Reply To: The Official "Street Fighter III 3rd Strike Online Edition" Thread

#50637
Scatigno
Hall of Fame

    PS Blog Interview with Seth

    Quote:
    PlayStation.Blog: Street Fighter III was famously a huge departure from Street Fighter II, earning it a fair bit of controversy. How does it hold up today?

    Seth Killian, Strategic Director of Online & Community: For me, the essence of any great fighting game is learning how to read the mind of your opponent. If you can do that, Street Fighter III gives you the ultimate way to show that off — you can deflect any move that your opponent can do using the Parry mechanic, where you tap forward or down to deflect attacks. The Parry is at the center of SFIII; if you use it correctly, you can get out of any situation. That’s why it has this enduring legacy.
    As for its reputation, there’s no question that SFIII is an incredible game. It has a huge tournament legacy, particularly in Japan. It’s one of those games where the execution bar is a little bit higher: it took everything that had come before and built and built upon it. Particularly with the Parry, which is a bit harder to learn — you need to be familiar with the kind of attack that is coming, knowing how it hits and how many times it hits. With Street Fighter III: 3rd Strike Online Edition, we’ve added a new mode to specifically help people understand that Parry, practice it, and get comfortable with it.

    PSB: Aside from the training mode, what else is Capcom bringing to SFIII: 3rd Strike Online Edition?

    SK: We wanted to preserve the integrity of the game, so we used the arcade code and removed a few minor crash bugs. Otherwise, the core gameplay is untouched. We did add a few extras to the online and single-player modes, including the ability to unlock items though in-game challenges. It brings a little bit of that Call of Duty, carrot-on-a-stick incentive but it’s purely optional.
    Online is a key focus. We’ve added new netcode developed by the EVO organizer, who happens to be a programming genius who created a piece of middleware called GGPO. It’s extremely popular with fighting fans because it’s a great online experience; it was designed by hand for 2D fighters. It has some very crafty ways of getting around input lag. It doesn’t defeat the speed of light or anything, but it uses a fixed frame setup. It will skip frames of animation to hide latency, which makes an attack finish at the same time as it would if we were playing offline. I’ve never heard a piece of middleware get an eruption of cheers at a panel, so that’s how seriously this is taken among fighting-game fans.
    We also have online tournament and spectator modes, plus YouTube uploads that enable you to share your favorite matches with your friends whether you’re on your PS3 or off it.

    Twitter.com/scatigno1
    Youtube.com/scatigno9