just to re-emphasise what disregard for netcode can do to a fighting game: this lauded, once-hyped series revival just flopped onto the world's biggest platform without a whimper because for as fun as it is, it's impossible to play against another person store.steampowered.com/app/1342260/SA…
only the biggest & most casual games can skate by with bad netcode—anything smaller (and that's most FGs) needs to not only implement proven state-of-the-art netcode but do it /from day zero/ so that the launch audience (always the peak for FGs) actually sticks around
if you don't play FGs & wonder why this has become such a talking point recently, it's not just due to the pandemic: certain JP devs in particular have been handwaving or patronising overseas players on this issue for over a decade & if ppl don't demand progress, it never comes
it's immensely frustrating to feel like u have to drag progress out of not just a particular dev but essentially an entire industry, & while it's nice that some are finally coming around, it's not vindicating—these aren't philosophical debates, ppl just want to play the games
personally, this is most frustrating coming from SNK because they're partnered with an external western studio who's been retrofitting their old games with rollback netcode for a while—Samsho 2019 launched alongside a rollback patch for Samsho V Special & the contrast was obvious
it's not like, say, Arc System Works, who made silly excuses for-fucking-ever but made the transition to rollback when the difference became undeniable—SNK's been seeing the data first-hand for a minute, and yet they've made no progress on their internally-developed games
re: KOFXV, they did rush out a "rollback we're doing rollback ok" statement after their producer was conspicuously quiet during an online cross-dev roundtable that touched on the topic, but that seemed like an entirely reactive statement to me & idk how prepared they actually are
"rollback" is not a magic catch-all, it has to be competently executed—Street Fighter V was the first big new JP fighting game to use it & the implementation was so broken for so many years that it muddied the argument for rollback implementation elsewhere
yeah it and SF30th both

again, it's specifically frustrating for the Samsho collection because SNK licenses their game to whoever's paying, so there can be multiple competing versions of the same games and none of them are optimal
I forgot about SFxT... it's been a while but I want to say that was rollback in the T7 sense and not full-on rollback but I'm not gonna pretend I remember much about that game
for sure

Samsho sticks out to me because they've continued to bring it to new platforms every so often and every time it's like "oh so they've been waiting to fix it until this version was d—wait nvm it's still awful ¯\_(ツ)_/¯"
not to nearly the same extent, because

delay-based code works adequately in a high-density, high-infrastructure country like Japan, so there's less demand for change

a lot of JP players primarily associate rollback with SFV, which was busted for years
I've also heard a few JP ppl say that rollback benefits those with weaker connections more than those with stronger ones, so why should JP devs prioritise rollback when it's just going to make the experience worse for their native audience ¯\________________(ツ)________________/¯

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More from @gosokkyu

15 Jun
thinking way too big here, but I wonder if the licensed repro market might be a savvy way to establish certain Japan-exclusive games/series outside of Japan—my mind immediately goes to Linda Cube, but even just staying in Konami's stable, there's that one Brooktown High clone...
I thought the same thing about the TG16 Mini and not only did they not do that but they completely excised certain games for content reasons, but I also wonder if a niche format like this, where the buyers understand precisely what they're getting, might make Konami less skittish
for example, Tengai Makyou II was cut because the producer didn't want to cut the manji, but the TG16 was (ostensibly) a mass-market product with a zillion games, whereas anyone buying a licensed repro of Tengai Makyou isn't going to interpret a manji as anything fascist
Read 4 tweets
8 Jun
Rakuten has the red/yellow/blue Game Gear Micros for ¥2739/2739/3300 right now, that's ~50% off🇯🇵 the black one's marginally cheaper, it was designed to be the most popular choice & I guess it worked

product.rakuten.co.jp/product/-/9cef…

product.rakuten.co.jp/product/-/caa0…

product.rakuten.co.jp/product/-/9731…
Game Gear Micro variants:

⬛Sonic+Puyo Puyo Tsu+Outrun+Royal Stone

🟦Sonic&Tails+Gunstar Heroes+Baku Baku Animal+Sylvan Tale

🟨Shining Force Gaiden+Gaiden 2+Gaiden: Final Conflict+Nazo Puyo: Arle no Roux

🟥Megami Tensei Gaiden: Last Bible+Last Bible Special+GG Shinobi+Columns
there's also a white GG Micro w/ Aleste(mkIII), Power Strike II(SMS), GG Aleste, GGAII & the brand-new GG Aleste 3, but it was exclusively bundled w/ the PS4/NSW Aleste Collection

it also features Doka-Fli, a staff roll minigame starring the GGA3 item carrier, built to SMS spec
Read 4 tweets
7 Jun
Gamest was notorious for typos and print errors—one of my favs was when they accidentally advertised an Akuma unlock code for Dodonpachi Image
speaking of, Platine Dispositif released a remake of one of their mid-'00s doujin games on Switch this week, and both the title & subtitle are references to two of Gamest's more notorious typos store-jp.nintendo.com/list/software/…🇯🇵
"Zangyura" references a common misspelling of Zangief, and "Maid-san o migi ni" is a play on a famous misprinted phrase about the game Scud Race, "Indo-jin o migi ni!(Indian to the right!)" where whoever was doing the typesetting misread "handle(ハンドル)" as "Indian(インド人)"
Read 4 tweets
6 Jun
Sega Japan's running a survey for Virtua Fighter eSports sega.jp/enquete/ps4-vf…🇯🇵 among other things, it asks ppl to rate their satisfaction with pretty much every aspect of the game /except/ netcode (but it does give plenty of opportunities for people to manually bring it up)
there's also a question that asks ppl to select the fighting games they've played before and/or are still playing now—UNIB is on there, which is nice to see, and MK's also on there besides not having an official Japanese release in ~25 years
in the question about potential future DLC, they ask ppl to select from these options:

character items
character items (returning)
crossover character items from other series
extra character models
extra stages
extra UI
stamps
in-game titles
other (text field)
none of the above
Read 6 tweets
4 Jun
just announced by Taito's new label Taito Arcade Selection: Egret II Mini with 40+10 games, out March 2, 2022 taito.co.jp/egret2mini🇯🇵
Egret II Mini specs:

5-inch 4:3 LCD with horizontal/vertical orientation

microswitched stick/buttons with 4/8-way joystick input toggle

40 pre-loaded games+10 via SD expansion

expansion set includes SD games + trackball/paddle controller
Egret II Mini default games:

Space Invaders
Lunar Rescue
Qix
Elevator Action
Chack'n Pop
Bubble Bobble
Rastan Saga
Rainbow Islands Extra
New Zealand Story
Don Doko Don
Violence Fight
Cadash
Mizubaku Daibouken (Liquid Kids)
Metal Black
Kaiser Knuckle

"& more"
Read 12 tweets
28 May
Sega producer Seiji "Usiman" Aoki talks Virtua Fighter eSports (Ultimate Showdown) famitsu.com/news/202105/28…🇯🇵
there had been regular discussions about reviving VF that went nowhere, but when talks of Sega's 60th anniversary started happening in 2019, that gave them they push they needed to finally bring it back

development hit full swing in February of 2020, right as pandemic measures…
…set in, which obviously made things difficult: this was not only the first collab between AM2 & Ryu ga Gotoku Studio but it also involved a lot of overseas studios, and because it was a Sega 60th project, it absolutely had to be released before June 3, 2020—they just made it
Read 25 tweets

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