Capcom’s US VP, Christian Svensson, has posted a rather lengthly blog over on Capcom Unity, detailing the PC version of Super Street Fighter IV: Arcade Edition.
Like the console version, for those who didn’t purchase the Super edition of Street Fighter IV, which wasn’t released on PC but own the later, with Arcade Edition, PC owners will get 14 new characters, new background stages, new replay modes, new spectator modes, bonus stages and a complete character rebalancing.
The team also worked hard on making sure the framerate was acceptable for the majority of hardware configurations out there – since there are so many.
“As with SFIV, there’s a benchmark that should be used by players to adjust settings to a level where they can consistently hit 60 fps,” wrote Svensson. “What’s new though, is that the benchmark results will be used as one of the online matching criteria. That is to say, it will try to match players with good framerates with other players with good framerates, all other criteria being equal (and conversely it should match folks who don’t have proper settings or hardware with other folks who similarly haven’t made that point a priority).
“This should help to keep experiences consistent assuming enough people are in the matching pool at any particular moment.”
He goes on to day that the game will make use of Games for Windows Live as the online services layer, so that “the replay channels, achievements, friends lists, messaging, etc. are exactly the same as they are on Xbox Live.” There is, however, no cross platform matching or play with Xbox 360 users with the PC version.
“On the security side of things, SFIV unfortunately was plagued by pirates and hackers that messed up leaderboards,” said Svensson. “To hopefully remedy that, SSFIV:AE will be making use of what is called SSA technology – similar to what we used in Dead Rising 2. Like Xbox Live, players will sign in when they launch the game.
“You must have a Games for Windows Live account in order to get full access to the title. If you already have an Xbox Live silver or gold account, those would work too and your achievements would be added/displayed in your usual gamescore.
“If you aren’t signed in to an online GFWL profile, the offline mode has limited functionality. Obviously there’s no online play, access to replay channels or other online-centric features (and this is the part that keeps the online play secure from hackers or pirates). Additionally, you won’t be able to save any progress in challenges or settings, won’t have access to any DLC you’ve purchased and all local play will be restricted to 15 of the 39 characters.”
He goes on to assure fans that there will not be any installation limits set, as the game will be tied to the user account with the SSA mechanism.
Other interesting things of note mentioned include:
- All of the costume packs from the console versions, going back to the original SFIV, will be made available via GFWLM (except on Steam).
- SSFIV: AE will support up to two Xbox 360/Games for Windows game pads and/or compatible fight sticks – both wired and wireless.
- Keyboard bindings, for both players, are completely remappable for keyboard players or those using non-standard controllers/Joy2Key/Xpadder.
There’s a lot more information through the link, and we mean it.
SSFIV: AE is slated for June 7 on Xbox Live and PSN as DLC, on disc at retail on June 24, and on PC in July.
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