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Capcom finally uses GGPO

For years, GGPO has allowed fighting game fans to enjoy playing older fighters online with little-to-no noticeable lag. It is so good that you could play people in different parts of the country (or the world) and it would still feel like they were playing right next to you. Unfortunately, it wasn't until BlazBlue came out last year that a fighting game on Xbox Live! or PSN came close to delivering the type of experience that the framework had been providing PC users for years. That was no surprise, however, since Arc System Works was the first company that was smart enough to use GGPO in a console game.

Capcom obviously noticed how good GGPO is since the company took it upon itself to secure a multi-year, multi-game license for the technology a while back. Oddly, it wasn't used in HD Remix, Street Fighter IV, or the recent Xbox Live! and PSN versions of Marvel vs. Capcom 2. But, according to a recent post over at the Capcom Unity Blog, GGPO netcode will be used in the upcoming Final Fight: Double Impact arcade compilation.

It's disappointing that Capcom still refuses to use GGPO in a fighting game and instead opts to use its own homegrown netcode. Perhaps its use in Final Fight: DI is the company's way of testing the waters. If this leads to the use of GGPO in a fighter down the line, I'm all for it. Baby steps...





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