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Post by Senator Phillips on Aug 15, 2018 15:01:35 GMT
As forthright as Matusmoto is and has been, and as much as I appreciate that, I can't help but think that this was not the right time for this particular interview, when we're still trying to ramp up hype to support the big console release overseas.
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Post by oneway23 on Aug 15, 2018 15:30:15 GMT
As forthright as Matusmoto is and has been, and as much as I appreciate that, I can't help but think that this was not the right time for this particular interview, when we're still trying to ramp up hype to support the big console release overseas. Similar thoughts, Senator. Perhaps he should have waited until initial sales numbers come rolling in before giving such a forthright interview. As someone else pointed out, of course, some intent might have gotten lost in the translation, but, still, some of those comments don't seem to serve much of a constructive purpose, unless the goal was to possibly guilt folks into supporting them LOL
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Post by sofia on Aug 15, 2018 15:35:08 GMT
I mean... the game is currently being review bombed on Amazon Japan, so pretending everything is 100% fine probably isn't the best idea.
that or machine translations suck, one of the two!
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Post by view619 on Aug 15, 2018 15:48:43 GMT
I mean... the game is currently being review bombed on Amazon Japan, so pretending everything is 100% fine probably isn't the best idea. that or machine translations suck, one of the two! If the target audience is review bombing the game, that's pretty much the nail in the coffin. Especially since they put so much of their recent development time into it.
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Post by romanticmisery on Aug 15, 2018 16:00:31 GMT
I'd like more details on this whole "review bombing" thing, what are the criticisms that are being levelled?
Anyway i could barely understand the translation, i do think Fire Pro World has a future, if mainly because its being rather well received on pc.
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Post by crippler19 on Aug 15, 2018 16:04:50 GMT
I mean... the game is currently being review bombed on Amazon Japan, so pretending everything is 100% fine probably isn't the best idea. that or machine translations suck, one of the two! Yikes, just looked at them. Can’t blame the people thou, looks like a lot of complaints about freezing and lagging which really should have been taken care of. It’s pretty clear the game wasn’t optimized on Steam and it seems like those issues may have been carried over to PS4, not good.
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Post by crippler19 on Aug 15, 2018 16:05:46 GMT
I'd like more details on this whole "review bombing" thing, what are the criticisms that are being levelled? Anyway i could barely understand the translation, i do think Fire Pro World has a future, if mainly because its being rather well received on pc. The Japanese PC market is very small, if it doesn’t do well on PS4 then that’s it.
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Post by Senator Phillips on Aug 15, 2018 16:08:44 GMT
That's a shame if the optimization issues are what sinks the future of World, after all the effort and goodwill that got the game made and supported.
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Post by view619 on Aug 15, 2018 16:11:55 GMT
Blame the initial Dev team for their clusterfuck job that required the current team to spend time fixing code structure issues instead of working on optimization.
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Post by oneway23 on Aug 15, 2018 16:13:14 GMT
I mean... the game is currently being review bombed on Amazon Japan, so pretending everything is 100% fine probably isn't the best idea. that or machine translations suck, one of the two! One translation said, "Fatal Defect." I know we're all pulling for the game, but, that got a guffaw, if not a chortle, out of me
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Post by oneway23 on Aug 15, 2018 16:14:53 GMT
Blame the initial Dev team for their clusterfuck job that required the current team to spend time fixing code structure issues instead of working on optimization. Do tell. I don't know anything about the development of this iteration. I'm curious now.
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Post by sofia on Aug 15, 2018 16:15:34 GMT
I'd like more details on this whole "review bombing" thing, what are the criticisms that are being levelled? Anyway i could barely understand the translation, i do think Fire Pro World has a future, if mainly because its being rather well received on pc. The first set of negative reviews were focused on the price tag, as has been the case in general. Basically that there's not much content to justify the 50 dollar price tag. And that it's silly to go, "oh, they'll fix (so and so) later." An example being the shoddy selection of entrance themes and how the answer given is "just wait a month." Post-launch, it's been focused on the number of freezes/crashes and other bugs that have cropped up post-release. Basically, "How can you release a game in this state?!" Which is also fair, I suppose. I've seen the game crash a few times on PS4 and there are still some issues that need to be fixed. It's kinda laggy when there's 8 wrestlers on screen, and in general a lot of the little hitches that have persisted since the PC version are still there. There's also been an issue where game saves are corrupting. I can absolutely see this sinking the game completely, tbh. As it is, it only sold about as well as Firepro Returns did in its first week IIRC; I saw a first week sales figure of 20k or so, the 2nd highest selling new game behind the Yakuza 3 remaster. Though I guess that's not all bad, video game sales have contracted in general in Japan due to console gaming just not being as popular as it once was. The games and consoles are more expensive, and people like mobile gaming more there these days. Still, if this persists, the game has no future. I don't think Spike Chunsoft is as passionate as, say, Hello Games was with No Man's Sky, not to make a direct comparison between the two or anything.
Blame the initial Dev team for their clusterfuck job that required the current team to spend time fixing code structure issues instead of working on optimization. Do tell. I don't know anything about the development of this iteration. I'm curious now. Basically, the Early Access development team that was outsourced by Spike was sacked shortly after the announcement of the NJPW collab. The updates to the game over those first 6 months or so actually managed to make the game less stable. I think the breaking point was when they released 2 or 3 patches in a short time span trying to fix optimization issues on PC, only for it to break something else in the process.
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Post by Deleted on Aug 15, 2018 16:21:30 GMT
As forthright as Matusmoto is and has been, and as much as I appreciate that, I can't help but think that this was not the right time for this particular interview, when we're still trying to ramp up hype to support the big console release overseas. Eh, I don't think it will hurt anything. I've been trying to say for months that the DLC sales will make or break the game and this interview really drives home that point. Director has been an inexhaustible champion for Fire Pro but it seems like Spike is pumping the brakes in terms of resources which is getting him down.
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Post by view619 on Aug 15, 2018 16:24:35 GMT
Blame the initial Dev team for their clusterfuck job that required the current team to spend time fixing code structure issues instead of working on optimization. Do tell. I don't know anything about the development of this iteration. I'm curious now. If I recall correctly, the director tweeted months ago that the original team left the PC version in such a bad state that they had to start over with the original Early Access release of World for the PS4 version. From there, they focused on making the PS4 version as close as possible to Steam, which probably wasn't the best idea since Steam still has optimization issues (lag when changing characters, bugs that move promotions around, etc).
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Post by sofia on Aug 15, 2018 16:25:14 GMT
As forthright as Matusmoto is and has been, and as much as I appreciate that, I can't help but think that this was not the right time for this particular interview, when we're still trying to ramp up hype to support the big console release overseas. Eh, I don't think it will hurt anything. I've been trying to say for months that the DLC sales will make or break the game and this interview really drives home that point. Director has been an inexhaustible champion for Fire Pro but it seems like Spike is pumping the brakes in terms of resources which is getting him down. My guess is that Spike mostly thought of Firepro as a quick buck to make on Steam, a way of testing the waters for, say, a simultaneous release of Zanki Zero (their next BIG game) on PC and console. I don't think it had a huge amount of money put into it until New Japan said, "Our offer still stands." They had pushed for a New Japan-themed Fire Pro game back in 2014 or so, but the market didn't seem favorable at the time. Even then, they clearly only had so much cash flow to work with; otherwise they could have afforded to go the extra mile on presentation with, say, everyone's licensed themes.
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