I’ve been watching the live stream of Evolution, the biggest fighting game tournament series in the US. Today was the first day, and it was kicked off with live coverage of Tatsunoko Vs. Capcom, an arcade fighter only recently released in the US on Wii this past January.
There’s not much I have to say about it, to be honest. I just wanted to point out that in my review, I said that while the game was absolutely stellar in terms of fun, ease of use, and overall game balance, the game was in danger of having a really short lifespan due to two things:
1. Having to unlock playable characters, i.e basic functionality of the game,
and/or
2. Lack of a strong online/matchmaking component.
The pool play for TvC at Evo demonstrates this point to be clearly true. In particular, the second point.
Consider this: Tatsunoko Vs. Capcom’s big selling point are the clashes between characters from the two different companies, but how many people really give a damn about Tatsunoko in North America? When quite a few arcades had Street Fighter 4 before its U.S release, hardly any carried Tatsunoko Vs. Capcom.
Thus, the vast majority of players playing this game were ones who bought it at the time of its U.S Console release. A few lucky people had arcades nearby with it, and a few hardcore players ported the import console version.
So, if you didn’t live somewhere with a strong offline following, either by way of an arcade cabinet or a group of friends who get together and play the console versions (i.e almost nowhere), how do you play TvC: Ultimate All-Stars?
Online.
To give an abridged version of how online TvC works: You have no control over who you face, either by proximity (other than same country or worldwide…not good enough options) or by skill level. There’s no lobby system to speak of whatsoever; players simply choose to search for matches, and they have to patiently wait for the game to pair them up with someone at random. The quality of online matches is completely random – usually leaning towards unplayable – and latency is dealt with using input delay, the cardinal sin of online fighters.
This is a big deal. In this day and age, where arcades are more-or-less dead except a few big ones here and there, there’s no way to deny the extreme importance of solid netplay. In Street Fighter 2 and 4 – two other games played at Evo – the netplay is good enough that people can learn and get decent competition online. The lobbies allow them to play people with good connections, and seek out skills players to learn against. There are far greater volumes of high level players who have gotten to the highest level of play using knowledge gained from online play exclusively.
However, if you were to watch the TvC tournament, pool play consisted almost entirely of total blowout matches; there were a few remarkable players beasting on a relatively larger number of players who had nowhere near enough experience to compete.
The Top 8 for TvC have already been decided, and as a member of the fighting game community, I can tell you that every single one of them were either high level players in many games (including Justin Wong who made it to the Top 8 in losers), or people who are lucky enough to live in areas with dedicated offline TvC scenes. Everyone else stood a snowball’s chance in hell, and watching pool play was pathetic.
To think that all of this could have been averted by good Netplay. I hope the next time a big-name release is coming, you guys contact the publishers, by way of e-mails, letters, or message boards, and let them know that you want absolutely excellent netcode and that anything short of the best is unacceptable.
The smug, argumentative jackass in me is satisfied to see that my prediction was completely on point. The part of me who loves the competitive fighting scene and wanted desperately for TvC to survive as a competitive fighter desperately wanted to be wrong.