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New Ryu Ga Gotoku details

SolidSnakex said:
After Spikeout Xbox, this is a huge step up for Nagoshi.
Spikeout wasn't too bad...

It became extremely repetitive, though, and the loading was straight terrible.
 
SolidSnakex said:
After Spikeout Xbox, this is a huge step up for Nagoshi.
Nagoshi had almost nothing to do with SpikeOut BS. That was 100% Dimps.


Sholmes said:
Well, if this game is amazing and gets good press, it could elevate his career.
I dunno, I'm just getting that "Shenmue feeling"... like maybe $20,000,000 and 2 years could've been better spent elsewhere.
 
dark10x said:
Spikeout wasn't too bad...

It became extremely repetitive, though, and the loading was straight terrible.

It was all round mediocre and looked very cheap. This look very high quality from what we've seen so far. I think its a step in the right direction for him.
 
dark10x said:
Lazy's blind devotion prevents him from accepting any "truth".

I was quite a Sega fan myself, but they screwed the fans so many times. :\

Me, I was lost in the Saturn suffle. I was a Sega fanboy in the Genesis days, ah yes all those fond memories of school yard arguments of Genesis vs. Snes. The the screw ups that was 32x and Sega Cd and finally Saturn was the last straw for me. In the begining it was all Sega Saturn for me and convincing others about it but then the $400, betting the farm on 2D versus 3D, etc.
 
SolidSnakex said:
It was all round mediocre and looked very cheap. This look very high quality from what we've seen so far. I think its a step in the right direction for him.
Let me make this clear for you... Nagoshi =/= DIMPS. The last consumer game Nagoshi was personally involved in (from a design standpoint) was F-Zero AX/GX. And actually, Rya Ga Gotoku is coming more from the former Smilebit side of AV.... the makers of JSRF, Gunvalkerie and Panzer Orta rather than Daytona or Monkey Ball.
 
SolidSnakex said:
If its from former Smilebit, then it makes even less sense for people to be doubting its quality.
I don't think anyone's doubting quality here... Ryu Go Gotoku's likely to be a critical success I think. Commercial success though... well that one's a bit less certain.
 
The difference between Nintendo's and SEGA's handling of dying platforms is that, even with all of their problems, Nintendo's market was well off enough that they could still always make lots of money on their software releases -- and so they kept releasing them -- while SEGA's market was so dead that they knew they were only going to lose more money just by printing, pressing, and shipping any more games for the US.

SEGA didn't pursue the RAM cart in the US with Capcom because the losses on hardware production and inventory would be even bigger than those they were absorbing for the last few software releases. Sales numbers weren't common knowledge among fans back then, but the alarming truth was that SEGA's major first party releases in the US, even in 1997, weren't selling much more than 10k.

Panzer Saga had a few reprints of several thousand units each.
 
When I think that at some point CAPCOM considered the launch of SFIII series for the Saturn...Perhaps if SOA had been a bit more positive things would have gone in a different manner.
 
ourumov said:
When I think that at some point CAPCOM considered the launch of SFIII series for the Saturn...Perhaps if SOA had been a bit more positive things would have gone in a different manner.
That seems like it might have bene a bit much for Saturn. It was a good 2D machine...but SFIII good?

Could have been interesting...
 
ourumov said:
When I think that at some point CAPCOM considered the launch of SFIII series for the Saturn...Perhaps if SOA had been a bit more positive things would have gone in a different manner.

Biatch plz. SF3 on the Saturn would have animated like garbage.
 
The Saturn had the performance for most of Street Fighter 3's spec if Capcom had released a RAM cart package like their later 2D fighters.
 
Lazy8s said:
The Saturn had the performance for most of Street Fighter 3's spec if Capcom had released a RAM cart package like their later 2D fighters.

Dude, shut the fuck up about things you don't understand. Not even the Dreamcast could handle an arcade perfect port of SF3. SF3 on the Saturn wouldn't have been SF3. Seriously, just stop it.
 
jett said:
Biatch plz. SF3 on the Saturn would have animated like garbage.
I disagree. When using the 4MB cart, the system was pretty capable :) And remember SFZ3 SS animates better than SFZ3 DC.
 
Lazy8s said:
The Saturn had the performance for most of Street Fighter 3's spec if Capcom had released a RAM cart package like their later 2D fighters.
Yikes, so I guess Saturn could not have handled it at all then. :\

For everyone else's sake, this is how to approach a Lazy8s statement...

If statement is about Dreamcast, Saturn, or other Sega related hardware then assume that the statement is exaggerated.

If statement is about any other hardware, assume that his statement is downplaying the true capabilities.
 
I am not stating the quality of the final results. Actually I can't predict the future nor the quality of canned projects just saying that the system was pretty capable.
When you play Xmen vs SF or Marvel vs SF with zero load times and ALL the animation there, you become pretty impressed...And that's for games loading several characters' animations at once, not just two.
 
I remember hearing Dreamcast's gimped port of 3rd Strike had to do with it's network infastructure... World Impact DC being rather close to perfect sort of suggests some truth there.

In terms of hardware, Saturn was pretty close to CPS3 in all reas but RAM (they both even used SH2 CPUs). CPS3's RAM structure was variable (SF3 used 128MB) but games were loaded entirely off CD into RAM at once when the machine was turned on (to prevent loading). I'm guessing Saturn (with a combined 8MB RAM with Capcom's RAM cart) could've handled a reasonably close SF3 port. It certainly wouldn't have animated "like shit".
 
All I will tell you is that the animation in SF3 shits on every single CPS2 game from a height several times that of mount Everest.
 
Well, I always bitch about 3S...saying that 2I was better and so. But the fact is that some characters included in the game like Remy have insane animation (even better than 2I)
Considering that back when all this speculation began, only NG and 2I were released, 3S is out of the league. I just think it would be pretty curious to see how the final result would have turned out.


And about CPS-3...It's pretty curious to see a CPS3 machine booting up...About 15 minutes of loading from the CD decrypting things...

All I will tell you is that the animation in SF3 shits on every single CPS2 game from a height several times that of mount Everest.
Of course. I didn't put this into doubt. :)
 
jett said:
Dude, shut the fuck up about things you don't understand. Not even the Dreamcast could handle an arcade perfect port of SF3. SF3 on the Saturn wouldn't have been SF3. Seriously, just stop it.

When I see a detailed tech analysis of Saturn's 2D hardware engine... I cannot but surrender to your power.
 
dark10x said:
Yikes, so I guess Saturn could not have handled it at all then. :\

For everyone else's sake, this is how to approach a Lazy8s statement...

If statement is about Dreamcast, Saturn, or other Sega related hardware then assume that the statement is exaggerated.

I think his statement is not far off.

Some optimizations might have to be done with the assets to minimize loading and RAM footprint, but with a RAM cart I do not see the Saturn doing badly at it.

SF Alpha 3 on the GBA had 256 KB of EWRAM + 32 KB of IWRAM + 96 KB of VRAM + (don't make me count OAM, Palette Memories and individual regs now :P, I have more important things to do and the GBA detailed specs are basically quite public if you do not believe me... 128 OBJs * 64 bits each for the OAM IIRC and 0.5 KB for the BG Palette Memory and 0.5 KB there you made me calculate it from memory :P)... yes you have a faster ROM instead of a CD-ROM, but we can accept non-instantaneous loading times.

I am sorry the Dreamcast port was not as optimized as some of you would have wanted it to be, too bad.
 
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