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SSFIV AE Uses Always-On DRM

Capcom-Unity has details on the upcoming Windows edition of Super Street Fighter IV Arcade Edition, explaining what to expect, since though Street Fighter IV was released for PCs, Super Street Fighter IV was not (thanks joao). They also offer system requirements and outline how DRM in the game will work, saying it will require both a Games for Windows LIVE account as well as a persistent internet connection, since "SFIV unfortunately was plagued by pirates and hackers that messed up leaderboards." Here's word on how this is supposed to work:

Now, on the security side of things, SFIV unfortunately was plagued by pirates and hackers that messed up leaderboards. 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 (which is free) 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.

Inevitably the question is: if you happen to temporarily lose your connection in the middle of your session (letís say youíre working on combos in the training room or working on challenges), no problem. Youíll be able to keep doing what youíre doing until you come to a logical break point, like exiting to a menu, at which point youíll be asked to sign back in. Assuming your PC is back online, everything will continue as it should, just like on Xbox 360.

If you arenít signed in to an online GFWL profile, the offline mode has limited functionality. Obviously thereís 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 wonít be able to save any progress in challenges or settings, wonít have access to any DLC youíve purchased and all local play will be restricted to 15 of the 39 characters.

To answer a few other questions before they get asked:

There are no installation limits. The game is tied to the user account with the SSA mechanism. You can install it a zillion times and as long as youíre logged in on the associated account, youíre good to go.

Yes there is DLC supported. All of the costume packs from the console versions, going back to the original SFIV, will be made available via Games for Windows Live Marketplace. There is a caveat though: Steam users will not be using GFWL Marketplace to obtain DLC. Weíll provide more details on that wrinkle at a later date.

The GFWL services and functionality is the same regardless of whether you buy a physical disc or download via a digital delivery service. There is no other form of DRM on retail copies or most digital outlets. Steam and Impulse will be enabled to make use of their respective security solutions in addition to SSA.

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10. Re: SSFIV AE Uses Always-On DRM May 25, 2011, 22:22 entr0py
 
While this technology did nothing to prevent piracy with Dead Rising 2, I'm betting it compelled a lot of paying customers with less than perfect internet connections to track down cracks on torrent sites. At some point you can make the DRM so draconian that it actually encourages piracy. It seems Capcom has sailed past that line and isn't looking back.

Also, their claim that they're doing it to protect leader boards is transparent nonsense. Of course you need to be signed in online to be added to a leader board, that goes without saying. The bit that bothers people is requiring them to be online during single player sessions.
 
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9. Re: SSFIV AE Uses Always-On DRM May 25, 2011, 22:18 Bumpy
 
Get ready console owners, this type of DRM will standard on ALL platforms soon. Xbox720 and PS4 I'm referring to.  
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8. Re: SSFIV AE Uses Always-On DRM May 25, 2011, 22:10 Sepharo
 
all local play will be restricted to 15 of the 39 characters

Now introducing... Unnecessary gimping!
 
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7. Re: SSFIV AE Uses Always-On DRM May 25, 2011, 22:02 killer_roach
 
Lorcin wrote on May 25, 2011, 21:51:
Oh christ grow up you idiots. Capcom is one of the few MAJOR game companies saying they will support the PC more. Yet you're all still scared of some horror stories from 5 years ago.

GFWL is a continual horror story. If it were anything else, I'd give them more latitude than I am with this.
 
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6. Re: SSFIV AE Uses Always-On DRM May 25, 2011, 21:52 Cutter
 
Wow, I don't think I've ever see a company not want to make a sale more than these guys. Not like this game was on most people's lists, but still, talk about how not to make a sale.

 
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"The South will boogie again!" - Disco Stu
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5. Re: SSFIV AE Uses Always-On DRM May 25, 2011, 21:51 Lorcin
 
Oh christ grow up you idiots. Capcom is one of the few MAJOR game companies saying they will support the PC more. Yet you're all still scared of some horror stories from 5 years ago.  
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4. Re: SSFIV AE Uses Always-On DRM May 25, 2011, 21:43 Sacrifex
 
Lost my sale right there. First day -> Never.

I can deal with online activations, and other sane forms of DRM, even if I don't like being treated like a criminal as a paying customer, but I will never pay money to own a piece of crippleware which requires a persistent connection. Wouldn't buy anything from Ubi, and won't buy this.

Fuck Capcom - hope it gets hacked in a week, just so they can sit on it and spin.
 
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3. Re: SSFIV AE Uses Always-On DRM May 25, 2011, 21:36 nin
 

saying it will require both a Games for Windows LIVE account as well as a persistent internet connection



It's the double ended dildo of DRM! NO lube!


(And certainty no sale.)


 
http://store.nin.com/index.php?cPath=10
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2. Re: SSFIV AE Uses Always-On DRM May 25, 2011, 21:23 Wallshadows
 
This will not go over well...  
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1. Re: SSFIV AE Uses Always-On DRM May 25, 2011, 21:19 ASeven
 
Since our last game was so heavily pirated let's punish the legit buyers even more all the while the pirates will not care!

Fucking morons, I was actually looking forward to this game. And this is a GFWL feature, shows how much MS is really committed to PC gaming. This has to be the second worst DRM I've seen, the first being UbiDRM.

Dirt3 also used a similar DRM where you had to have an online profile to save your progress.
 
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