus the characters, just their benefits. At least thats what Im getting from that video.

I had no idea Ultimate MvsC3 wasnt DLC though. Thier excuse to make SuperSSfIV seemed justified. So why didnt that apply here?

That's about the only thing I found grimey pertaining capcom and their new announcements.

If these gems are designed to give novice players a fighting chance, that means that they will be easy to pull off and have tangible benefits. Give these 'accessible' mechanics to someone who breathes this game and they become a dangerous weapon.

Just like perks, silent footsteps or no fall damage doesn't mean a thing to someone who doesn't know how to play the game. If you know the map, the guns, and all of the strategies, you can do some pretty devious things with those boosters. By adding in a new system that actually bolsters the player's health, damage, abilities, etc. and designing it to be easy to use, it becomes a tool for experiences players to destroy with.

Similarly, look at Mortal Kombat's super-meter equivalent. it does one- to two-thirds of someone's life, if not more. Sure, someone who is just mashing buttons might knock one off on a more experiences player and win that single match, but time and time again, someone with the right tools and mindset to properly use those devestating, match-breaking moves will clean up, simply because they're better at the game.

Anything that is designed to make the game easier or more accessible is going to be taken in, broken down and analyzed to its very core by serious players, calculating and measuring their use and discovering new and powerful ways to put them into play. Inexperienced players, well, they'll equip whichever ones sound cool.

Avatar image for the_lmfao_guy
The_LMFAO_Guy

211

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Edited By The_LMFAO_Guy

Don't worry Capcom, you still have your apologist, they will always be there to suck your cock. 
 
I wonder how many users on Unity are getting unfairly banned right now for disagreeing with Capcom's idea, while the apologist are allowed to break the forum rules? 

Avatar image for spartanlolz92
spartanlolz92

520

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Edited By spartanlolz92

@RChan said:

Jared pretty much hit the nail on the head with his comments. Capcom (and other fighting game devs) seem to think these silly mechanics are the way to go to give lesser players a fighting chance, when the main issue is they don't know how to play the game in the first place and the only good way they can learn is to read up stuff on sites like shoryuken.com and tekkenzaibatsu.com or watch tutorials on youtube.

Now, while these are great resources for extra info, it should not mean that these devs get a pass on making the base mechanics of their game incredibly obscure within the game. This isn't like Demon's/Dark Souls beating the mechanics into your head in a rather timely fashion. This is people getting absolutely destroyed in 4 - 10 seconds when playing people better than them and learning nothing about what went wrong because important gameplay mechanics are completely hidden from them.

I've heard rumblings that Sega has a patent on its training mode from Virtua Fighter 4 EVO (which is exactly the kind of thing fighting games so desperately need). VF4 EVO happens to have the most in depth training mode to date where you can break down everything you need right to the frame. If it's true that they have a patent on this thing, it's all up to Skullgirls to show the other devs how it's done. They have made some pretty big claims about having a great tutorial mode.

Either way, great write up Alex. I look forward to seeing how this all plays out.

i want to like streetfighter and other fighting games but you are totally right all the basic mechanics are really obscure hell take a look at the moves list sf4 or on soulcalibur all needlessly complicated. like in soulcalibure four they replaced the controller symbols with abc in the move list or streefighter they replace the buttons with some other symbol. what i would like is training mode like mortal kombat where it shows you how to do the moves and take you through them stepp by step and the controls are not wriiten in another language.

sure it helps the noobs out and is prbly dumb to any fighting game master but it woulld make the game alot more accesible with out breaking it

Avatar image for splittmark
SpliTTMark

54

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Edited By SpliTTMark

for the past 50 years(sarcasm) ive wanted street fighter vs tekken. but now its just a circus act; cube purple this, gem that, cole this, weird cat things that.

whats next is poison going to start whipping bears in to shape

Avatar image for dael
dael

19

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Edited By dael

Really good article. Capcom has a two edge sword. I am glad they listen to their fans and created a community that help develop their game or at least make you think you part of them. That is why they nerfing the twins. I wish when it comes to sequels more companies listen to the fans.

Avatar image for AxleBro
AxleBro

810

Forum Posts

2

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Edited By AxleBro

"not in that dumbed-down Marvel vs. Capcom 3 way, either" wow,

also, gems are kinda dumb, i think this is the first time i kinda saw where the ragers are coming from. take this big anticipated game. throw in something that could easily make it the worst most unbalanced capcom game ever. add pre- order exclusive power ups, dlc power ups, and special edition power ups. all to get more money from fans. i totally see where all the anger is coming from. its reaaaally sketchy

Avatar image for av_gamer
AV_Gamer

2883

Forum Posts

17819

Wiki Points

0

Followers

Reviews: 15

User Lists: 13

Edited By AV_Gamer

Make a new Darkstalkers already.

Avatar image for vinsanityv22
vinsanityv22

1066

Forum Posts

6

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Edited By vinsanityv22

I have no problem with it, and look forward to using it. I found moves incredibly hard to pull off consistently in Street Fighter IV on my dual shock, both with the analog stick and the dpad. And while it wasn't much of a problem offline against the CPU, even hitting moves 90% of the time you want is enough to get you destroyed by real opponents. So I, personally, could use a bit of a boost. And I'm sure it would make the people I'm fighting against happier that this contest would be more interesting.

But I can tell you the easiest way to fix things. Just include an option to turn the damn feature off. And make sure online matchmaking includes options to search for it or not (or "no preference"). Boom. Make everyone happy.

And of course, it's important to gain some perspective here. We shouldn't complain, or champion it, until we actually play it for ourselves.

Avatar image for herbiebug
HerbieBug

4228

Forum Posts

43

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Edited By HerbieBug

Buy Skullgirls instead. A vote for Skullgirls is a vote for quality and good times and happiness for one and all and you and I.

Avatar image for upwardbound
upwarDBound

658

Forum Posts

2

Wiki Points

0

Followers

Reviews: 0

User Lists: 2

Edited By upwarDBound

I guess I'm failing to understand why these gems should be sold separately? Handicaps are fine, but monetizing them seems like a really bad idea.

Avatar image for poki3
Poki3

570

Forum Posts

1210

Wiki Points

0

Followers

Reviews: 1

User Lists: 12

Edited By Poki3

I don't care about the gems... because I'm saving up my rage for when they announce Ultimate Street Fighter X Tekken.

Avatar image for eyz
Eyz

469

Forum Posts

44

Wiki Points

0

Followers

Reviews: 0

User Lists: 3

Edited By Eyz

Guys! Guys, come on!

don't expect Mega Man any time soon :P

Avatar image for makoto_mizuhara_sakamoto
Makoto_Mizuhara_Sakamoto

598

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 1

These guys make us weeaboos tame in comparison.

Avatar image for xeiphyer
Xeiphyer

5962

Forum Posts

1193

Wiki Points

0

Followers

Reviews: 0

User Lists: 8

Edited By Xeiphyer

Presumably, if you don't want them, just turn them off and play without em.
 
Personally I think gems are a really interesting idea, they sound perfectly balanced, and are going to potentially have tons of effects on the game. It seems like they are similar to X factors, but smaller in power and varied, with multiple ways of activating them. Instead of having this huge damage boost awesome X factor, you can get a small boost in some stats or some secondary ability.
 
Seems cool.

Avatar image for zombie2011
zombie2011

5628

Forum Posts

8742

Wiki Points

0

Followers

Reviews: 0

User Lists: 5

Edited By zombie2011

The Gems seem like a bad idea kind of like X-factor.

Avatar image for roycampbell
RoyCampbell

1092

Forum Posts

545

Wiki Points

0

Followers

Reviews: 0

User Lists: 1

Edited By RoyCampbell

I still want Ace Attorney Investigations 2, damn it.

Avatar image for pixelzombie
Pixelzombie

97

Forum Posts

644

Wiki Points

0

Followers

Reviews: 0

User Lists: 1

Edited By Pixelzombie

@Alex: How is Marvel vs Capcom 3 extremely competitive, fast, and thrilling in a dumbed-down way?

Avatar image for soupbones
soupbones

378

Forum Posts

1143

Wiki Points

0

Followers

Reviews: 3

User Lists: 14

Edited By soupbones

I love Capcom and this game is great.

Avatar image for starvinggamer
StarvingGamer

11533

Forum Posts

36428

Wiki Points

0

Followers

Reviews: 0

User Lists: 25

Edited By StarvingGamer

I just reread this article and was sad to see no comments about how the gem system is outrageous. Truly, truly, truly... outrageous.

Opportunity missed IMO.

Avatar image for lunar_aura
Lunar_Aura

2824

Forum Posts

17

Wiki Points

0

Followers

Reviews: 0

User Lists: 4

Edited By Lunar_Aura

@AV_Gamer said:

Make a new Darkstalkers already.

Or, you know, don't. That's an IP I actually like. Can't trust Capcom to not fuck that up either.

Avatar image for norusdog
Norusdog

356

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 1

Edited By Norusdog

Capcom already sickened me with their bullshit re-re-releases of games for $30-40. Ultimate Special Super Ultra Turbo Edition Street Fighter IV...$40...has TWO new characters!

fuck capcom. This just adds more fuel to an already raging fire. Street Fighter WAS my favorite fighter of all time. But their sickening re-releases for close to full price for miniscule improvements is absolutely insulting.

And if any of you think these "gems" aren't meant to be a nickel-and-dime model you're delusional. the ONLY way they won't be now is because of the backlash they're getting over it.

Stop bending over for this bs company and they'll stop shoving it in deeper each time.

Avatar image for enigma_2099
Enigma_2099

166

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

Edited By Enigma_2099

Well, I'll be skipping this one. Also I find it hilarious that they keep doing things to piss people off, and can't understand why people think they keep doing things to piss them off. As for MML3... normally I don't get THAT upset about game cancellations unless I really dig the game, but what they did to that one...

"Gameplay mechanics like Gems are a lot like giving a civilian a sniper rifle," he added. "Yeah, they might shoot someone's eye out but they lack the tools to maximize its potential. Put it in the hand of a trained soldier, however, and the damage that weapon can inflict is far more significant. So while you can argue that a Gem like auto-block or some sort of massive power buff may make things easier for a new player to mount a convincing offensive; just imagine when you give those same tools to the likes of Justin Wong or Daigo Umehara."

You're not going to get a better explanation of what's wrong with this, so don't bother looking.

Making matters more complicated, several packs of gems will be released as retailer-exclusive pre-order bonuses, or as exclusives with the Special Edition release of the game. Others may be released as DLC, causing some to accuse Capcom of creating the system as a ploy to force players to pay their way to victory.

Naaah.. just the typical greedy nickle-n-dimin'...

Avatar image for probablytuna
probablytuna

5010

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 1

Edited By probablytuna

Why gems?

Avatar image for brackynews
Brackynews

4385

Forum Posts

27681

Wiki Points

0

Followers

Reviews: 5

User Lists: 48

Edited By Brackynews

My facepalm comes down to the people that will, without an ounce of irony, declare that Capcom did or should "nerf gems".

Oh, video games.

(Jared is CM for all of Twitch.tv? Grats duder. That's a match-three. ;)

Avatar image for agilenate
AgileNate

107

Forum Posts

2

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Edited By AgileNate

Capcom as a developer is great. However, Capcom as a publisher is a nickel-and-dime, non effort remake creating, hope crushing, money maker.

I almost went and bought a 3DS just for Mega Man Legends 3(and would have) till I heard of the cancellation. I am sure there were many who shared my idea and actually went through with it. Good thing both Nintendo's habit of re-designing their handhelds and Capcoms lack of interest in Mega Man Legends cautioned me on buying a 3DS. Now I wait for Nintendo to show off a 3DS with a built in dual analog system.

Avatar image for nomin
Nomin

1004

Forum Posts

245

Wiki Points

0

Followers

Reviews: 11

User Lists: 9

Edited By Nomin

DLC super moves and even special moves. What will they come up with next? DLC credits?

Avatar image for yukoasho
yukoasho

2247

Forum Posts

6076

Wiki Points

0

Followers

Reviews: 6

User Lists: 7

Edited By yukoasho

@Xeiphyer said:

Presumably, if you don't want them, just turn them off and play without em. Personally I think gems are a really interesting idea, they sound perfectly balanced, and are going to potentially have tons of effects on the game. It seems like they are similar to X factors, but smaller in power and varied, with multiple ways of activating them. Instead of having this huge damage boost awesome X factor, you can get a small boost in some stats or some secondary ability. Seems cool.

That's the thing. Capcom has made it clear that you can't turn off gems or filter them out of online matches. If you could, I doubt anyone would be raging.

And let's all be real here, of course the pay-to-unlock gems are going to be the most powerful ones, and will likely be part of Super Mega Ultimate SFxT.

Avatar image for vengefulgiblets
VengefulGiblets

15

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Edited By VengefulGiblets

Pay to win. I'm sure it'll be a hoot when they sign in to "deal pwnage" to the "losers" who haven't paid as much money as they have, only to QQ over the frustration of playing against their own kind. You lot have fun with that mess.

This was going to be a day one purchase for me, but there's no way in hell that I'm spending money on it after this gem business.

Avatar image for mihos
Mihos

46

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Edited By Mihos

This game sounds exhausting. I guess as long as the match making is good and only puts me against other people that suck as much as I do, it could be fun..... maybe

Avatar image for p_albatross
P_Albatross

5

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Edited By P_Albatross

@Scarabus: Arcade Edition was supposed to be less balanced. The idea (this is something that Ono said a long time ago) is that unbalanced games foster more vocal local scenes and 'old school' arcade communities. This is something Capcom wanted to promote. It kind of makes sense, it was called 'Arcade Edition' after all BUT it didn't suit console gaming. It was designed primarily for the Arcades and Capcom said that all along. It also gave them a tidy reason to keep SFIV going with the 2012 balance patch which is arriving next year, funnily enough.

The problem I see with pre-order and DLC gems is this: in tournament play, do you allow all gems? And if so, how do you make sure you have all the gems on the console being used at the tournament, so that everyone has access to them? Or do you bring your own gems? It does add some big complications on the surface, though the gameplay mechanic itself is not so bad necessarily. There seem to be so many separate gameplay mechanics in SFxT that I almost feel they have to drop something before release.

Avatar image for kamfair55
kamfair55

24

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Edited By kamfair55

some of these ppl especially these tournament players seem really selfish not every game is gonna be tailored to them there are some ppl out there that may need auto block or whatever and no im not one of them im just saying you have to think about other ppl who are not as good but still want to play and whats all the complaints for the gem system it sounds similar to the marvel fighting game that had the infinity gems in it and nobody had a problem with it then and if tournaments do not like the gems then simply ban them or dont

Avatar image for wintermute
wintermute

443

Forum Posts

694

Wiki Points

0

Followers

Reviews: 2

User Lists: 15

Edited By wintermute

Good article Alex.