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Sega Virtua Fighter 5 (Merged)

Phaser said:
so now I can pretty much dive into any other fighting game, pick any character, get down a few good moves and start kicking some serious ass. I got into a lot of fistfights with disgruntled players who've been practicing said games for weeks and here I am a couple of hours into the game and I am the one who's doing the trash talking.

Some people can be really poor sports...:D
I'm the same way with fighters (except for Bloody roar for some reason). Comes from doing the Konquest mode in MK: DA and Deception. Usually my adaption period is for using the PS2 or GC controller. In fact I got b**ched at a few time cause I was my fingers instead of my thumb to stomp my brother in Tekken.
 
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Must see video
 
http://ps3.ign.com/articles/716/716043p1.html

June 30, 2006 - One of SEGA's big E3 surprises was the PlayStation 3 version of Virtua Fighter 5. In the latest issue of Japan's Ge-Maga, SEGA-AM2 president Hiroshi Kataoka shared some thoughts on the home conversion of his team's latest arcade fighter. Joining him was SEGA R&D 4 Section Chief Noriyuki Shimoda, producer of the PS3 version.

VF5 was shown in arcade form at E3. "We actually wanted to show off the PS3 version," said Kataoka, "but due to some schedule problems, we were unable to."

The game is currently running in an advanced state on PS3 hardware, he revealed. Currently, the game is at a place where it can be played, but 'home specific' features are gong to be added from here on out.

One area of concern for the home version is what happens when people play on a standard 4x3 television. This apparently isn't an issue at all, according to Kataoka. "The arcade version was made to be compatible both with wide and standard monitors, so with that meaning, there's nothing to worry about." VF5 is currently on test in Japanese arcades, with all machines featuring high definition widescreen displays.


The two were asked for commentary on the PS3 itself. "My feeling is that, when considering its capabilities, it's not expensive," said Kataoka. "If that hardware was released not as PlayStation, but under the Vaio brand, and you got a Blu-Ray drive, a Cell chip and the latest NVIDIA GPU for under 100,000 yen, you'd definitely call it cheap. However, there are surely many people who buy it with the image of a game machine, and that price is pretty daring.

In response to the question of whether it would've been better for Sony to have removed the hard disk in exchange for a lower price, Shimoda said, "No, I'm very thankful that it has a hard disk. It's not the case that Blu-ray's transfer speed is fast compared to DVD, and with the increase in the data amount, we were worried about just how long load times would take. If we cache data to the hard disk, the loading time drops dramatically."


Ge-Maga asked the big question. Why PS3 only? Kataoka took this one. "There is the fact that VF4 had already been released on the PS2, but another big reason is that the Lindbergh and PS3 GPUs are both from NVIDIA, so the technical barriers are low. Also, VF5 is tuned to the limits of the Lindbergh's capabilities, so multiplatform development would have been difficult."

These two aren't picking on the PS3's competition, though. "I believe that if development is done with multiplatform in mind, there probably won't be a difference in the abilities of the PS3 and Xbox 360," said Kataoka. Giving props to the arcades, though, he added, "Recently, there have been a lot of arcade games that use special interfaces and the network, so ports have been getting harder and harder. Especially with VF5, there are many elements that can only be enjoyed in the arcade, so we're required to offer other forms of play for the home version."

Just what those home specific additions are will likely be revealed close to the September Tokyo Game Show.

Negativo on any port chance. I really want to try out the new monkey style (I think it's monkey style) girl. SHe looks like she'd be a fun character to play as.
 
That magazine stands a good chance of ebing wrong, since it was announced specifically as a PS3 exclusive and the head of AM2 talks about some reasons behind it being exclusive in that interview that just came out. :confused:

But no online for Virtua Fighter 5, as it would be unplayable with th slightest lag!
 
Everything I see about this game gets me more excited. My brother got a chance to play the location test last week(he is teaching in Japan) and he liked it. He only got to play one match, but nearly beat a guy who had a five match win streak.

There was a video I saw somewhere that showed the characters fighting in that pond that the monkey kung-fu chick is showing off at in the E3 video and as the character keep on getting knocked into the water their clothes get wet and you can notice it as the match goes on. Jacky's leather jacket gets really shiney and Akira's white Gi gets darker. If you also get a chance to check out the snow level, you will see it is one of the best looking stages in the game.
 
Virtua Fighter 5 Producer Interview
The latest details on SEGA's next-gen fighter.
by Jeff Haynes
August 15, 2006
- For some fighting purists, the genre is defined by two words: Virtua Fighter. There's no weaponry involved, no magical attacks flung across the screen, and no death sequences. Instead, a player's success is grounded in pure skill with martial arts combos, counters and evasion moves. The latest version of the game, Virtua Fighter 5, adds even more levels of complexity to the title with new side attacks and throws, as well as two new characters, Eileen and El Blaze.

We had a chance to sit down with Justin Lambros, the North American Producer of Virtua Fighter 5 for SEGA of America, to talk about the new characters, the visual improvements to the game, and the essence of the series itself. Read up on the evolution of the fighting game, then take a look at the new trailer in HD.


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El Blaze brings explosive Lucha Libre moves to Virtua Fighter 5.​

IGN: There are two new characters in Virtua Fighter 5: Eileen and El Blaze. Their styles are very acrobatic, as opposed to Goh and Brad's styles from Virtua Fighter 4: Evolution, which are more direct and forceful. What was the reason behind choosing these styles? Was it to counterbalance the styles from previous games?

Justin Lambros: I don't think it was a follow up to the characters from Evo. Every time the development team goes to put in new characters in the game, they get a big list of styles: they look at styles that they haven't added or different things they want to try. I think when they were going through their list and found these two styles that they hadn't tried before, it seemed to fit well with the game. Chinese Monkey Style Kung Fu is kind of a new and interesting thing that kind of fit in, and the Lucha Libre Mexican wrestling of El Blaze was another thing that the team hadn't done before, but they managed to find a dynamic way to bring it to a character.

Those are two styles that just managed to percolate to the top of the list. There's a long list that they're slowly working their way down, trying to match the character to the fighting style and bring that into the game. So I don't think it was a specific reaction to the previous characters of Virtua Fighter 4; I think it's was more based around filling out the full roster of characters we've got and then trying to complete the full martial arts fighting experience by finding new styles that would fit into the game.

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Eileen's style is Kou-Ken (or Monkey Style Kung Fu).​

IGN: Can you tell us a few more details about Eileen's Monkey Style and El Blaze's Lucha Libre?

Justin: Well, the Monkey Style Kung Fu is definitely new and different. It's kind of interesting: it's deceptive; it's very quick. Eileen is really a mid-range character for players. She has some trickier combos, while El Blaze is kind of a beginner level fighter. He's got a lot of quick, dynamic and strong attacks, so his basic moves are powerful. He has a lot of throws and running attacks, so that's basically where they fit into the roster. Some of the characters in the game are much more difficult to master, so the development team decided to add these two characters in: one at the beginning level, and one for mid-range players.
 
IGN: The previous games in the series focused on various counter moves, such as throw escapes, evade escapes and reversals. We noticed at E3 there were now also side attacks. Are there any new attacks or reversals in Virtua Fighter 5 that haven't been seen in previous Virtua Fighter games?

Justin: The development team really wanted to focus on side attacks as it seemed to be the natural evolution to the game. The development team keeps working on evolving the system to make the most realistic martial arts combat, and that was kind of the next step. They worked that in so now you can move all around, and then they added the attacks and throws that you can do from the side. So it just followed in pushing the realism of the game. The fighting system of Virtua Fighter 4 and Virtua Fighter 4: Evolution was very successful and very well received, so there's just tweaks and adding little things. There's no big, massive overhauls or changes: the development team just wants to keep adding these things naturally and working them into the whole system while keeping the balance of the game.

The key thing is how balanced the game is with all of the fighters. Unlike some fighting games where there's a handful of obvious choices that players gravitate towards, the thing that I love about the Virtua Fighter series is that it's all really balanced. It's your style and your preference that matters, not "Oh, this guy can kick everybody's ass because he's more powerful." So I think it's just a natural evolution of the game: smoothly and fluidly plugging these little things a bit at a time, constantly tweaking balancing and tuning the game. After the release of Virtua Fighter 5 in the arcade system in Japan, the team was still working on it because they wanted to make sure that the game is just perfect, so they're never done on it.

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Akira practices Hakkyoku-Ken. Note the textural detail in his keikogi.​

IGN: Are there any new stages in Virtua Fighter 5 that players will be fighting in or any classic stages that have received a facelift or reworked?

Justin: Everything has been obviously visually upgraded, and there's a little more interactivity with the environment: for example, there will be broken glass, when you get knocked into certain elements on a stage, wood will shatter, etc. There won't be huge blowing through walls or anything, because the action will still be contained in the ring and fighting will still be based on your skill instead of your ability to get someone in a corner and damage them in that way. But you will notice that individual levels are breathtaking, and we'll be revealing more info about the stages later.

IGN: As a quick follow up to that question: while the Virtua Fighter series has emphasized more ring out, time out or knock out victory conditions, would there be any breakable environmental objects that would cause more damage than others?

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Wolf will still challenge anyone with his wrestling skill.​

Justin: It's really more that the graphics are so real in Virtua Fighter 5. For instance, if you get knocked into an old broken wooden fence, you're going to expect some kind of reaction from the object. It's also like the snow or the water in the environments that just add to the visual realism, instead of something like throwing your characters off balance, sending them into an electrified fence or off a cliff.

IGN: Have the move sets for each character been augmented substantially for Virtua Fighter 5? Is there a specific percentage of new moves for each character?

Justin: I wouldn't say augmented substantially; while I don't have the specific statistics on the changes or additions, that's part of the evolution of the game, with constant tuning and tweaking. The development team has been working on and evolving these characters. You're not, for example, going to open up Akira and say, "Oh, wait! What's all this?" It will be the Akira you know, but there will be some extra augmentations and tweaks. Essentially, it's more of the "if it ain't broke, don't fix it," concept, but the tweaks are done more for balancing and tuning improvement of the game. It's an evolution of where the game has been, and where it's going to go. Obviously the new characters have new distinctive styles, which make them different than the other characters, which have evolved to keep up the full balance of the game.
 
IGN: The style of the game looks much more realistic and much cleaner thanks to the engine. Is there anything specific about the Lindbergh arcade board itself (the next generation arcade board with an Intel CPU and Nvidia GPU that can display 1280x768)?

Justin: It's funny, because it used to be that home machines used to be trying to catch up to the arcades for years and years. Now, more time and R&D is being spent on the home consoles, so now it's not so much that arcades are trying to keep up with them, but it's really an even "arms race." We're talking about that perfect arcade translation, which is essentially what Virtua Fighter 5 is doing right here, where you can essentially drop in verbatim (as best as possible -- that's the team's goal) an exact match to the game's performance and visuals based on the core of the game. So it's not looking at the PS3 or the 360 or anything else that's out and saying, "This is what our goals are here." The team is working on getting the most out of their hardware and how that transfers to the PS3, which I think has been very successfully done.

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Pai practices Ensei-Ken as the sun crests a mountain range.​

IGN: What would you think that fans or players of the series will enjoy the most about Virtua Fighter 5?

Justin: For me personally, I've always loved, even back in the Virtua Fighter 1 days and especially in the Virtua Fighter 2 days (both at home on the Saturn, which I played relentlessly), is that realistic experience that you were mastering these techniques. If you watched a Jackie Chan movie or a Hong Kong kung fu film, you could get that feeling of jumping into the game and master techniques like Drunken Master or any technique that you wanted. That side by side arcade experience of really taking it to someone and feeling that realistic kung fu, martial arts action is still what the hallmark of the series is and what I think a lot of people will react to. The game is still an arcade game, and it's meant to be that side by side, smack talking, showing up the other guy experience. This game is one of the ones that showcases your skill at it. You can pick it up and kind of mash the buttons, but you can really tell when someone's got the evades and the really complex throws down, and knows the distance of their kicks and punches. Now, with the inclusion of the side steps and throws, it adds another level. Once you really know a character, you really feel that mastering it isn't based on fireballs or weapons, it's really just you and the character.

I think that's really the basis of it, which is that mano a mano showdown which I've always loved about the series, which the development team has never lost sight of. They're always evolving the game, but they're trying to stay true to that balance so that it never gets off of what they initially intended. So as they've expanded the roster, and added new styles, it's still essentially that same core experience. It's still has that same true feeling from that first time that you picked it up that set it apart from everything else. That's one of the things that I've been excited about, and it's really cool for me to work on the series now after so many years to see the hard work and crazy dedication of the team and their absolute desire for perfection. When you play the game, you see that, and that's what the fans enjoy.

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Jacky's powerful Jeet Kune Do should be visually impressive in VF5.

IGN: Would you consider VF5 to be more of a timing based fighter now, or is it more like what you were saying, where if you really know a character, you can pull off combos and know exactly when they'll hit?

Justin: Well, you also need to know your opponents too, and that's one of the great things about the game. If you're great with a character, and can pull off every move, the timing will still matter, but it will also be important to know what the other character's movements are. It's kind of like baseball and being able to read a pitch so you can hit it: you can be the greatest guy in batting practice, but if you can't read a curve ball or a fastball, it won't work. It's the same thing here with, for example, Lion vs. Akira and how they come in with different styles that players usually have with those characters.

So it's about the timing, it's about the reading of the characters but it's also about knowing your moves and you need to balance all of those things. Certain people can play Street Fighter and just run through buttons, pulling off moves and pretty much be unbeatable. But with Virtua Fighter, someone can read your moves as well as you can pull them off, so there's more to the game. I think it's a balance between the three things, which has made the series so successful.

IGN: Thanks for your time, Justin!
 
From these shots, the graphics really don't look remarkably impressive, but the interview is definately worth the read. Thanks for posting!
 
Looking forward to the new iteration, though unfortunately I won't be able to play it, I suspect, for around two years upon when I might actually be able to afford a PS3.

I wasn't a fan of Goh and Brad, introduced in Evolution, and I'm not sure I'll like El Blaze either. Looks like too much of a grappler for my liking, though a fast grapler rather than a big slow one along the lines of Wolf and Jeffrey at least.

Most interested in Eileen out of the new characters. Her style is closer to what I tend to play with normally. I like my fast, combo led characters.
 

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