SFxTekken update is go!!! And not what we want.

Y’know it’s funny. Last time I spat in someones face and then handed them a price list for my services, they told me in rather choice language where to go. Yet, here we are just weeks after Capcom was exposed to the world as being the low down dirty scum they are, and already they are unrepentantly throwing caution to the wind and doing just that very thing!

The statement we’ve been waiting for regarding the current disgraceful state of SFxTekken, and more importantly what Capcom are going to do about it, has taken a rather unusual turn. While the masses hung on to know if the Xbox pair play feature that missed the inclusion deadline is on its way, what we instead have is a declaration of how much we’re going to have to pay to unlock the myriad of things already on the disc that they made sure were ready to go.

Not ones to jump all over a person before we’ve heard them out, we hand the stage over to Capcom Unitys Brelston for the reveal he posted earlier at capcom-unity.com:

“Hot on the heels of its March 6 release date, SFxT is about to kick off regular updates – meant to keep the experience fresh all through the year – with a blend of free and paid DLC. There’s a whole bunch o’ content coming, so let’s break it all down…

Up first on April 3 are Swap Costumes that take the “alternate costume” DLC idea one step further – instead of offering basic alts, these outfits cross the fashion line by dressing SF characters as Tekken characters and vice versa. See Raven dress as Guy, Cammy as King and uh, Kuma as R. Mika…(?)

Swap Costumes are available for $1.00 (80 Microsoft Points) each, or if you wanna dive in for the whole assortment you can pick up the Street Fighter or Tekken collection packs for $13.00 (1,040 MSP) each – buying one pack saves $6.00, grabbing both saves $12.00. April 3 also brings three free color packs, each containing four new additions to the palette for added customization options. Topping off the April 3 additions are three new quick combos, making for a total of five pre-programmed attack patterns. While spamming these pre-set combos is tempting, don’t forget each use saps some of your Cross Gauge!

Shortly after those items arrive, look for a free tournament support title update that will add a new and faster way to select your gems from the versus screen via a dial system. We’ll actually run a live stream this Monday at 4pm PT to show off this update, so head to our Twitch TV page for details. The tournament update will also include improvements to the online sound issues discussed in Ayano-san’s earlier blog.

Looking just a few more weeks beyond the tournament support addition, the next big wave is a massive selection of free content delivered as a title update. This includes three new Assist Gem packs and six new Boost Gem packs, which add over 60 gems to the selection pool. This sizable infusion of new gems exponentially increases the customization options for every player, so we should see some interesting new loadouts once this DLC arrives. To that point, we’re also tossing in three more gem slots per character in which you can save your preferred loadouts. Finally, this update comes complete with a free replay analyzer, which enables you to dissect each fighters’ vital statistics.

The biggest additions come soon after the PlayStation Vita version launches later this year – the 12 characters debuting on Vita will come to consoles as a $20.00 (1600 MSP) bundle. I know many were worried past character pricing would push the cost of this update sky high, so I’m happy to say Blanka, Sakura, Guy, Cody, Elena, Dudley, Alisa, Bryan, Christie, Jack, Lars and Lei will not break the bank.

One additional note – the dev team is also already working on solutions to the infinite combos currently making the rounds on YouTube, and will have them patched up once these other updates are out the door.

I know this was a massive wall of text, so for further clarity, here’s everything we discussed above. This all begins on April 3 with Swap Costumes, color packs and quick combos, and then rolls out over the next several weeks:

FREE

Nine new gem packs totaling 60+ new gems
Replay analyzer
Tournament support for gem selection
Three new quick combo pre-sets
Three additional gem loadout slots
Three new color packs with four colors each

PAID
Swap Costumes – $1.00 (80 MSP) each or in two $13.00 (1,040 MSP) Street Fighter and/or Tekken packs
DLC characters – $20.00 (1,600 MSP) for all 12 new fighters

So there you have it. Rather spiffing, wouldn’t you agree. And indeed, the 12 extra characters are arguably well priced….
WERE THEY NOT ALL ON THE FREAKIN’ DISC ALREADY!!! The absolute nerve this guy has to declare that the additional characters won’t break the bank is unreal. Capcom will have spent no additional development time on them yet want to be paid as if they had done. And with the $20 fee on top of the $60 the actual game costs, that bank balance is looking shakier than Seth Killian before his next community Q+A. And that’s before you even start adding on all the other extras Capcom are holding out upturned palms for. The overall cost to have this game unlocked in its entirety is staggering considering its just one game. Oh, but lets not forget those lovely generous freebies now! Tssk! Everything that’s ‘free’ is all stuff required because of Capcoms incompetence, except for the gems which are the same ones that were packaged as an incentive to buy the special edition, so everyone who bought that are sure gonna feel chuffed with what they essentially ended up getting for the extra cash – a $10 penny box!

Honestly, I’m gonna end it there because I’m gonna burst a blood vessel if I have to think about this appalling excuse of a game and the disgraceful practices of the company that makes it for one second longer. Seriously, there is not a customer in the land who could possibly be happy about all of this, at least in their right mind.

Street Fighter x Tekken should have been the pinnacle of what fighting games are all about and an epic culmination of the best that two gaming behemoths could bring to the table once they collide. Instead, the game is nothing more than the culmination of Capcoms greed that’s been building over the last few years until it resulted in a game where the incision of key gameplay features came second to Capcom nickel and diming it’s fans for every penny they could get. Ladies and gentlemen, I give you Street Fighter x Tekken.

I spit at thee, Capcom. I spit at thee.

I were Namco I would want to distance myself as far away from this game as I could. Oh what a cauldron of excrement they allowed their characters to be stirred up in! Here’s hoping Tekken x Street Fighter has been watching closely, coz Capcoms effort has been a heck of an example…

Posted in Arcade, consoles, Dibbs Ahoy, Fighting, Games, News, PS3, XBox 360 | Tagged , , , , , , , , | Leave a comment

All bound for Mue Mue land!

Taking a brief and well needed breath following lengthly but deserved barrages against Capcoms Street Fighter X Tekken affront to decency, we venture out of the gloom and bask in the blue blue skies of a rare piece of good Sega news.

Seems as though recent indications from Sega minion Ben Harborne weave an intriguing web that suggest we may be in store for a little Shenmue and Skies of Arcadia HD action.

Much like the coming Jet Set Radio remake that is being lovingly carved over at Sega HQ, the broadband hub of many a fellow could soon be aglow with Sega goodness as they transfer the aforementioned gems into our homes via XBLA and PSN.

Speaking on the most demanded games due for the rerelease treatment, Heir Harborne speweth “I can tell you what’ll be: Shenmue. That, and Skies of Arcadia. They’re a couple of our most requested games. I can’t say ‘yes’ or ‘no’, but we may be working on them.”

Sounds like positive news to me! And providing they don’t trip over their own laces again with the simplest of tasks (iOS Streets of Rage 2 music distortion and missing lyrics from the Sonic CD remake is waving.), this could be a great chance for us veterans to relive one of the most memorable chapters of Segas epic console adventures! Now we just need a little Sega Saturn Nights action with online leader boards thrown in to the mix and things will be looking very rosy indeed!

**sorry to hijack your post here dibbs, but there’s a button to click for support of nights over at http://www.nid15.com/, though obviously we’ve missed the 15th anniversary window**

Posted in Arcade, consoles, Dibbs Ahoy, Games, News, PS3, Retro, RPG, Sega, XBox 360 | Tagged , , , , , , , | Leave a comment

SFxTekken: Capcoms (not so much an) Update + excessive rant part 2!

And yet it continues! After yesterdays promise that we should be waking up today with fresh news concerning what Capcom are doing about the epically disappointing SFxTekken and its oodles of problems, we instead wake to find a tweet from Seth Killian saying:

So… now the updates are being pushed back until team reviews some details. Looks like even I’m not impervious to being trolled :/

Trolled indeed. Poor you.

Lets hope those details aren’t further DLC milkings, or just saying they cant fix/be bothered to fix it.

Well, if any positives can be gleaned from this, it’s the fact that at least Capcom are willing to actually address us about this properly, and it actually sounds like they might be doing something about it. Probably. We fear getting our hopes up, but we’re surely at a place where Capcom has to take some responsibility for this disaster and do something about it.

Moving on until Capcom are ready to spill their rotting beans, more reveals have surfaced in the form of a further developers blog, which spoke thus:

First of all, we want to thank our fans for all of the support and positive comments we’ve received since Street Fighter X Tekken was released last week. We are extremely proud of the game… it was a huge undertaking for us all and it makes us happy to know that so many players are enjoying our game.

Secondly, we’ve been asked by some players of the Xbox 360 version about the 4-player co-op mode and why it doesn’t work when two players team up (locally) and attempt to play online. Unfortunately, due to time and resource issues, we weren’t able to get that feature into the Xbox 360 version and we apologize to those players who were looking forward to it. Throughout the development process, there are times when new features are added (and we added a lot of them!) and there are also times where we have to make tough decisions regarding things to cut. This was one of those times. This mode is supported in the PlayStation 3 version, however, since we tackled that earlier and found the architecture of their system to be more conducive to implementing it. This is the most content we’ve ever packed into a Street Fighter game, so we hope that there are plenty of other modes and features to keep everyone busy for a long time.

With that said, we have some information regarding new updates for Street Fighter X Tekken coming up soon, so we’ll keep you posted!

That’s it for now. Thank you again for your continued support… keep enjoying the game and providing us with feedback.

See you all again in my next blog!

-Ayano

Interesting. Funny how it’s no longer Microsoft or the architecture of Xbox Live that are at fault. So finally we get a hint of the truth – they ran out of time. Still, it’s funny how they had time to strike up deals with Sony, create platform exclusive characters, and add an incredible amount of paid to unlock DLC in time for the disc to go gold. Maybe they might prioritise key features in the future rather than the things used to rip everyone off. Something tells me that if ‘pair play’ was a paid DLC option, they’d have made darn sure it was good to go at release.

But on top of that, while it’s good to actually start getting answers, it still doesn’t excuse the fact that the omission of the much emphasised feature for the Xbox 360 version WAS NOT REVEALED TO THE PAYING CUSTOMERS! That fact alone is appalling enough in itself regardless of the numerous other problems the game has and just goes to show how underhand Capcom are willing to be.

But we soldier on. For what other news worthy nuggets have we mined from the web this fine day about this whole kerfuffle? Why, there’s a statement from Capcom head honcho and notorious Capcom Unity thread-locker Svensson. Now we don’t expect much from this guy as he’s hugely unprofessional and is the very person who last week incorrectly explained to us all how Xbox Live worked. But let us hear him out once again:

Q: There’s been a recent explosion over Street Fighter X Tekken having downloadable content already on the disc. Was it more of a PR situation where you have to be better explaining to fans upfront what is going on with something like this?

A: It came down to a development process issue more than anything. I wish it had been done differently. I think it just becomes — the rationality of what content costs to make and how you fund that content doesn’t come into play here for the consumer. It’s an emotional issue that I think we need to be sensitive to.

The other part of this is we could have had a better communication strategy around this back at the outset. Left to their own devices, consumers will always jump to the worst possible conclusion. I think what you’ll see in the coming weeks the conclusions that were jumped to were not the correct ones.

Well, you’ve got a heck of a job on your hands, mister. I still find it ludicrous that he is persisting in talking about the DLC as if it’s a separate element of the game. For a start, it’s not DLC. It’s locked content that was created within the time scale of the titles development and completed in time for it to be on the disc but was chosen to be held back. It’s the equivalent of buying GTAIV and having the third island locked until you pay for it. However, the DLC that was created for GTAIV, WAS ADDED AFTER THE DEVELOPMENT OF THE ORIGINAL GAME! It expanded the game later! They did not hold back content created in the original time frame so people have to pay extra for parts of the game they would have gotten anyway if it weren’t for the possibility of exploiting people through online transactions! Plus, the GTA DLC was actually that – downloadable content!

Whichever way you look at it, it’s certainly going to be most interesting to see how Capcom as a company try to dig themselves out of one of the darkest and groggiest quagmires they have ever found themselves stuck in. The only way to save face would be a statement of the highest order, such as going back on their plans and making a huge gesture to the community. But what’s realistically likely?

They are already selling gems so unlocking them for everyone would be unlikely, and they have already made firm statements on their plans regarding how they handle future unlocks. They have spoken of how they plan to sell the characters on the disc, and they have also detailed a time at which they are intending to make them available – the end of the year, after the PS Vita version comes out. The fact that they almost certainly have a deal with Sony in place regarding holding the characters back until after the launch of the Vita game would probably force this timescale to stand, so what else is there? Well, you would also have to assume that costume packs will be paid for, although they have not said it, but going off of SFIV and Marvel you’d have to guess they had the same in mind in their original plans. I guess making these available for free could be a possibility and a good punt at a ‘sorry’ present. But let’s get real – I’m probably being overly optimistic. At this current time the only ‘DLC’ confirmed to be free are the character edit colours. Or at least they will be when Capcom sees fit to unlock them for us. Yes, you heard me right. As mentioned in our previous article, all the colours are on the disc, but right now we only have the ‘free’ black and white colours open for use. Utterly ridiculous. At a time when other games have full colour wheels open for edits, how can you not want to throw up all over your game?

Well, I guess all we got to do is buckle up and wait to find out what happens, and to see how wrong our conclusions have all been as Svensson implies. However, whether or not we’re as far off the mark as he reckons, he can’t blame us after all we’ve had to put up with. Street Fighter x Tekken just reeks of being the accumulation and fruition of everything Capcom have been gearing themselves towards over the last couple of years. From charging for costume packs in SFIV, to characters already being on the disc in MvC3, and the fact that they are already selling gems in SFxTK while not giving us a specific no-gems game mode, for them to insinuate we are going off the deep end is a ludicrous statement of the highest order.

Still, we wait with anticipation for what Capcom has to say. Over to you. You better make it good.

Posted in Arcade, consoles, Dibbs Ahoy, Fighting, Games, General, HandHeld consoles, News, PS3, XBox 360 | Tagged , , , , , , | 1 Comment

SFxTekken: Capcom hates their fans… but mostly the Xbox ones.

Warning! The following article was due to be published last week! Think of it now as a diary, or time capsule if that makes you feel all nostalgic. Oh last week, you were the good ol’ days, how we miss you…. anyway…..

Anybody who had been following the coverage of Street Fighter X Tekken here on the Grig (aka, me) will have no doubt noticed that all had fallen eerily quiet of late on the upcoming fighters home front. And correct you would be dear reader, as the dwindling lack of page time has mirrored perfectly our fading interest in said title. Quite an achievement considering how hyped we had been for the game. However, a certain gem shaped pill and its paid for DLC poisonings proved a little too bitter for us to stomache.

But from the realm of lack of interest we have traversed a vile dividing line, particularly in the last few days, in to the murky yonder of outright disgust that could prove to be the end of any dealings we ever have with Capcom or their products.

‘But why?!’ I hear you cry, my young Griglings.

Well sit tight dear reader. This could be quite a ride.

We stand here on the brink of the release of the EU versions of SFxT and it’s been quite a week. The US version released on Tuesday and it’s been a heck of an eye opener for the Fighting Game Community (FGC) far and wide as players find that the game isn’t quite what Capcom had made it out to be. Luckily, being several days behind the US release, the findings have given the rest of the world ample time to process their findings and decide if this game is still going to be worth their while.

Now we’re not going to tread old ground and start ranting about ill conceived mechanics like Pandora, nor even spout a tirade against the ridiculous gems that seemed an appalling idea even before they announced a large portion would be paid DLC and that there would be no selectable modes that were gem free in order to force the freakin’ things down our throats. No sir, we’ve ranted till we were blue in the face about that.

What we’re here to discuss today is something entirely new, and an unadulterated new low even by Capcoms underhand standards.

It all started a few weeks ago when evidence seemed to imply that Capcom were adding a couple of guest characters to the game in the form of Pac Man and Mega Man. These had been rumoured for a while, but imagery at the end of February’s character reveals pretty much confirmed their inclusion. It wasn’t too long before we got full on teasers with Pac Man riding aloft a mech and Bad Box Art Megaman being revealed officially… but only for Sony’s Vita and PS3. What the…? The community was in confusion. Sure the Playstation was getting Cole and those two stupid looking cats as additional content, but they were Sony characters and would never be on Xbox anyway. But why were the free to be used faces of Namco and Capcom confined to only Sony’s devices? Ono explained about Sony stumping up cash to have their characters in, whereas Microsoft wouldn’t, even though Capcom were keen to add Master Chief and Gears characters. Whether or not this approach was true is unknown, however anybody who followed Ono on twitter would surely now realise all those visits he made to Sony HQ was for a reason. Whatever was going on, the absence of the two mascots on Xbox was puzzling. While I certainly wasn’t interested in any of the characters that were heading to Sony machines, it certainly ruffled my brow seeing the equally priced Xbox version with 5 less characters, and one that certainly did Capcom no favors among a large section of the community. But this was only the tip of the iceberg of appallingness.

The next instalment on Capcoms cackometer was the announcement of 12 additional fighters that were winging their merry way to the PS Vita version of the game. In itself, good news. Fan favourites such as Elena, Sakura, Cody and the like were all welcome additions. What wasn’t welcome was that they appeared to be ONLY on the Vita. Who cares about that version?! Not that I’ve played one, but if the D-pad of the PSP is any implication of the Vitas, then there’s no point porting it anyway. If Xbox owners weren’t wronged enough, Capcoms flirtings with Sony seemed to have gone further than the 5 character one night stand. People spammed Ono asking questions about the characters hitting the proper consoles and eventually we got confirmation that they would come to both home consoles eventually. In a rare display of good news, Ono even stated that he would be working on them shortly. Good, we thought. However, this statement proved highly interesting considering what was to come.

As the last few days leading up to the US launch ebbed away, copies of the game were starting to make their way in to the hands of players far and wide ahead of its official street date. Videos started cropping up with greater frequency from an all manner of sources as people started getting stuck in. That’s when news started to creep in about people digging through the files on the disc. This was what I had been waiting for. If there’s one thing that I suspected about Capcom and this game, it was if there’s DLC to be had, it’s probably on the disc already. With the 12 characters announced, I knew there was a good chance we’d be seeing them. Albeit possibly in a basic version, a la Jill and Shuma Gorath in MvC3, but enough to get a good impression. The hackers started their data mining excavation with startling results. First we got character intros and endings for the 12 coming characters. Then we got untextured character models of them as well. Then, and this was the big one, we got full on gameplay of the new characters who are all on the disc in their finished entirety! Yes that’s right. It’s the same old Capcom but even worse. On top of the 12 locked fighters, it was particularly interesting to also find that Pac Man and Mega Man were also present and correct on the Xbox disc. More Sony wranglings were obvious as apparently when Capcom had mentioned Sony stumping up moola to add their own characters, they also must’ve popped a wad in Capcoms garter belt for a Playstation exclusivity period on these two characters while they were at it.

The internet volcano was well and truly fired up, frothing like a beast demanding a sacrifice. And that was before Capcom unloaded another bomb on the community. Properly caught with their pants down, though I don’t know how they couldn’t have known the disc would be hacked, the only thing to do was to fire out a statement trying to restore some semblance of order by implementing a half hearted crack at damage control. Completely unrepentant about having a massive chunk of the cast locked on disc for future purchase, what could Capcom possibly offer up as an explanation as to why this had come about? I’ll tell you! Here is the full rundown:

Official statement:

“Capcom has confirmed that 12 new fan-favorite characters will be available as Downloadable Content (DLC) on the PlayStation 3, Xbox 360, and PC versions of Street Fighter X Tekken later this year. The playable characters will make their debut on the PS Vita system when the game is released this fall, with the console and PC versions receiving them as DLC soon after. The character information and files were intentionally included on retail versions of the PS3 and Xbox 360 game to save hard drive space and to ensure for a smooth transition when the DLC is available, allowing players who choose not to purchase the content the ability to play against players that did. More specifics regarding pricing, dates and other additional exciting DLC plans for Street Fighter X Tekken will be shared at a later date. As a reminder, the retail version of the game will be the only disc-based version consumers will need to own and all future upgrades will come from post-launch DLC. The new characters fighting their way onto Street Fighter X Tekken are… from the Street Fighter side… Blanka, Cody, Dudley, Elena, Guy and Sakura will be playable and from Tekken… Alisa Bosconovitch, Bryan Fury, Christie Monteiro, Jack, Lars Alexandersson and Lei Wulong will all be available.

By including these 12 characters on the disc, the idea was to ensure easy compatibility between players who do and do not choose to download the characters when they arrive as DLC. For example, not buying costumes in the Street Fighter IV series means you will not see the costumes when playing another person who did buy them; on-disc characters avoid this issue and allow everyone to participate in the update without additional patches or hiccups. The update also saves on file size – instead of a massive download, there will be a much smaller unlock that brings the new content to the surface.”

And here lies a further subplot to the putrid tale of a company plumbing scummy new depths: The Vita version will not launch until the tail end of the year, after which it sounds like it will further be given breathing room before consoles get the characters. Characters that are ready now. Characters that are complete and on the disc. And they’re saying they’ve done this for our convenience to help with compatability? How thoughtful.

The reality here is that what’s actually happening is that Capcom have further entered a deal with Sony to push the Vita by having characters on it that you can only, if for a short while, play on said machine. Capcom builds hype for their game, Sony gets sales for their under performing console. It’s win win.

Except if you’re a consumer.

Now, referring back to the 360 and PS3 versions again, Capcom have emphasised that this version of the game will be the ONLY disc version that will come out in an attempt to convince those saying they’ll wait for the ‘Super’ version. Thus, what they sneakily tried to do was have the ‘Super’ version already made and on the disc. Ho ho! Clever! Therefore what we have now, is a cut down version of the final product. But hey, I’m sure we’ll all be tripping over ourselves and thanking Capcom when they generously update the game for only goodness knows how much at the end of the year like the fan pleasing folk they are! Thanks Capcom! Do we also get to keep the spit in our faces?

Scum! Inexcusable! Unbelievable!

The whole thing stinks to high heaven. That real turdy putrid smell that can really burn the back of your nose and have you reaching like a man possessed. I was incensed to tweet Ono and Seth to voice my disgust asking how much worse things could get. Should have watched my words, coz Capcom were far from being done yet. I couldn’t help but notice a tweet Gootecks sent out the day of the US release asking for help in realising why on the Xbox version of the game that he and a buddy couldn’t seem to access the highly promoted ‘pair play’. This is the mode in which you and a friend could sit together and head into the dangerous world of Xbox live for some online beats. I didn’t really bat an eyelid at his problem just assuming he was doing something wrong, until more and more reports started flooding in. What was going on? The mode was largely advertised, had been highly publicised and pushed by Capcom throughout the titles development, and was discussed in the games manual. So where the grig was it? Before I go on, I really must emphasise again that this was THE DAY OF THE U.S RELEASE after thousands had flocked to pick up the game.

The answer to the problem? Not a network problem, nor a bug soon to be ironed out. No sir. This selling point that many had picked the game up for along with new sticks and the like…. IS NOT IN THE XBOX VERSION!

But why? It had been advertised! What the…? Answers darn it, Capcom! Give us answers and how you will fix this issue immediately.

The answers came alright. But it was not what we wanted to hear…

Will 2 player local co-op on Xbox Live be patched in for the 360 version of Street Fighter X Tekken? — Weegee

Svensson: It will not be patched and apologies for the manual inclusion. Seems it was an oversight. The difference has to do with how Xbox Live differs from how it handles online and offline accounts.

According to the team:

“PS3 version: It is possible to mix and match online and offline players for scramble battles and pair play battles. Two local players can play on the same PS3 using 1 PSN ID, and play against other players online.

360 version: It is NOT possible to mix and match online and offline players for scramble battles and pair play battles. So you either have to have all players be offline and local (so 4 players, 1 Xbox) or have all the players be online (4 players, 4 Xboxes).”

“The reason for this difference is because of the architecture differences between gamertags and PSN IDs. I’m not sure of the technical details, but basically it amounts to: Sony made it so you can mix and match online and offline, and Microsoft made it so you can’t.”

Really? Noooooooooooo!!! Darn that Microsoft and their foolish ways! Fair enough, time to move on I gue… hang on. JUST HANG ON ONE COTTON PICKING MINUTE! I own Mortal Kombat and I swear it had that very feature in it! In fact, not just Mortal Kombat, but Halo, Call of Duty, and a raft of other titles on Xbox where you can use one Gold profile and have a friend accompany you locally and play online using a guest account! What the…? Who is running this company?! Upon the masses pointing this fact out, Mr Svensson had nowhere to go but do a little back peddling:

Svensson: I’m going to be looking into this issue further btw. I’m also a bit confused by the feedback from the team.

Well, it’s been a week since the US launch (real time now), and so far Capcom have been their usual efficient selves… and not said a word. Huh? Anyone else starting to feel a little hard done by here?

Well, while Capcom fell eerily but predictably silent, the backlash from the fans was rampant. The pages of gaming websites far and wide were riddled with furious customers conned out of a mode that for many was a massive selling point. Capcom Unity was chocka with threads bursting with responses to the outrageous behaviour. We demanded action. Luckily, Capcom was vigilant and on hand. Not to answer questions or even make any attempt to appease their customers and fans, but to instead move threads from places where any potential unsuspecting customers might venture across them, and locking them while they were at it. Talk about a disgrace.

It also started to become clear that something else was afoot when comments sections on Eventhubs, SRK and a slew of other sites became inundated with people defending this debacle. One site reported that 200 accounts were created which turned out to be… wait for it… CAPCOM EMPLOYEES masquerading behind the facade of being your average customer! Can this behaviour get any worse?!

This was all too much. My most hyped game in years left in tatters by the greed and lies of a once great company.

Almost as a footnote, and a cherry on the turd cake, the online play was lag infested and featured awful sound issues whereby the sound effects would not play. I almost couldn’t even muster to ask the question, but this was at least something Capcom saw fit to respond to:

“Hi everyone, this is Ayano.

The new netcode implemented in Street Fighter X Tekken allows for up to 4 players to have a smooth online experience, however depending on the connection stability between players, things like “spontaneous match rollback,” “voice effects cutting out,” and “sound effects cutting out” also are occurring. This netcode is written in a completely different way than the Street Fighter IV series netcode, and that is why these problems are occurring.”

Whatever. More to the point, Seth Killian and US Community Manager for Capcom tweeted prior to this info being released, that this developer blog was actually supposed to contain info on the sound problems, online play, and Xbox issue. Well, I guess 1 out of 3 isn’t bad. For Capcom.

Our advice? Well there’s the obvious; get the PS3 version. Alternatively, and preferably for that matter, don’t but this game at all. This DLC shaped hell is only a few steps in to it’s disgraceful stride, and the further we go the worse it will surely be. Write off Darkstalkers right now, as the prospect of the DLC schemery will without a doubt push the envelope even further, and when we’re already this far past the line of any type of decency, that is a scary thought. We need to stand firm and kick this horrible disgusting company right where it hurts – in their wallets. And I for one, at least until something significantly changes, am done with Capcom.

*Update!*

Well, after another dribbling blog, Capcom at least sound ready to explain themselves. Statement due to be released shortly. Could they be ready to start putting things right, or are we in for more excuses? Stay tuned!

Posted in Arcade, consoles, Dibbs Ahoy, Fighting, Games, HandHeld consoles, News, PS3, XBox 360 | Tagged , , , , , , , , , , , , | 1 Comment

Just over 2 months until Fez

Fez XBLA artWoah woah woah woah, what? Long time in the making indie title Fez, is finally coming to XBLA 2nd of May according to xbox.com.

Fez sees a little 2d creature named Gomez, embark on a journey in a 2d world seen by 4 perspectives, kinda making it seem 3d. Now 3d can mean many things in the gaming world, the most recent being 3d with glasses, but traditionally its 3 dimensional objects in a 3 dimensional space in the game world that is then calculated with distances etc to find the color of the closest pixel to the camera origin that is not obscured by another onto a 2d frustum or viewing area, as apoosed to 2 dimensional flat sprites like the classic 8 bit NES (Nintendo Entertainment System) days. Fez is a 2d classic game, but the 3d world that it referes to is 4 perspectives in 2d, for instance, if Gomez is jumping along platforms on a very cuboid tower, then when he reaches the edge of a side, the view pans round to the next side and he continues scrolling along, in the world he is now moving into the distance, but to the player he is still in the 2 realm moving left and right. This is hard to explain, but it looks beautiful and will have plenty of puzzles to challenge the player. So come May 2nd, check it out.

Original release date: 5/2/2012
Developer: Polytron Corporation
Publisher: Xbox LIVE Arcade
Genre: Action & Adventure, Platformer, Puzzle & Trivia

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Kinect for windows is finally available to purchase in UK

Although released on February first. Major E-commerce sites like amazon.co.uk didn’t have it advertised until just a few days agolast week, and even then it was a pre order. Ebuyer.com had pre order status of February 29th and only 20 in stock. This soon changed to 5 in stock wednesday 15th, which is when i purchased mine to be delivered friday. Now however, ebuyer has 17in stock and Amazon are on sold out status, with other market place sellers in stock but all around the £200 mark. Ebuyer are £179.99 at the time of writing, at one point when i started writing the article, ebuyer had 103 in stock at £189

Things to note about Kinect for windows:

  • It is not for XBOX
  • The coding API has changes from the Beta (the beta is only for xbox kinect)
  • The new SDK and driver will still work with xbox kinect it seems, though only for those with the SDK installed, a published application will only work with kinect for windows on machines that do not have the SDK, i.e. those just running the re-distributable drivers
  • The rgb camera on the windows kinect has a much brighter video feed in darker environments
  • The new kinect supports near mode

Some of the first major changes in the API is that the namespace is now Microsoft.Kinect instead of Microsoft.Research.Kinect.Nui, and the Runtime object has been replaced with KinectSensor. The KinectSensor has array properties so that multiple kinects can be detected. The new Quicksart videos can be found at http://channel9.msdn.com/Series/KinectQuickstart.

Useful web sites on changes to SDK and code migration etc
http://www.microsoft.com/en-us/kinectforwindows/develop/release-notes.aspx
http://robrelyea.wordpress.com/2012/02/01/k4w-code-migration-from-beta2-to-v1-0-managed/

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Retro City Rampage nearly here

Retro City Rampage coming soonRetro City Rampage, tank blowing stuff up
8 Bit indie gem Retro City Rampage has been in the making for what seems like an eternity, but with the rumour mill grinding away as it does, it seems that wait is nearly over. Creator Brian Provincniano told a well known gaming blog (not unlike our own, hehe) that the game will be coming in May, that’s this May, not May 2013, but May 2012, that’s right.

The game looks a lot like the top down original turtles game on the NES, or like commando, ikari warriors (maybe), paper boy, smash tv, that annoying level in turtles where you have to swim, and many other back in the day style. It is a parody of a large open world action game, with cameos of modern day tech/game journalist and nods to many retro pop culture geekdom. The action pits you the Player against the evil good guys as you hit the town with whatever carnage you can muster. Check the official video.

Retro City Rampage “Big News” Trailer 2012 from Vblank on Vimeo.

This Bad Ass is the must have game of 2012, especially if you’re over 25, pricing is looking aroung the $15 dollar mark, BARG, but wait i hear you cry, what platform? Fear not, as its XBLA, playstation Vita, PS3, WiiWare and PC/Steam. That about covers it, nobody gets left out. Unless you’re iPad/iPhone/3ds owners only, in which case maybe. Personally I’m going with XBLA, and if i get a Vita then that too, and if i see it on a steam sale via the new steam iPhone app then maybe then too. it just looks tooo good.

Pc owners can pre order for some extra bonuses on teh official site http://www.retrocityrampage.com/buy.php where along with the DRM free pc version as soon as it’s released, you’ll also get the steam version, some soundtracks, and a 20% off coupon for merch, and who doesn’t like retro 8-bit geek apparel eh?

Retro City Rampage -Swimming like a turtleRetro City Rampage screenshot, guy punching a copRetro City Rampage - paper Boy styleRetro City Rampage Commando lookingRetro City Rampage, tank blowing stuff upRetro City Rampage coming soon

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Minecraft snapshot, making some changes

Mojang have been releasing snapshots of their game Minecraft every week for those whom prefer not to wait for updates

This update process is like a public beta, you play early ideas and give feedback. All you have to do to get in on it is download the latest snapshot as a jar file, replace the relevant file in the install directory which is usually hidden see earlier post, and then play with the new features. The snapshots are available for both client and server, usually if there are any major problems Jens will update a patched version within a few hours to a day later.

The latest snapshot is introducing a new save format name “Anvil” that improves saving and data packets transfer, and prepares the way for some modding features. The new file format changes the order of the blocks stored from xzy to yzx.Though modders do not despair, as Jens has also included some source code for the converter to this new format to help you prepare for the the 1.2 release that will force the new saving format

Note the snapshot will also do this, but a backup of the old format will also be saved in case something goes wrong so don’t worry.

Check out the official post at mojang for link to the snapshot http://www.mojang.com/2012/02/15/minecraft-snapshot-12w07a/.

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Ni No Kuni: Wrath of the White Witch has been Delayed

ni no kuni title
Well we were all looking forward to it, some of us even updated our ps3 from the homebrew friendly 3.41 firmware to the nasty locked locked 4.0 in preparation for it too. But the english localization of Ni No Kuni has fallen from the early 2012 slot to late 2012, and thats North Americas ETA, Europe is looking at Q1 2013 according to the lates press release.

This is not all bad news, although english subtitles would of sufficed, and in fact be preferable to some players. Level-5 president and CEO Akihiro Hino expressed “it was important for me that players outside Japan also have the best experience of the game we can give them”.

The localisation will have both japanese and english voice acting, with subtitles in English, French, Italian, German and Spanish. My only request is to please not use any of the cast from sailormoon, although its a fantastic anime, the English voice acting was unbearable, the German dub is where its at folks, classic.

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Kinect for windows coming February, BUT all is not peachy

Microsoft have announced over at their blog that Kinect for Windows is coming this February 1st in 12 countries including the UK, Japan, Australia, Germany, Spain, USA, canada, France, Ireland, Italy, Mexico, and New Zealand. Though i can see no listing for the hardware on amazon at this time, the price is said to be around $250, which will probably end up around £231 here (based purely on typical UK pricing, nothing official).

The reasons for the increased price are based on the lack of ecosystem and subsidising, after all Kinect for Xbox brings sales of Kinect games, and also helps sell Xbox 360’s. A lot of money went into the research and development of the kinect, and £100 price point of the original is still the cheapest by far for the technology, hence why it was so popular with hobbyists and hackers of robotics.

Along with the release of the hardware, comes new software, the SDK (Software Development Kit) which is free, but the big tough Micro-soft are stating that non-commercial deployment is for the new hardware, and not the xbox 360 Kinect. the Beta SDK can still be used for non-commercial deployment, and the licence is supported until june 16th 2016. The commercial deployment is also for the new hardware. So, whos going to offer the competition for new drivers for the new Kinect, for non windows SDK use? i’ve got a limbo code i can gift on steam. just saying.
#####UPDATE######
A new blog post from MSDN suggests that the new SDK will still work with the Xbox 360 kinect, which makes the previous comment confusing to say the least, I’ll confirm when it’s out I guess.

So, i’m going to need to spend more money on a new Kinect, that any development is going to lock out the 18 million other xbox 360 Kinect users. though to be fair, i doubt many of them are using it on their windows machine anyway.

Lets see how it goes

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