TGS 2007: Virtua Fighter 5 developers talks online multiplayer

TGS 2007: Virtua Fighter 5 developers talks online multiplayer - Image 1  

1Up got a one-up interview during the Tokyo Game Show with the developers of Virtua Fighter 5. Designer Tohru Murayama and producer Noriyuki Shimoda talked about the Xbox 360 online multiplayer function of the game.

It was explained last time
that the main reason VF5 almost didn’t get an online multiplayer function was because the game required pinpoint accuracy to execute moves, and a lag from the network would definitely put some players off, especially the hardcore ones. In fact, their first tests did indeed suffer some serious issues with lagging.

While the final version of VF5 may suffer some lag as well, they’re hoping that the opportunity to battle with real people online may make up for it. Let’s face it: lag is often inevitable but there’s no beating the feeling of whooping a human than an AI player. (They have been able to improve the AI though.)

Maryanna explains that players will be able to adapt to the adjustments needed during online play, given that their connection is stable. Player input is key and will always take priority to keep timing as accurate as possible. We’ll get to see its performance for ourselves when the game comes out on October 30.

Via 1Up

TGS 2007: Virtua Fighter 5 developers talks online multiplayer - Image 1  

1Up got a one-up interview during the Tokyo Game Show with the developers of Virtua Fighter 5. Designer Tohru Murayama and producer Noriyuki Shimoda talked about the Xbox 360 online multiplayer function of the game.

It was explained last time
that the main reason VF5 almost didn’t get an online multiplayer function was because the game required pinpoint accuracy to execute moves, and a lag from the network would definitely put some players off, especially the hardcore ones. In fact, their first tests did indeed suffer some serious issues with lagging.

While the final version of VF5 may suffer some lag as well, they’re hoping that the opportunity to battle with real people online may make up for it. Let’s face it: lag is often inevitable but there’s no beating the feeling of whooping a human than an AI player. (They have been able to improve the AI though.)

Maryanna explains that players will be able to adapt to the adjustments needed during online play, given that their connection is stable. Player input is key and will always take priority to keep timing as accurate as possible. We’ll get to see its performance for ourselves when the game comes out on October 30.

Via 1Up

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