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Posted

Best Buy and FS have it up for pre-order for the same price as US stores. If it's going to be downloadable on PSN where the exchange rate doesn't apply, buying it from EB for $12-$15 more because of taxes doesn't sound like a good deal unless EB does price matching.

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Posted

Living in Quebec, means you can't order the game from Best Buy, due to the English Operating system of the game. Future Shop says the same thing, but I was still able to process my order and received an email by Future Shop confirming my purchase, I don't know what this means...

 

Never order anything from Future Shop or Best Buy before, let alone GG...

Posted

Best Buy and FS have it up for pre-order for the same price as US stores. If it's going to be downloadable on PSN where the exchange rate doesn't apply, buying it from EB for $12-$15 more because of taxes doesn't sound like a good deal unless EB does price matching.

Had no idea it was up there too. That makes it the best deal for sure.

Posted

Honestly its crazy how good Ogawa is. I've been played GG for a long time and Ogawa is still The Tyrant. Having him on your team almost guarantees victory, just defeating him alone feels like a victory in itself.

Thats what I like about GG. Even before play cards you already knew what player was playing what character. In GG you can really make your character you're own and turn it into something special.

I know this applies to all fighting games but in GG I feel it holds a lot more weight.

Just to name a few, Ogawa, FAB, Koichi, N-Otoko, Shonen, Woshige, Dogura, etc. Theres other players who play the same character as them but damn those players above pull some next level stuff that just sticks out and wows you.

Anyways I'm excited for Xrd release even though my mains arent in CAN'T WAIT!

Posted

Dunno what it is, but I feel it's a lot easier to tell a player's style in say SF or GG than it is in KOF13. I watch KOF13 I just see moves my brain evaluates as good and bad. GG or SF I see Valle moves, Infiltration moves, Ogawa moves and so on. It's not like KOF13 characters are unexpressive so dunno what it is. Small things just stand out much more somehow.

Posted

I used to have 4 friends that played a pretty great Rock in Garou, and I could tell who's playing at the time, even when they played each other. Same with good ol' Samurai Shodown II (oh man, that game...). It's just a thing that happens when you design the gameplay and characters well. And since Xrd looks like a damn fine game, no wonder good players give it personality.

Do we have any information about classic GG music in Xrd? Probably gonna be a couple DLC packs, I'm just curious if anything's announced yet.

Posted

We have no firm details on the additional tracks other than the fact that they are there.

 

They will likely include a few along with the game [unlockable through in-game currency] but you can bet your bottom dollar that a large majority of tracks will be offered as DLC [i mean, they couldn't even give us the original/arranged option in CP]

Posted

Do we have any information about classic GG music in Xrd? Probably gonna be a couple DLC packs, I'm just curious if anything's announced yet.

I'm pretty sure it was announced a while ago that you can buy classic music with in-game currency,but I'm not sure if that just means a few tracks or all of them.

Posted

I'm sure that Arcsys is smart enough to know that releasing a game as lag intolerant and niche as GG without excellent online would be nigh indistinguishable from taking the money and man hours put into the game and chugging it into a dumpster (in America), so I think it's safe to assume the game will have amazing online.

That's unlikely really.  They usually cut corners on American releases and their online usually is only good enough to be serviceable for Japan.  I really doubt they're secretly reprogramming the netcode, which must already exist for the arcade version, to use GPPO or some other great system like it.

Posted

To hell with GGPO, give me vf5fs netcode

Haven't played it; how good is it?

 

I hate input lag with a passion, even small amounts, which is why I like GPPO.  I don't mind roll backs, so I'm willing to sacrifice a bit in connection quality if it means no input lag.

Posted

Its incredible. I think ive played people from japan and Europe without realizing it. Again I dont know for sure. But man VF5FS netcode is CLEEEAAAN

Posted

Hello, I'm Chev, you may vaguely remember me as the guy who translated the Xrd graphics articles on the polycount forums. Also a developer, although not a game developer outside of hobbies. I can answer that.

 

2D or 3D doesn't matter for GGPO-like netcode. In fact GGPO's big thing (rollbacks to hide latency) finds its roots in FPS netcode, which is about as 3D as you can get. Rendering complexity doesn't matter either, because if your developer's a good boy his rendering and gameplay code are separated. And they sure as heck are in UE3! What matters is how fast you can make a save state of your gameplay, and how fast you can run your gameplay (well, the number of players too, but that's a non-issue here). That is because what a rollback does is restore the state of the gameplay back to when the late input was supposed to have occured, and then fast-forwards back to the present frame.

 

The rule of thumb for both is: how many things are there running around that matter for gameplay? For fighters, not that many. Usually two to six fighters, their projectiles and weird things. Maybe fifty objects tops, a hundred if you wanna go crazy. That makes it a good genre for rollbacks. What 3D affects would be collisions and physics, but there are nowhere enough things on screen for it to be a problem (and for that matter even in fully 3D fighters physics are kept simple for gameplay reasons). And, well, you can actually go pretty high, arcade bullet hell shooters can be rolled back without a sweat.

 

So, though some remodeling would be needed in UE3's netcode (because it has a form of rollback but not exactly the kind you want for fighters) which they'd do anyway since they'd obviously be at least using Blazblue-like netcode, there's no inherent technical hurdle.

Posted

But man VF5FS netcode is CLEEEAAAN

The trick with VF is that the game has a 10-frame input buffer built in to almost everything, so it would take pretty bad netcode to make it feel entirely unresponsive, at least, unless you're very familiar with the feel of what you can react to offline.

 

If Xrd's netcode is at CP or Uniel's level, I don't think the game will be hurting for online players.

Posted

The trick with VF is that the game has a 10-frame input buffer built in to almost everything, so it would take pretty bad netcode to make it feel entirely unresponsive, at least, unless you're very familiar with the feel of what you can react to offline.

 

If Xrd's netcode is at CP or Uniel's level, I don't think the game will be hurting for online players.

hmm that is true. There are things in that game that are links, but I get what you mean

Posted

Thanks guys!

 

That interview mentions buffering so I'd say it's probably gonna be BB-like, yeah. In fact as far as buffering go it's certainly possible to tell from the PSN demo (which I don't have).

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