Poultrygeist Posted May 16, 2014 Posted May 16, 2014 I think they may talk from the Sony conference, considering the PS3\PS4 esclusive,and since also last trailer was revealed at a Sony conference... Sent from my RM-914_eu_italy_292 using Tapatalk Good point. It's entirely possible I suppose. gonna guess we'll get the big news at TGS, im expecting the console version to come out in like december or something Or at Arc Revo. That's where we got the original Xrd reveal right?
TekkamanArk Posted May 16, 2014 Posted May 16, 2014 I hope we get more characters. Like, a bunch more.
OneSanitarium Posted May 16, 2014 Posted May 16, 2014 The roster size right now is fine, and I wouldn't want them to rush anyone new.
TekkamanArk Posted May 16, 2014 Posted May 16, 2014 The roster size right now is fine, and I wouldn't want them to rush anyone new. No it's not. 14 is only excusable for the first game in a new series. This is a GG sequel. I get that they changed art styles, but, releasing a game with less than 20 characters should NEVER have been an option.
Zombies8MyLeg Posted May 16, 2014 Posted May 16, 2014 I agree the roster is alright for the moment, but I'm guessing more characters will arrive with the console port. I just hope there will lobbies and a smooth netcode(like P4A and BB) when the game comes to consoles because I expect to play A LOT of online when this comes out.
2nd_striker Posted May 16, 2014 Posted May 16, 2014 No it's not. 14 is only excusable for the first game in a new series. This is a GG sequel. I get that they changed art styles, but, releasing a game with less than 20 characters should NEVER have been an option. It wasnt an option, it was a must given development costs. Look at street fighter iv and the number of characters they started with.
redsilversnake Posted May 16, 2014 Posted May 16, 2014 No it's not. 14 is only excusable for the first game in a new series. This is a GG sequel. I get that they changed art styles, but, releasing a game with less than 20 characters should NEVER have been an option. I already went over this earlier in the thread; they went with a completely different way of making the characters and didn't have many people working on them. Waiting until they had more than twenty characters would probably have been too long for comfort to them, especially when they can just add characters in updates.
Henaki Posted May 16, 2014 Posted May 16, 2014 No it's not. 14 is only excusable for the first game in a new series. This is a GG sequel. I get that they changed art styles, but, releasing a game with less than 20 characters should NEVER have been an option. street fighter 4 i think we should have at least 16 before console though. 4 gg characters is way more gameplay variance than like, the entirety of sf4s current roster
TekkamanArk Posted May 16, 2014 Posted May 16, 2014 street fighter 4 i think we should have at least 16 before console though. 4 gg characters is way more gameplay variance than like, the entirety of sf4s current roster Considering we're at 14 characters, not 12, that makes 2, which would be a sad number of additions really. Especially since one of them is likely Sin, so that would just leave one slot. Besides Sin, at the VERY least, i'm hoping for Jam and Johnny. Testament and Bridget would also be cool, but i'd choose Bridget first if there were only 4 slots.
OneSanitarium Posted May 17, 2014 Posted May 17, 2014 You really shouldn't prioritize quantity over quality. If they could have added more characters, they probably would have. Eventually all characters will more than likely get in. Eventually. It's just a matter of time, money, and effective quality control. 14 is a decent number, and even 16 would be great too.
Henaki Posted May 17, 2014 Posted May 17, 2014 Considering we're at 14 characters, not 12, that makes 2, which would be a sad number of additions really. Especially since one of them is likely Sin, so that would just leave one slot. Besides Sin, at the VERY least, i'm hoping for Jam and Johnny. Testament and Bridget would also be cool, but i'd choose Bridget first if there were only 4 slots. boo hoo. 16 extremely diverse characters is more than plenty. its one thing to be upset that your main character didnt return, but whining about a completely reasonable cast number in the most balanced and diverse 2d fighting game series is such a waste. especially considering arcsys is a small to mid sized development company that seemingly lives game to game, with a relatively niche audience. even if GGXrd suddenly sells gangbusters, there's no prescendent for them to invest the kind of time and money it would take to push out 20 characters right now. 16 soon? sure, totally feasible. 18 by end of year? again, pushing it. 20 by end of year? it could be possible, sure, but getting your hopes up about that is pretty silly IMO, considering they also have to use their limited development resources to make console features (which are usually what sell copies). if xrd sells 500,000 copies with what they're putting out, arcsys will do alright. if they sell a million? good on them, but arcsys basically has to plan on GGXrd selling an OK amount based off previous game sales, budgeting development to cost any more than that investment is foolish. they cant burn money like capcom did with sfxt or anything. would i like more characters? absolutely. is it plausible to expect more than 16-18 on console release? no, not given arcsystems track record of sales.
DaiAndOh Posted May 17, 2014 Posted May 17, 2014 I'm thinking will see some kind of paid DLC for extra money. Characters and costumes (mostly relating to old designs)If they love me, they'll let me give them money for X, XX, Isuka, and Korean #Reload music
shtkn Posted May 17, 2014 Posted May 17, 2014 roster size per release GGX: 14 GGX1.5: 16 (bosses playable) GGXX: 20 GGXX#R: 21 GGXX Slash: 23 GGXX AC: 23 GGXX AC+R: 25 BBCT: 12 BBCS1: 14 BBCS2: 18 BBCSE: 19 BBCP1.0: 23 BBCP1.1: 26 P4A: 13 P4AU: 17 P4AU (console): 18 or 19 ASW is doing their usual thing: start in the low to mid 10s, then work their way up with future releases. it seems reasonable to expect between 2-4 new characters at console. but seriously, roster size isnt important if hte diversity is there. i really liked the diversity of persona, despite that having a small roster (13).
Sergeant Dull Posted May 17, 2014 Posted May 17, 2014 I'm thinking will see some kind of paid DLC for extra money. Characters and costumes (mostly relating to old designs) If they love me, they'll let me give them money for X, XX, Isuka, and Korean #Reload music I was actually thinking about something like this myself earlier today. I feel as though once home release happens, they can really get diverse with the types of post-launch content they can provide. Story arcs (e,g, from the Missing Link until AC+R), related skins/move-sets (Order Sol, either visually or skill set, perhaps when he's just "taken" Fuuenken from the Order, or Ky when a recruit etc.) ...I'd pay. Just saying. Developing Xrd on the Unreal Engine will really open windows for what Team Red can do with the game, and I hope when the time comes, they go to town on the game.
TekkamanArk Posted May 17, 2014 Posted May 17, 2014 its one thing to be upset that your main character didnt return Good, because that didn't happen either. I main Jam, sub Bridget, and my tertiary was Order Sol. I don't have any of my choice characters.
Tokkan Posted May 17, 2014 Posted May 17, 2014 P4A: 13P4AU: 17 P4AU (console): 18 or 19 Fixed that for you, P4U2 added 4 new characters in arcade, not 3.
Poultrygeist Posted May 17, 2014 Posted May 17, 2014 You really shouldn't prioritize quantity over quality. If they could have added more characters, they probably would have. Eventually all characters will more than likely get in. Eventually. It's just a matter of time, money, and effective quality control. 14 is a decent number, and even 16 would be great too. Bingo. This game's roster is only disappointing if you care more about "representation" than character variety. We've got something for everyone really. We have two "shotos", Axl and Faust to fill the long range normals quota, Potemkin to be the grappler, Chipp as the fast guy, Zato as the pressure/puppet guy, Venom is Venom, May the charger, Slayer the guy who kills you off two counterhits, etc. I think they did a great job at picking out the characters who would collectively make up the most unique bunch.
Coffeeling Posted May 17, 2014 Posted May 17, 2014 You really shouldn't prioritize quantity over quality. If they could have added more characters, they probably would have. Eventually all characters will more than likely get in. Eventually. It's just a matter of time, money, and effective quality control. 14 is a decent number, and even 16 would be great too. TBH, I wouldn't necessarily want a godawfully huge cast. GG has less problems with it than many other games, but at some point you start having a bunch of characters that play pretty similarily or get problems of not wanting to step on another character's toes. You also place a huge burden of matchup knowledge (esp. since GG is more matchup-based than something like KOF13, where the universal systems extend to offense too, not just defense, or 3d games where a lot of things are very standardized) on people. I'm 100% fine with the current roster size, though a few additions could be fine. They did a really fine job picking diverse gameplay styles for people to choose from already. A few more would be great, but really I just want a smooth port with as good a netcode as time and budget allows. For PC if at all possible. Bingo. This game's roster is only disappointing if you care more about "representation" than character variety. We've got something for everyone really. We have two "shotos", Axl and Faust to fill the long range normals quota, Potemkin to be the grappler, Chipp as the fast guy, Zato as the pressure/puppet guy, Venom is Venom, May the charger, Slayer the guy who kills you off two counterhits, etc. I think they did a great job at picking out the characters who would collectively make up the most unique bunch. Zato and Ky are pretty long range poke style too. Four different flavours of long range pokey style. hard-ish zoning/control, troll/defensive, midrange defensive, aggressive styles. Zato himself can be a more mixup guy or a setup character and holy shit the list goes on and on.
kosmos badgirl Posted May 17, 2014 Posted May 17, 2014 For those who want to collect or get detailed info about how they made the 3d models of the characters, get the last issue of CGW, they have 8 pages full of pics and info.
qwerty Posted May 17, 2014 Posted May 17, 2014 No Johnny, no life. But seriously, give it time. I get the feeling many XX characters will find their way to Xrd's select screen, and those who don't will probably have some sort of spiritual successor. That, and we already have two new designs with Bedman and Ramlethal. Even if they aren't exactly the kind of characters I want to play personally, they're at least interesting enough right now that they'll probably evolve and flesh out with the rest of the cast. Admittedly, even though I do like Xrd a lot, my heart just isn't in it yet. More well designed characters will help with that, I think. WHEN'S JOHNNY?
Poultrygeist Posted May 17, 2014 Posted May 17, 2014 I definitely think Johnny will be there eventually. He's one of the more unique characters that they haven't brought back yet.
Chainsaw Guitar Posted May 17, 2014 Posted May 17, 2014 roster size per release GGX: 14 GGX1.5: 16 (bosses playable) Incorrect. GGX had bosses playable off the bat. ver 1.5 was a special re-release of X for the Atomiswave that had moves from XX added in. Still blows my mind that ArcSys, despite being way smaller than they were now managed to pull off such a release. They must have almost bankrupted themselves.
BladeOfJustice7 Posted May 17, 2014 Posted May 17, 2014 Incorrect. GGX had bosses playable off the bat. ver 1.5 was a special re-release of X for the Atomiswave that had moves from XX added in. Still blows my mind that ArcSys, despite being way smaller than they were now managed to pull off such a release. They must have almost bankrupted themselves. I'm pretty sure if this game flopped they would've been on the verge of bankruptcy I mean they literally put all their eggs in one basket. Heck, they had practically forgone ACR for the sake of this games release lol, and you could see how much money they invested in the game when you look at the arcade cutscenes. Luckily, they made a smart choice, but it was hella risky from a financial standpoint.
zaeris Posted May 17, 2014 Posted May 17, 2014 Well you know arcsys doesn't think often from a financial point of view, the game was done in 2d high resolution sprite for a long time with each frame hand drawn. Just the sheer quality alone is gorgeous.
2nd_striker Posted May 17, 2014 Posted May 17, 2014 Really hope ggxrd makes it consoles this year but with ultimax coming in August im guessing 1st quater 2015?
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