Street Fighter x Tekken: A Monumental Failure Swept Under the Rug

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Zixxilon Kellidar

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Jan 6, 2009
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For a long while now, I have stopped participating in SSF4, despite the fact that I still love and enjoy watching the matches done by professionals. But the main reason that led to me leaving it and becoming a PC gamer was SFxT. It's blatant shoving in my face by both Capcom and numerous popular stream hosts while alienating SSF4 fanatics was too much to bear, as they made me out to be some theoretical minority to be sneered at for liking such an "old" game. Yes, they were so enthusiastic about this new game that they thought SSF4 was done, SFxT was the new wave. But it came back and bit them in the face. For numerous reasons, SFxT is now an embarassment, as it should be, and what does Capcom and the stream hosts do? They grumble and give in to go back to SSF4 matches. No, they don't recognize the failure of the game, they wanted the game to succeed, and they can't just admit that they were wrong and invested and forced a shitty game onto the masses, nor do they want to apologize for the bullshit we've endured because of it. So allow me to go through the reasons WHY it failed:

On-Disc Character DLC. Pissing everyone one off with this stupid tactic, Capcom thought they could squeeze extra money out of Capcom fans by rushing development of the game, and then locking characters that "weren't quite finished" so that people would have to pay for them. This was seen as blatantly corrupt, and it's not something Capcom fans are going to talk about lightly for a while to come. Also, they promised a brand new dynamic combat system like you've never seen before, and instead, we get the same stupid juggling bs we've seen over and over again from other games, except now you get gems that allow you to pull pretty noobish things, taking away the difficulty that true pro players crave in a fighting game. On top of this, none of the characters felt particularly unique. They all felt mostly the same in speed and combo/juggle potential, save for a few characters that were blatantly cheap beyond all reason, compared to SSF4 where AE 2012 is one of the most balanced fighting games in history. Add that to the terrible patch that gave players the option of a gem that practically gave you auto-block for almost nothing, and the whole system looks like one terrible joke. Overall, their greedy business practices, over hyping, forcing the game on the general gamer community, and their inability to fine-tune the combat system has led to its very quick destruction, quickly becoming the biggest failing fighter of any fighting game in recent history. This was just bad, and both Capcom and the stream hosts should apologize already for their unprofessional overhype behavior. As for me, they killed my desire to be a SSF4 player, but I'll always love the game.

Will Namco learn from Capcom's mistake and make their crossover revolutionary? Or will they too fail to make a proper crossover? Only time will tell. No, I'm not assuming that Tekken x SF is going to be better, but I have the hope that it has the POTENTIAL to do better with an obvious example given to them by Capcom's failure
 

Supertegwyn

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Sorry, what? I honestly had trouble reading that. What is the point you are trying to get across?
 

LilithSlave

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I apologize as well that it is a lot to write, and not much sticks out at me other than the DLC claim.

Not just the DLC, Capcom has been going downhill for a long time. Maybe not to the extent that Square Enix has, but pretty bad. Street Fighter x Tekken is certainly not innovative, either. It is just a fanservice game. Then again, the fighting game industry hasn't done much all that revolutionary in a long time. I expect Tekken x Street Fighter to be much the same.

I expect most game companies that are doing bad right now will eventually come to greater reason. But right now we're in kind of a bad transitory period. I don't think that Namco will learn from Capcom's mistake. But I think that Capcom will surely eventually learn from their own mistakes.
 

Zixxilon Kellidar

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Supertegwyn said:
Sorry, what? I honestly had trouble reading that. What is the point you are trying to get across?
I was trying to state why SFxT failed, and I'm also stating that official sources seem to pretend the game doesn't exist, like all the hype they generated wasn't there. I'm just frustrated as an SF fan by their lack of accountability.
 

Supertegwyn

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Zixxilon Kellidar said:
Supertegwyn said:
Sorry, what? I honestly had trouble reading that. What is the point you are trying to get across?
I was trying to state why SFxT failed, and I'm also stating that official sources seem to pretend the game doesn't exist, like all the hype they generated wasn't there. I'm just frustrated as an SF fan by their lack of accountability.
Righteo, that clears some things up.

Large walls of text hurt my eyes.
 

The Wykydtron

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Sep 23, 2010
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Well, I find the SF games to be indescribably boring (pokes everywhere!) so I haven't been following the SFXT news all that much except to say that most of the news after release has been a shitstorm of DLC bullshit, multiple infinite combos, the time outs, this Ultimate Defence Gem recently being released (auto blocks mix-ups and techs throws at the cost of 1/8th (i think) of a bar)

'K maybe I have been following news just a bit XD

Oh and lol Mega Man, I still love Capcom's sense of humour... People been asking for MM to be in UMVC3? Even though he was underpowered as hell in MVC2? Lol no, have this hilarious version in SFXT instead!

Actually thinking about it, Capcom said something about a patch at some point didn't they? I wasn't paying attention to the hype so I can't say i've noticed that they're trying to "sweep it under the rug" as you say.

Still waiting for Super Street Fighter X Tekken... It's gonna happen.

Anyone watched (or tried to watch at least) the tournament games? Oh my god they are so boring. I thought SS4 was boring to watch but this takes it to a whole new level!

Hold on, Max, take it from here.



I'm just waiting for (U)MVC4, moar Ace Attorney characters kthx... I would love a Phoenix Wright/Franzy team XD
 

LilithSlave

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I've got to admit, fat Megaman was funny.

It wouldn't feel near as insulting if Megaman Legends 3 wasn't cancelled.
 

Ordinaryundone

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SFxT isn't BAD, per say. It's actually a very competant fighting game that is quite a bit of fun to play. The trouble is, it's no fun to watch. The game mechanics simply do not cater to being a spectator game, which is a HUGE part of the appeal of fighting games. There are long intricate combos, but the damage scaling is ridiculously high and it's easier just to go for simple, easy damage. The backgrounds are dynamic and there is a lot of flash and particle effects, but it isn't anything we haven't seen before in SSF4. There is a diverse cast, but we rarely see most of them in favor of the (small) pool of characters who sync well as a team. It's a balanced game, but so much so that without any sort of comeback mechanic fights are completely predictable and lack drama.

That is why EVO and most other FG tournaments are insisting on a 2v2 format. It's pretty much the only thing that sets SFxT apart from it's more dynamic bretheren (SSF4, UMvC3, etc). It also injects an element of player personality and drama, which are lacking in the game mechanics.

I think SFxT could be a good game. Like I said earlier, it's a lot of fun when you are actually playing, and I've spent plenty of time trying in training mode just dicking around making combos. Like most Capcom fighters, it's got a host of really solid game mechanics at it's core. Heck, I don't even mind gems. I think they are a pretty clever idea of adding an additional element of metagame to a fighter; I just wish Capcom would stop being so wishy-washy on them and either make them powerful enough to be an important element of team composition, or just remove them entirely. As of right now, they just feel like a nuisance that only occassional decide the outcome of a match.

What (Super)SFxT needs to do to improve:

1. Diversify the character list. The game has a ton of characters, but caters to relatively few actual playstyles. Nearly half the Tekken cast plays similarly to one another, and outside of their own specific target combos they all combo rather similary. One of the reasons Hugo and Rufus are so popular is because they plays so differently than everyone else, and most people don't have the tools to stop them. This can be fixed!

2. Make gems more dynamic or remove them entirely.

3. Add a comeback mechanic. It doesn't have to be game-changing like X-Factor, but even something as simple as "less damage scaling on characters with low life" could make a huge difference in the way the game is played, forcing people to take risks and play aggressively rather than just taking safe wins.
 

lapan

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Zixxilon Kellidar said:
They all felt mostly the same in speed and combo/juggle potential, save for a few characters that were blatantly cheap beyond all reason, compared to SSF4 where AE 2012 is one of the most balanced fighting games in history.
I always find it funny when someone calls Street Fighter balanced. The sheer number of similar or copy paste moves and even whole characters is extreme for a fighting game. It's not hard to balance a game that is streamlined into only 3-4 charactertypes with really similar movesets.
 

Bertylicious

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I've never appreciated that so much of the fighting genre revolved around online tournaments. That they had such large followings. Obvious really, in hindsight.

I appreciate a rare glimpse into the mind of the online, competative, gamer and the explanation as to why Capcom kept re-releasing street fighter so much over the years. Thanks!

OT: So the nub of it is that Capcom tried to put to many extraneous features (or "garry it up" as we say) onto STxT, thus ruining the balance & pacing. Do you feel that a real back to basics approach would create a more perfect competetitive fighting game or would that reject critical advances made in the genre? If the latter is true, what would those advances be?