Ambos são jogos tão distintos… como então o futuro da série SF está relacionada aos jogos de corridas da Formula 1? Segundo Yoshinori Ono seria na capacidade de customização.
Não, não estamos falando em “tunar” seu personagem com roupas, cabelos, brincos diferentes ou aerofólios ( o.O ). Uma das principais características do F1 é que você configura cada aspecto do desempenho do seu carro. Regula a potência do motor, pneus, suspensões, freios… e se tivessemos este tipo de possibilidades no próximo SF, alterando a velocidade dos movimentos, sua potencia, suas fraquezas?
Sem dúvida é bastante interessante a nível de e-sport, mas será que não estaremos fugindo um pouco do foco de SF com lutas mais “justas“, “simples” e “iguais“? Um novo jogo de luta da série está longe de dar as caras tão cedo mas está pode ser uma dica importante do rumo que a saga pode tomar mais apra frente. Confira o que Yoshinori Ono disse em entrevista ao site GamePro:
GamePro: What did you think of everyone’s excitement over playing the new Street Fighter games during E3?
Yoshinori Ono: I feel very relieved. Basically, we kind of assumed going into this that we had two hurdles to deal with. One would be the tag system, which is kind of new to Street Fighter. And the other was that we’re dealing with two different types of fighting games. They’re both fighting games, but they’re so completely different. We knew this would be a hurdle for players that weren’t accustomed to it, but after watching everyone play, I feel a lot more secure.
With some people, you can tell that there’s a little doubt in their face when they first step up to the joystick, but they left really satisfied. I’ve seen it from both Street Fighter fans and Tekken fans. We’re in a really good place right now. I felt nervous, but not anymore.
GP: Now that you’ve seen everyone play, are you picking up on any tactics that people are using so far?
Ono: Yeah. With the previous version we put out at the Captivate press event, it was a little more of a strategic game. It was a little more “Street Fighter,” a lot about gauging the distance to your opponent, a little more defensive. We’ve made a big move in the last month or so, to make the game much more aggressive, something that might feel more familiar to Tekken fans.
But it’s not unusual to Capcom fans, either. It can be kind of similar to the Darkstalkers series the way these combos link together. We have the “Cross Rush” system implemented into the game now, which is kind of a simplified combo input, letting you tag in or tag out during that. We see a lot of people taking advantage of that, which is exactly what we wanted. It gives you the aggression style of Tekken, but it also allows you to think strategically while you’re being defensive like Street Fighter. It strikes a nice balance, and we’re seeing people take advantage of it just like we predicted. It’ll be really interesting when everyone gets their hands on it and starts playing together.
GP: We also wanted to ask about Street Fighter III: Third Strike. Why did you guys bring it back? Was the fan request that significant?
Ono: Street Fighter has a unique position, the way the sequels have worked out. Usually when you do a sequel to a game, all the fans of the previous one move along with it. But with Street Fighter, we have the SFII fans and SFIII fans that are kind of a separate group, plus the SFIV that are another separate group. Having worked on Street Fighter III myself and knowing there’s still a lot of those fans out there, it seemed like a waste to not do something with SFIII. We couldn’t just leave it in the garbage can and pretend it didn’t exist. It’s such a damn good game, and we had to do something with it.
We didn’t want to do a brand new game since our hands are kind of full at the time being, but we knew we wanted to do something and bring it back for fans that are really interested in playing it. I think you’ll be happy with the results. It looks good and plays good. It doesn’t need to be a huge group of fans, as long as they’re happy. We know that Street Fighter III fans are kind of a smaller, more hardcore group, and we really want to make them happy as well.
GP: Street Fighter IV is really interesting in the fact that it’s been released on every kind of platform. Is that going to be the same case with Street Fighter x Tekken? Will we see it on iPads, iPhones, or maybe the Wii U?
Ono: Well, we’ve already gotten started with PlayStation Vita version, of course, but we’re anxious to take on all sorts of other platforms if the opportunity arises. It could be an iPhone thing, it could be an Android thing. It’s still too early to say, but we’ll take any chance we have to get this game in as many hands as possible. We know the hardcore users are the center of it all, but we think there’s a layer of psuedo-casual fighting game as well. We really want to push the idea that you can play anywhere with any kind of skill level, that it’s everyone’s game. One way to do that is to expand into platforms that cater a little more towards the average person.
GP: Speaking of opportunities, each and every single core Street Fighter game has received a remake or update of some sort. But when are we going to get one for the very first Street Fighter?
Ono: [Laughs.] If people are really interested in Shoryukens that drain all your health, but are really hard to execute — if that’s really what people want, it’s something I’d be open to doing, to be honest!
GP: You’ve taken this whole entire franchise pretty far. Is there anything that you want to do with Street Fighter that you haven’t been able to do yet? Do you still have any lofty goals for the series?
Ono: What I’d love to do someday, if possible, is taking these characters — like Ryu, Chun-Li, Abel, and Juri — and having a game where users could customize them to a high degree. I’m not talking about their costumes or something like that, but actually customizing what moves they use — the timing of them, their strengths, their weaknesses — so that my Ryu could be completely different from your Ryu. In addition to our skill sets being different, our characters themselves would be different.
I would compare it to something like F-1 Racing. There’s rules they have to obey and regulations for your car, but all the cars have different engines and different parts. Within that rule set, it really boils down to the driver’s skill. If we could simulate something like that in a fighting game, I think it would be really awesome.