Virtua Fighter 5 developer’s column: Versus Mode

Tphru Murayama of the Sega-AM2 team - Image 1The PlayStation 3 installment of Virtua Fighter 5 is already up and about (and an Xbox 360 versio is coming out later on this year), and Sega team AM2 developer Tohru Murayama once again decided to lend his two cents on the team’s experience developing VF5’s PS3 release.

Versus Mode versus Arcade Mode. The topic of the day was the seemingly mundane Versus Mode and the atmosphere the developers intended to set for it. We say mundane in the good sense of a relaxed environment; Murayama explained its difference from the similar but faster-paced Arcade mode, which literally lets players just jump into the action.

“If you just want a quick fight, this mode [Versus Mode] would not be necessary as you can break a fight in Arcade Mode and simply jump in. The concept here is to let you fight comfortably. That’s it. This is really what Versus mode is all about.”

Versus Mode: relaxing and fun game environment. Going further into his commentary, Murayama further noted that VF5‘s Versus Mode was something he and the rest of the developers decided to give a relaxing, fun environment that tried not to put too much pressure for guys already in the heat of battle.

“Had we been seen by others, though, it would have looked like we were just sitting around and having a lot of fun,” as Murayama detailed the experience of running the game through the Versus Mode alongside AM2’s other devs.

Yes, some guys may gripe that this seems a bit on the mundane side. That’s developers for you – even minor details such as one game mode (or the more urgent multiplayer) just have to be repeatedly tweaked and “tested” (AM2 apparently enjoyed that part) just to ensure that you guys who are about to receive the game enjoy it as much as they did.

And on a parting note, fighting game aficionados may appreciate this detail on VF5 Versus Mode’s relaxing atmosphere: it definitely balances out the otherwise stressful environment we experience when we go head-to-head per match, which results in cooler heads (less expletives), and smoother moves on our part.

Tphru Murayama of the Sega-AM2 team - Image 1The PlayStation 3 installment of Virtua Fighter 5 is already up and about (and an Xbox 360 versio is coming out later on this year), and Sega team AM2 developer Tohru Murayama once again decided to lend his two cents on the team’s experience developing VF5’s PS3 release.

Versus Mode versus Arcade Mode. The topic of the day was the seemingly mundane Versus Mode and the atmosphere the developers intended to set for it. We say mundane in the good sense of a relaxed environment; Murayama explained its difference from the similar but faster-paced Arcade mode, which literally lets players just jump into the action.

“If you just want a quick fight, this mode [Versus Mode] would not be necessary as you can break a fight in Arcade Mode and simply jump in. The concept here is to let you fight comfortably. That’s it. This is really what Versus mode is all about.”

Versus Mode: relaxing and fun game environment. Going further into his commentary, Murayama further noted that VF5‘s Versus Mode was something he and the rest of the developers decided to give a relaxing, fun environment that tried not to put too much pressure for guys already in the heat of battle.

“Had we been seen by others, though, it would have looked like we were just sitting around and having a lot of fun,” as Murayama detailed the experience of running the game through the Versus Mode alongside AM2’s other devs.

Yes, some guys may gripe that this seems a bit on the mundane side. That’s developers for you – even minor details such as one game mode (or the more urgent multiplayer) just have to be repeatedly tweaked and “tested” (AM2 apparently enjoyed that part) just to ensure that you guys who are about to receive the game enjoy it as much as they did.

And on a parting note, fighting game aficionados may appreciate this detail on VF5 Versus Mode’s relaxing atmosphere: it definitely balances out the otherwise stressful environment we experience when we go head-to-head per match, which results in cooler heads (less expletives), and smoother moves on our part.

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