Fighting Games Friday: Street Fighter V’s Online, and How Misinformation Spreads

fightinggamesfriday

When Street Fighter V producer Yoshinori Ono claimed an update was coming for the game’s online play, it was tough to be hopeful and easy to be skeptical. Its netplay has been a source of constant frustration for the fanbase in its nearly four-year time on the market. While it uses a rollback netcode, the preferred kind for most fighting game fans, the poor implementation has led to inconsistent results within matches. It’s sometimes more frustrating in this case because Capcom was so close to getting it. After largely ignoring the issue, they’re coincidentally addressing it after a fan created their own patch for the PC version. Given that, it’s tough to blame anyone for being pessimistic.

Yet, when the patch finally went live, it provided an example of how quickly misinformation can spread, and how social media exacerbates it.

At least a couple of suspect players had thoughts before the patch went active, which should have tipped others off that they were jumping the gun. But it took a short time for word to spread that the patch didn’t do anything but disable the aforementioned online fan patch for the PC version. A portion of the social media fighting game laughed at the results and at those who had faith that this would be a good fix. Another portion was upset that they themselves had faith in Capcom to provide fixes. Meanwhile, the third group played a wait-and-see approach, knowing full-well that early reactions can be misleading. They all had something in common besides being fighting game fans: Few of them had actually tried the patch for themselves before going online.

sfvcepic_022120

When they did try it, they started reporting how the online play was indeed improved. Bad connections will still exist regardless of what they do, partly aided by players relying on Wi-Fi, but the results are now more consistent. This is a clear example of how early information from cynical fans or, worse, those just looking to dunk on SFV and Capcom at every opportunity should be met with skepticism until there’s sufficient information.

As bad as those reactions were, Capcom initially wasn’t as helpful as they could have been. Their communication with the SFV community has been underwhelming-to-poor since the game launched in February 2016, which peaked when they went without releasing or announcing any significant new content for months on end last year. They did it again here when they didn’t explain precisely what they did with the online when the server work was complete. They’ve since provided an explanation about the fixes made, well after the fanbase calmed down and appreciated the improvements.

With this, the question about whether Capcom still has more content in store for SFV remains up in the air, and it would be somewhat of a shame if the character releases ended with Seth. But even if they don’t, at least they have a good online foundation to work with for future fighting games. They should work on improving their communication with fans too.

In other news: Square Enix confirmed that support for Dissidia Final Fantasy NT and its arcade counterpart will end with the last update on March 6th. I’ve read reports about the game’s online community being largely dead for months, thanks to the merely okay online play and especially the game itself not being what fans who liked the PSP installments wanted it to be. Considering that, it’s impressive that they kept it going for so long. There won’t be a new installment coming after this either, so hopefully fans have had their fill.

On the similar note: The second Fighters Pass for Super Smash Bros. Ultimate will probably be the last one, director Masahiro Sakurai said in his latest column in Japan’s Famitsu magazine. It’s worth noting that translations suggest how he doesn’t sound too certain about this, so he might be open to someone within his vicinity suggesting that they should make another pass. If they do end it, I can’t imagine where Smash Bros. can go after an aptly-named “Ultimate” installment.

Mina Majikina, previously shown for the new Samurai Shodown at Evo Japan late last month, will arrive on February 26th, next Wednesday. Like other characters, she’ll cost $5.99 separately, and will be available as part of the second $19.99 Season Pass. Sogetsu Kazama and Iroha will arrive sometime afterward, and the season will conclude with a final character whose identity remains a mystery.

Cygames provided a trailer for Beelzebub, the Chaos Bringer, in Granblue Fantasy: Versus. He’ll be available after a patch on March 3rd, playable for anyone who’s finished the RPG Mode or wants to either purchase him separately or buy the Character Pass. Interestingly, the DLC characters will launch simultaneously worldwide, despite the game not being available in America until March 3rd (the same day this patch arrives) and sometime in March in Europe.

Kefla was previously revealed as the first DLC character for the third season of Dragon Ball FighterZ following the Grand Finals at the Dragon Ball FighterZ World Tour Finals. Bandai Namco has now posted a longer gameplay video showing her in action, which provides a better feel for how she plays. Kefla will be available on February 28th as part of FighterZ Pass 3 or for anyone willing to purchase her separately.

There was a lot of news this week, but I think I covered everything. Just remember the wise words from yours truly: If you see a claim on the internet, double check and then triple check it before whipping out the jump to conclusions mat. Thank you, and have a good day.

Feel Free to Share

Add a Comment

Your email address will not be published. Required fields are marked *

This site uses Akismet to reduce spam. Learn how your comment data is processed.

Recommended