So, that established, why in the hell can't Capcom figure this out for themselves? I bought Street Fighter IV months ago, and sold it the next day because Capcom programmed the game to work perfectly with the "Fight Stick," and not so well with the 360 controller. I'll admit that the thumb sticks are loose and bad for fighting games, but I was happy at the time, because I could play Mortal Kombat vs DC Universe. Later, I bought BlazBlue, and realized something: the controls weren't the issue, the programming was. BlazBlue uses many of the same joystick movements that the Street Fighter series has used, and it doesn't need a fight stick to play.
Go to years ago; me and my older brother spent weekends playing Marvel vs Capcom 2 on his Dreamcast. The play was fun, the graphics were amazing, and the weekend was well spent trying to beat Beau to a pulp using Morrigan, Psylocke, and Felicia (a.k.a Team BRA, i.e. Beta Gamma Alpha types). It was a near perfect port of the arcade game, and the Xbox and PS2 couldn't boast that.
Forward to now: Capcom releases the game on the 360 and PS3. To celebrate my victory over almost going broke, I got the 360 version for $14, left over from my bills. My anticipation went from excitement to disappointment. MvC2 suffers the same problem SF4 does. You need a fight stick to play it properly. I wouldn't be pissed if it weren't for two things: Capcom has failed twice where two games (one of them from a smaller developer) have succeeded before, and Capcom stands to make a profit off of the fight stick controller.
That's not the only issue I have with the port, though. I have hit face first into some major bugs that hurt the game play. Try this at home, kids. Stand behind some one and tell them to punch forward, away from you. Do you get hurt? Unless you're standing behind Chuck Norris, then no. Physics won't work like that. So, how come I'll land behind some one who is attacking away from me, but I get hit? Not only do I get hit, but also, in a flash, I'm suddenly in front of the guy, who has a combo going. At first, I thought I didn't land where I thought I did, but several times of doing the same thing later, I realized that this was a game breaking bug. Oh, and to make it worse, the balance that was in the Dreamcast port is gone. Ryu resorts to cheap tactics, like standing in one corner and doing fireball after fireball, and Magneto flies in the air and uses his assist characters to fight for him, that way, you can't see what's going on.
The game isn't what it promises to be. It isn't a Dreamcast port, its a remade SF4 with Marvel characters and severe gameplay issues. It wouldn't have been hard to heighten the sensitivity for the 360 controller (like freaking Aksys did with BlazBlue). Capcom just didn't want to. If this is going to be the quality of their product from now on, how can 360 gamers enjoy further games from them, fighting or otherwise?
And, I only raise that question because this is the second fighting game Capcom has done with the same control issue. Granted, other games, like Resident Evil 5 (which, I'll grudgingly admit to enjoying) aren't like that, if the fighting games aren't done properly, how are gamers going to trust the rest of Capcom's catalogue. And for PS3 gamers, imagine if this was the case with your system as well.
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