Street Fighter X Tekken opens the Pandora's Box of DLC with its Gem System

Dscn0568_-_copy
Wednesday, March 21, 2012

Street Fighter X Tekken

Street Fighter X Tekken's controversial Gem System has overshadowed a lot of the positive things the 2-D fighter does. The tag-team battles between the two most-popular franchises in the genre are fun. The gameplay feels closer to classic fighters than Street Fighter 4 was. Aside from nagging sound and graphics issues that the developers plan to fix, the game's netcode is smoother than previous efforts. It’s a Capcom game with a tutorial.

But that glowing elephant is still in the room. The Gem System allows players to equip power-ups to strengthen characters or help new players. The developers also locked more of these accessories and other goods on the disc for later use as downloadable content to the fury of fans. I previously wrote that this mechanic wasn’t a good fit for the crossover, and playing SFXT didn't change my mind. It seems, however, that Capcom is using this as an exercise in getting us to like something little by little.

 

Gems come in two flavors: Boost Gems and Assist Gems. The former buffs your combatant based on fulfilling requirements like blocking several strikes or tagging in your partner. You can do things like improve Kazuya's attack strength or defense, make him move faster, and increase the rate he gains super meter. The improvements are noticeable and will become more important later on, but right now they don't dramatically affect how you play the game.

The latter and more despised group includes tools that automatically block attacks or break throws for the cost of some super meter. The issue here isn’t whether a bad player can use these handicaps to beat a good player -- it’s whether a good player can abuse them. Commentator David "UltraDavid" Graham discussed on Shoryuken.com's podcast (posted before Capcom revealed its DLC plans) practical ways to use the anti-block gem for both offense and defense. Even if these strategies prove to be ineffective later on, why do they need to be in the game in the first place?

Street Fighter X Tekken

I understand the appeal of the mechanic even if I don't like it: Many players enjoy equipping and tinkering with accessories in other genres, and this feature could draw more people into fighting games. Then again, gems are unlike any other mechanic because they represent the first time that DLC influences the actual gameplay. Right now, you can only get some gems through pre-orders and the special edition. Some of them have the same activation conditions as those in the standard selection but with no drawbacks, and hackers have found content in the game’s data that gives even better benefits.

Naturally, fans believed that was meant to incorporate a system like in many free-to-play games where you have to buy upgrades to stay competitive. I was more annoyed with that prospect than I was with the extra characters, costumes, and colors that are also under virtual lock and key. Capcom has since revealed that it will release nine free packs over the coming months totaling to over 60 gems. None of these are from the pre-orders, but it at least tempers some of the complaints.

Currently, tournaments have banned gems not due to balance issues but because it takes so long to set them up between matches. A future patch promises to make this process faster by allowing you to select your layout through the character-select screen, though it's still up in the air whether organizers will accept it. Regardless of what tournaments decide, the majority will spend their time online where you can’t dictate what is allowed and what isn’t.

I believe Capcom is using this DLC to ease players into this system, alleviate fears, and keep casual fans interested longer. SFXT producer Yoshinori Ono believes customization is the wave of the future, and with the Street Fighter franchise and a rumored DarkStalkers sequel under his watch, we'll see what becomes of this trend. Between the competitive concerns and the controversy about the locked content, however, the question is whether players will accept this vision.

 
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Comments (5)
Default_picture
March 21, 2012

I for one am not cool with Capcom's new vision, though if it's profitable, there's little I, or anyone, can do to stop it.

There will always be games based on much more sound -- in the context of deep, thoughtful gameplay -- combat systems, even if they become the minority. 

Default_picture
March 21, 2012

It sounds similar to what Street FIghter Alpha 3 tried in its World Tour mode. Honestly, I don't think everyone will accept it, but I'm sure that it has its own charm to it.

Hopefully the new Darkstalkers will not use it anytime soon. I love the characters in that game.

Dscn0568_-_copy
March 22, 2012

I wouldn't be surprised if DS did have it mainly because Darkstalkers has always tried different ideas out. I think air blocking, EX moves, chain combos, and other things all originated from the series, but I might be wrong. I think customization will be in a different and more palatable form because of lessons learned from SFXT and how DS4 probably won't have the instant name-recognition that Street Fighter X Tekken or Marvel vs. Capcom 3 had.

Default_picture
March 22, 2012

-This game doesn't feel like SF4 at all. Juggles, no FADC, easier links, meter matters more, etc. It feels more like a Versus game.

-David was proven wrong by a million fans. Even if those gems turn out to be broken on high level play, they will just be banned. Makes people easy to throw if they use the auto block, and you can cheese them out and make them waste meter, which is important in this game. Those gems are used to help players, not for high level play. Just like easy combos will be useless.

-There are DLC characters in MVC3, so this isn't the first time it affects players.

-Those gems on the disc that are broken? Subject to change. Almost every "hacker" has said this.

-I can't find one gem that doesn't have a drawback aside from a few bullcrap preorder gems. Those are broken.

-Tourny people will ban the gems if they are still broken after the patch.

Because knowledge is power!

Dscn0568_-_copy
March 22, 2012

I never said that SFXT was like SF4. I said it feels closer to classic fighters than Street FIghter 4 was. I think DLC gems are different from DLC characters in that you can still learn the matchup against a character even if you don't buy him/her. If your team benefits from certain DLC gems, you're putting yourself at a disadvantage by not using them, though that doesn't matter because for now future packs are free.

I also didn't want to say "gems are broken" because SFXT is less than a month old and a lot can change over time. It would be like the early months of MVC3 where people complained about Sentinel and even before the health nerf people began to figure the character out. I mentioned the Shoryuken podcast because David did experiment with assist gems instead of dismissing them outright, and everyone on the show was concerned about them.

But the best way to prove that assist gems or future gems are broken/not broken is to allow them in tournaments, and I hope a few tourneys will try them before making a decision. Even if tournaments do decide to ban them, however, you can't enforce that decision in online ranked matches so they still affect hundreds of online players who don't go to tournaments but still enjoy the game.

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