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Virtua Fighter 5 Interview

Xbox 360 PlayStation 3 Interview by Luke Albiges

5 March, 2007

Being able to 'see into the future' as we are often called to do in spreading the word about the best upcoming games is a real mixed blessing. Yeah, we've had a fair few bouts on the wonderful new Virtua Fighter 5 but coming home from SEGA's offices to the semi-crushing realisation that we'd have to go back to VF4:Evolution in the interim was, in a word, nasty. To try and fill that gap a little, we decided to catch up with SEGA's ever-spectacular AM2 team to lay to rest our list of 'if...'s, 'why...'s and 'what if...'s - this is what they had to say for themselves on the subjects of new characters, online options and making allowances for old men.

Eurogamer: How were the styles of Eileen and El Blaze settled upon and with a game so reliant on balancing, how difficult is it to introduce new characters to an established line-up?

AM2: El Blaze, the Mexican wrestling champion uses the Lucha Libre fighting style. Eileen is originally from China and uses a "Kou-Ken" style taught to her by her grandfather. The various characters and different fighting styles are what make VF5 so fun, so we're very excited to be able to add these two new characters to the franchise.

When we think about a new fighting style or a new character, we look at whether we can include what has not been done before and whether it suits the global vision of Virtua Fighter. In short, we try to be loyal to the series. We come up with numerous ideas within such contexts and examine if one suits the game or not as we create it.

To achieve the balance adjustment after adopting new characters and fighting styles, you have no choice but to actually play the game. Those who are in charge of the adjustment and test players thoroughly play the title day after day to find that perfect balance.

Eurogamer: One of the biggest changes since VF4:Evo/FT is the greatly increased customisation potential for each character. Do you think that this is something we'll see becoming commonplace in gaming as time goes on?

AM2: Yes I believe so. As you say, many games feature this within themselves and it is something that we have had a lot of fun with for Virtua Fighter 5. We have many types of variations, we prepare ones in large quantity to suit characters ranging from fashionable ones like sunglasses to bizarre ones like night-vision goggles or gas masks. When it comes to female characters, you can make them up with lipstick and it looks funny when you equip a male character with a mohawk.

'Virtua Fighter 5' Screenshot 1

Eurogamer: From our time with the game, the Offensive Move mechanic seems extremely interesting but are you worried that players might ignore it and choose to just play the game like VF4 instead? Which characters would you say benefit most from this new element?

AM2: Believe me, if you came up against a player who was very well skilled with the new offensive moves, trying to play like the old way would result in a great many losses. All the characters benefit from this new offensive and it is impossible to pick one character that benefits from this more than another.

Eurogamer: One notable absence in VF5 is that of online play - are we to assume that this is due to latency issues that would break the game online? Is there likely to be any kind of online functionality at all in the final version? Were downloadable high-level replays or character items considered, for example?

AM2: Our stance toward the online gameplay has not been changed from what it was before. VF5 runs at 60fps. It would be nice if there were an environment where we could communicate with no problem at all under this condition, but unfortunately, there are various barriers for the network gaming. We wish we had an Internet environment that would convince the players who develop frame-by-frame offense and defence. The Japanese advanced players play battles that can be determined within one frame! We were interested in dowloadable extra service and PlayStore, but we decided not to adopt them this time. Instead, we decided to include every possible item we can offer since we could secure sufficient space due to the introduction of Blu-ray Disc.

Eurogamer: Are there any concerns about the fact that Tekken: Dark Ressurection has been announced as a downloadable title for the PlayStation 3 while VF5 will be full price or do you see them as being aimed at two entirely different markets?

AM2: We have no particular concerns. Though the methods of the sales are different, I believe both titles are dominant products that will activate the PS3 market. I expect the synergetic effect will boost the beat-'em-up genre.

Eurogamer: What other fighting games does the team enjoy and/or draw inspiration from? What is your take on the current state of play within the beat-'em-up genre?

'Virtua Fighter 5' Screenshot 2

AM2: We have always believed that the duty of ours... no, the duty of Virtua Fighter is "to offer the best battle tool with the state-of-the-art technologies". We just provide the player with a tool, and encourage them just a bit. The sensitive players who can find the possibilities in it will start playing the game boldly. We also believe that the circle of players will gradually spread from there and that a new excitement will be generated.

In sum, we would like to lead this genre with "to offer the best battle tool with the state-of-the-art technologies" set as the unchanging goal.

Eurogamer: What advice would you give to beginning players who may be daunted or overwhelmed by Virtua Fighter's scale, potential and hardcore following?

AM2: It is true that there are a great many fans of VF who play the game very hard. With the correct mentality it is within the grasp of dedicated gamers to become good at VF5. First, purchase HDTV, PS3, and Virtua Fighter 5. Then, complete the PS3 edition of Virtua Fighter 5. Try to fight against your friends often and become the best. If you become powerful to the point where there are no rivals left, even if you try really hard to find one, begin saving money and buy an air ticket with saved money and visit Japan. We recommend you play against Virtua Fighter players in videogame arcades as you will then sense a broad range of the VF players and the depth of Virtua Fighter, and we believe you will move a step closer to the realm of mastery.

Eurogamer: Earning cash and items in Quest Mode seems extremely tough and seems to require great perseverance to get to the 'good stuff' - is this an intentional move to increase the prestige attached to these custom items?

AM2: We basically produce the Quest mode in such a way on purpose in order to enhance the gaming. However, because the customisation items are a factor relevant to appearance, it would be different depending on the player's judgement whether or not the items you obtained are valuable. In short, a sense of worth is different from person to person. Moreover, even when thinking about a single item, whether it is worth something or not will change based on its potential combination with other items. If you think this way, it is possible that items you can obtain later may not be always the 'best' items.

Eurogamer: Was Dojo mode polished and tightened up to encourage all levels of player to want to learn more about the game's characters or simply to accommodate the ever-growing number of hardcore fans that need that extra play data?

AM2: Of course, we elaborately created the mode for all players. Beginners may feel that the Dojo mode is just the place of training, but there is a common saying in Japan that "the stronger one is, the less efforts in training oneself one spares".

The more powerful you become, the more you will feel like learning new techniques, and you will also want to practice in various situations. Moreover, it is fun again to try out the moves, techniques, etc. you have been practicing in actual battles, and achieve success.

After you became an advanced player, the Dojo more will no longer be a place of training, but you will have reached a stage of new "entertainment". I hope you understand this.

'Virtua Fighter 5' Screenshot 3

Eurogamer: What is the likelihood that there will be an 'Evolution'-type game down the line to keep console owners more in line with the current arcade machines?

AM2: We cannot reveal anything about the future for Virtua Fighter at this time.

Eurogamer: And finally, speaking of arcades, are any localisation issues being made that reflect the vastly differing attitudes of East and West towards coin-op arcades? Why do you think such a divide exists?

AM2: I do not think there are no problems since we have devoted proper commercial assets to appropriate locations. Certainly, there are region-by-region differences in cultures and in what is hot, but we the developer can obtain such pieces of information while in Japan because our overseas subsidiaries are extremely active. Also, we do not forget to actually visit other countries as occasion demands, and have a look ourselves.

Virtua Fighter 5 is released on PlayStation 3 on March 23rd from SEGA. Check back soon for an in-depth review of the game.

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Comments: 1-34 of 34 in total

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JayPea
05/03/07 @ 07:15
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Having had my import PS3 for a while now, I went into Gamestation this Saturday gone and asked if I could pre-order this game and pick it up on March 23rd. I Was told I *had* to buy the console as well and the game wasn't available on it's own.

I''ve heard of forced console bundles, but forced bundles when buying games? What is the world coming to.
spidermanalf
05/03/07 @ 07:18
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Good interview!

Have always loved the Vurtua Fighter games! Much more indepth than the Tekkens!

I thought this was coming out on the 360 as well though!
kissthestick
05/03/07 @ 07:20
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I thought this was coming out on the 360 as well though!

it is just 6/7 months later

August for NA - Sep for EU
disc
05/03/07 @ 07:40
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JayPea that sounds utterly idiotic by the sales rep.

Order from Play or even DVDBOXOFFICE (import the cheaper US version, £32), they'll happily take your money.
Edited 2 times, most recently on 05/03/07 @ 07:50
Beano
05/03/07 @ 08:14
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Or wait for Play.com to change their PS3 prices to reflect the actual RRP prices which is lower than expected.

Example... they still specify £49.99 as RRP which is £10 higher than it really will be.
peterfll
05/03/07 @ 08:17
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"With the correct mentality it is within the grasp of dedicated gamers to become good at VF5. First, purchase HDTV, PS3, and Virtua Fighter 5."

A sort of spend-thrift mentality then?
Kazzahdrane
05/03/07 @ 08:21
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@JayPea:

Presumably this is because the games will be in short supply and the store wants to make money on big bundles rather than people choose not to buy a PS3 there because they are sold out of the games they want.

However, this is very unusual for Gamestation, but I know they did it around the Wii launch too, specifically because they had pre-orders for machines and wanted all customers to get the chance to get Zelda with their Wii console (think it was just Zelda though, and was at manager's discretion I believe).
mkreku
05/03/07 @ 08:37
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AM2: I do not think there are no problems

Aah, a double negation!! *brain implodes*
easy_lee
05/03/07 @ 08:38
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I've been playing VF5 extensively for a week now, while Crackdown and God Hand are gathering dust :p

I do hope AM2 include a more extensive training mode à la VF4 Evo in the 360 version though, because I've lost a lot of my mojo (there wasn't that much to begin with anyway but anyhow) and I've had to get out the PS2 to refresh my memory on Lau and Kage's awesome combo's.

Now all I need is a VF5 arcade stick and the PS3 will be used extensively for months on end (finally) \o/
BrokenSymmetry
05/03/07 @ 08:39
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I have to say that in this interview AM2 comes over as pretty elitist, not at all welcoming to new or more casual players. There's no indication about how or why someone who does not have a VF-goal of getting "closer to the realm of mastery" should enjoy this game...
Aretak
05/03/07 @ 09:04
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Shiny breasts!

They may have even topped Team Ninja's efforts with that rack.
beep
05/03/07 @ 09:40
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Is it just me, or does the widescreen presentation make the game look empty and sparse?
magicpocket
05/03/07 @ 10:01
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Just you. It looks lovely and jaw droppingly amazing to me
McBradders
05/03/07 @ 10:24
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I'm torn between this and Motorstorm on launchday :(
GordonJ
05/03/07 @ 10:40
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@beano: The £39.99 rrp is for 1st party titles, not all ps3 titles.
Machiavellian
05/03/07 @ 10:41
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Since I cannot get the hori stick, playing VF5 with a gamepad is an effort in frustration which has prompted me to put the game up until I can either purchase a PS2 adapter for the PS3 and use my expensive arcade sticks. A casual player can play with the gamepad and be happy but I like to play with Akira and since most of his combo motions are done within 1 frame, you can forget about getting anything with a gamepad on a consistent level.
uiruki
05/03/07 @ 10:44
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Awful interview, with a poor translation. What's going on? Nothing on the shocking CPU AI, which is considerably worse than the arcade version? The crippled Dojo mode? The ridiculous save system? The basic game balance flaw that is Eileen's moveset?

Of course, most of this is explained by the fact that the paymasters at Sammy being more interested in getting more and more money out of arcade operators in Japan and so a full-featured home conversion in the style of what Namco usually does is out of the question.
uiruki
05/03/07 @ 10:56
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BrokenSymmetry: VF is a great, fun game to pick up because (at least until VF5 came out) it's very very consistent. This doesn't sound like fun, but when you play VF everything makes sense. If you dodge a move, you can usually hit the other person back. If you see someone standing still and guarding, you can throw.

The controls are also very easy to get to grips with - even though all of the characters are quite different, their joystick inputs are based around consistent ideas. If you want to throw, you press punch and guard, kick and guard tends to produce a circular kick of some kind which is hard to dodge, down and punch brings out a fast crouching punch which is useful for interrupting someone who is throwing a lot of moves at you. In this way, I feel it is much easier than, say, Tekken, for beginners to co-ordinate attacks and start having fun; what they press corresponds well with the moves that come out.

Review after review after review, usually written by someone who isn't even a fighting game fan but has heard of the "virtua fighter floors" at arcades, and was unable to finish Akira's command trial in training mode, witters on about how "hardcore" and "impossible to master" VF is. They almost make out as if you have ot pick Akira or Goh to play the game 'properly'.

When I started playing VF, I played because the moves looked cool and almost plausible, like something from a kung fu film. Pick a character like Jacky or Lau and you can start fighting effectively as their commands are relatively easy. The game's balance, however, also means that with skill and practice, you can take even these "beginner" characters to the very top level, if you want to. Many people at high ranks in Japan use Jacky. Many people also use Goh, or Akira, who have very difficult commands. The winner of the first VF1 tournament was a Lau player.
andromeda
05/03/07 @ 11:14
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andrewwd
05/03/07 @ 11:29
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"VF5 runs at 60fps...We wish we had an Internet environment that would convince the players who develop frame-by-frame offense and defence. The Japanese advanced players play battles that can be determined within one frame!"

This reads as if there are players making 60 decisions per second, or are capable of executing a command within a 60th of a second accuracy...

Bullshit!
itamae
05/03/07 @ 11:35
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"This reads as if there are players making 60 decisions per second, or are capable of executing a command within a 60th of a second accuracy...

Bullshit!"


Single-frame input windows are actually quite common in fighting games, even in casual ones like Soul Calibur. And top-level players can use them quite consistently, as a matter of fact. So this quote makes you look like a bit of a ignoramus, to put it politely.
Edited 1 times, most recently on 05/03/07 @ 11:35
andrewwd
05/03/07 @ 11:44
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"Single-frame input windows are actually quite common in fighting games, even in casual ones like Soul Calibur. And top-level players can use them quite consistently, as a matter of fact. So this quote makes you look like a bit of a ignoramus, to put it politely."

Have a look at this http://en.wikipedia.org/wiki/Reaction_time

Even the most highly trained athletes can only react to within 150 miliseconds, (roughly a seventh of a second), yet I'm expected to accept that some gamers can react almost TEN TIMES this speed?!

Honestly, I can't understand all this 'in a frame' nonsense...maybe a frame of animation, depending how fast the anim is playing, but not a 60th of a second.
BrokenSymmetry
05/03/07 @ 11:51
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Thanks for the explanation, uiruki. I can see from your description how VF5 can be fun for casual players as well, it's just that this interview doesn't really give that impression. Statements in this interview like "begin saving money and buy an air ticket with saved money and visit Japan" don't really help, and seem to confirm your own impression that Sega/Sammy's focus remains on the arcade version.
itamae
05/03/07 @ 11:58
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"Even the most highly trained athletes can only react to within 150 miliseconds, (roughly a seventh of a second), yet I'm expected to accept that some gamers can react almost TEN TIMES this speed?!"


Act, not react. Subtle but important difference. Which means that latency messes up move timing and results in a frustrating gameplay experience for players who care about stuff like that.

Have a read, if you like.
andrewwd
05/03/07 @ 11:59
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Yellowtruck, sprites have a number of 'frames' of animation. In the 2d era 'in a frame' meant during a particular anim frame, which could last perhaps a second (60 game frames). With a 3d engine, the animation is tweened between keyframes, in a 60fps game, there will be 60 different positions between keyframes. What I am saying is that it's humanly impossible to be able to time an attack to within this accuracy. What I suspect 'in a frame' still means is 'while the character is in a particular keyframe position', rather than within a 60th of a second.

Please feel free to correct me if I'm wrong though.
uiruki
05/03/07 @ 11:59
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andrewwd: It's not quite reaction times. It's about how vulnerable a character is when an attack fails. With knowledge of the game, you can co-ordinate your attack so that if an opponent misses an attack, they have to defend your next attack or get hit. Depending on the move you defend, the move you can use in retaliation - and its damage potential - is different. With extra lag in there, reaction time is longer and so a player is much less likely to be able to effectively punish an opponent for using an attack which was defended against. The only way around this is the design the game with online play in mind, like in DOA.

BrokenSymmetry: I totally agree. In VF1, as there hadn't been a fighter like it before, all the players were beginners, so everyone starts from somewhere, mostly playing with their friends. That's how I started, with VF1 and VF2 on the Saturn. I only started playing a lot in the arcades with VF4 and VF4 Evo, as I was in Japan at the time. Before that, it was just a bit of fun. Now, it's a different kind of fun - winning against random people is cool. Doesn't stop me from having a bunch of people round and playing with friends though.
grandmaster
05/03/07 @ 12:16
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Amusing that they extol the capacity virtues of Blu-ray disc, when the basic factual evidence is that VF5 only uses 3.99GB of it. It would fit on a single layer DVD!
The Bodybuilder
05/03/07 @ 12:43
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>"First, purchase HDTV, PS3, and Virtua Fighter 5."

So which bank offers the best morgage?

Just give us shenmue 3 you bastards.
a8a
05/03/07 @ 12:56
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"Single-frame input windows are actually quite common in fighting games, even in casual ones like Soul Calibur."

I wouldn't say Soul Calibur is casual at its higher levels of play. It is possibly more accessable, and as a result more popular, but it has a lot of depth as well (particularly 3).
ryohazuki1983
05/03/07 @ 13:38
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"Just give us shenmue 3 you bastards. "

exactly! shenmue online looks rubbish, they just thought theres a demand from shenmue fans and had an idea about a MMORPG and bang, shenmue online was born!
johnDoe
05/03/07 @ 17:23
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does any one know if i will be able to play the ps3 in hi def coz ihave hdtv but it doesnt
have a hdmi port . SHIT FUCK CAKE $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
dllord
05/03/07 @ 17:48
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Shenmue 3 all the way baby!!!!!!!!!!!!!!!
3william56
06/03/07 @ 04:21
#33
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@Johndoe
Use a component cable, and you can have all the hi def you want, albeit with a spaghetti of cables. But since no game actually needs hi def (least of all a beat-em-up ffs), I wouldn't worry. Those shiny norks will just be a little less shiny.
johnDoe
06/03/07 @ 19:28
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thanks william

Comments: 1-34 of 34 in total

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