VegaMan hit up Seth Killian at NCR last weekend and brought up a few questions. He says that, while it isn’t much, he figures that any new information is better than being in the dark.
Q: When can we expect the next major update regarding SFxT?
Seth: We should have a little something at Comic Con and Evo is coming up soon as well.
Q: How does the scaling work in SFxT when you are hitting both of your opponent’s characters at the same time?
Seth: It’s not set yet.
Q: Will the life bars be changes to be a bit more visible in SFxT?
Seth: Yeah we’re doing something about that. We understand having orange on orange with glowing orange borders is not easy to see.
Q: I’ve noticed a lot of timeouts in both E3 and here. Will anything be adjusted like life bars or damage because of this?
Seth: Remember MvC3? Everyone said that was going to be a problem then, but it’s not much of a problem now. The problem is that people just didn’t know how to play the unreleased game yet. They hadn’t learned the good combos, or the strong mix-ups. It’s the same thing now. Since most of them have only played for a few minutes, or maybe an hour, nobody really knows how to play the game yet. The timeout situation will probably resolve itself as people learn how to play it.
Q: What do fans need to do to ensure that GGPO is incorporated into future Capcom games? In particular, fighting games?
Seth: I’ve been pushing that ever since I came to Capcom 4 years ago and it took until 3SOE to actually get implemented into a fighting game. One of the problems is that with 3D game like SFxT, we are basically using all of the PS3’s processing power. And although it’s very difficult to incorporate a rollback function I don’t believe it’s impossible. If fans really want something like this implemented then the best advice I can give is to tell other people at Capcom. Internally I suspect they just think I’m crazy, and they’re tired of hearing me go on about it, so if it’s important to you, let everyone else know.