The Frame Rate Was The Most Important Thing For Street Fighter X Tekken Port

By Spencer . October 24, 2012 . 3:00pm

sfvita

Capcom brought Street Fighter X Tekken to PlayStation Vita and since the title was originally developed for consoles some sacrifices had to be made for a handheld version. When Siliconera met with producer Tomoaki Ayano we asked what the team had to keep for the Vita version.

 

"What we really wanted to do was to keep the frame rate at 60FPS because we wanted this to be an authentic fighting game experience. Having a 60FPS rate was something we really wanted to aim for and we achieved with Street Fighter X Tekken for Vita. That was one of the most important things for us. We tried to keep that as the main focus and then we tried to put in other graphic effects," Ayano said to Siliconera.

 

Street Fighter X Tekken for Vita has customizable touch panel controls to make the game easier for beginners. I asked Ayano if having touch screen hadoukens would unbalance Street Fighter X Tekken during cross platform play where PS3 and Vita users fight each other.

 

"No, I don’t really think Vita users will be too over powering," Ayano replied. "I’m an old school guy. I use an arcade stick and I feel to play a fighting game at its highest level having that huge stick in your hands and the range of motion that an arcade stick allows is what allows you to be the best player at this kind of game. With Street Fighter X Tekken for Vita, the Vita does have touch panel buttons, but a player using a real arcade stick on a console will come out on top."


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  • thaKingRocka

    I’m thaKingRocka and I support this message … but not the one about the 12 DLC characters.

  • thaKingRocka

    I’m thaKingRocka and I support this message … but not the one about the 12 DLC characters.

  • neo_firenze

    Hehe, I like that he’s basically admitting that Vita players are at a DISadvantage due to the controls. 

    Now, I’d actually say that the Vita’s d-pad is pretty darn great, even for fighters.  I’ve been really impressed, maybe the best d-pad since the almighty Saturn pad. 

    But SFxT’s 6 button layout with lots of 2-button press functions is a real killer on a portable with 4 face buttons and 2 triggers.  MUCH easier on a stick with a traditional Street Fighter layout.  Didn’t really affect UMvC3 or BlazBlue so much, since those games are primarily based on 4 buttons.  But SFxT… it’s an issue. 

  • neo_firenze

    Hehe, I like that he’s basically admitting that Vita players are at a DISadvantage due to the controls. 

    Now, I’d actually say that the Vita’s d-pad is pretty darn great, even for fighters.  I’ve been really impressed, maybe the best d-pad since the almighty Saturn pad. 

    But SFxT’s 6 button layout with lots of 2-button press functions is a real killer on a portable with 4 face buttons and 2 triggers.  MUCH easier on a stick with a traditional Street Fighter layout.  Didn’t really affect UMvC3 or BlazBlue so much, since those games are primarily based on 4 buttons.  But SFxT… it’s an issue. 

    • Jordan

       nope… not really. I personally also thought so like you. But after playing the Vita version, I am pretty impress that I can still manage to pump out advance combo done using a professional arcade stick. thou I have to admit I still cannot execute them as fluid as I do on the stick. But given that first attempt and manage to do it. That already take away the negative thoughts. With more practice and getting use to. It is not impossible to play as a high level player using Vita. Those 2 buttons or 3 buttons combination can be customize using the touch function which eliminate the issue you are talking about. So nope it is not an issue to SFxT

      • neo_firenze

         Eh, it’s an issue to me.  Just like it has been on every other 6-button Capcom fighter ever shoehorned onto a pad without 6 face buttons, starting with SF2 on SNES.

        Same reason I find stuff like Alpha 3 and Darkstalkers Chronicle inferior on PSP when compared to their console versions, same reason I was indifferent about Super SF4 on 3DS, and same reason I don’t get as much enjoyment playing 6-button Capcom fighters with a PS2/PS3/360/SNES pad. 

        Stick versus d-pad?  I can handle that if it’s a good d-pad like the Saturn pad.  And even the Vita is really quite nice on the d-pad front, I love playing BlazBlue and Guilty Gear Slash (from PSP) on it!  It’s the weird crab-hands thing with having to hit shoulder buttons for primary attacks that bothers me though. 

        • Jordan

           https://www.youtube.com/watch?v=osEvlhxcLx0
          That is from me playing the game. Just some proof over what I said.

  • Budgiecat

    They shoulda just made this a Vita launch game to begin with; especially if everything is included. That would have been a good hype for people to buy the system at launch. That whole mess with the PS3 version really put a bad taste in people’s mouths with Capcom; as if that didn’t already happen this gen as it is with some of their other handlings…

  • shion16

    Framerate should the most important thing in every game

    • d19xx

      Gamers: framerate
      Developers: QTE

    • Rick R

      Framerate and V-sync. Way too many games with stuttering and tearing this generation. 

      • shion16

        I agree, i shed blood tears whit Dead Rising 2.

  • Fango

    They can make it at 120 fps and it will still suck.

    • Lester Paredes

      Derp, i hate games because i think i can do better. Grr… on disc DLC… Get over yourself. It’s not a perfect game, but it’s fun. You don’t like fun? Go somewhere else and stop reading articles on games you hate.

  • Doctor Nebula

    “huge stick in your hands”
    . _ .

  • http://twitter.com/HaohmaruHL HaohmaruHL

    and they still haven’t fixed broken online for pc version, lol

  • Tj V

    still waiting foe tekken vs street fighter, because tekken is better

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