Not only to the community, but players as well. Us, as Capcom, we could just take a hands-off approach, but we do feel some responsibility as one of the leaders in the genre to kind of push it in a direction we feel would be beneficial.
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We could do the same thing over and over, and that’s fine, because fighting games have seemed to make a comeback in recent years. What we want to do with the genre is expand it we want to grow it. It’s like you said, it’s kind of a balancing act. Is this what the fighting game genre needs-more ideas like this? Or are going with crazier ideas something only proper to try for side projects? Like, would you do this with Street Fighter V? I feel like there is this danger of fighting games not advancing or evolving, but then you have games like Street Fighter X Tekken that try to bring a lot of new ideas, and you see that pushback from fans. New games come along, and they may have one major new feature, like Street Fighter III did with parries. Same basic principle, character versus character, maybe pulling off a super move or special attack. Mollie: I think one interesting element is that fighting games, for a long time, have kind of been the same thing. Some of the Gems in the game activate only when you’re in Pandora mode, so if a player wants to try that kind of counter-attacking at the very last moment, and pull a 360 in the match, it’s possible if that’s how they want to play. Some players might be about to build strategies around the Pandora mode itself. But what we want to show players is how it’s useful as a strategy. You know, that kind of wondering of why you’d do it for seemingly no reason. I know when the game was first announced, Pandora mode looked like something you might just do at the end of a match as a last-ditch effort. But there’s some really amazing things you can do with Pandora mode, things which we think players will be able to find out more once they get the game. I know with Pandora mode, a lot of people were saying it was really useless, or asking why we would ever put it in.
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So we hope that from now on, players can play Street Fighter X Tekken more, and see the deep level of the system. But, we thought that when players got their hands on the game, a lot of those opinions would change. Yoshinori Ono: When we put together the features in the game, we knew that there’d be some level of community feedback, and that there’d be some sort of negative reaction. When you were putting together planning for the game based around ideas like these, did you know the reaction you’d get, or were you surprised? They’re used to certain ways of doing things, certain ideas, and even small changes that shake that up can cause havoc. Personally, I think fighting game fans can be-well, almost a bit delicate. I know, in talking with you, you’ve said that you’ve gotten a wide variety of responses on these ideas. Mollie: So, of course, the most talked-about aspects of Street Fighter X Tekken in the community have been Pandora mode and the Gems system. So, without further ado, here are my two conversation with Yoshinori Ono. Then, in these final days leading up to Street Fighter X Tekken being completed, I had the opportunity to speak to him on two different occasions-the most recent of which was at last week’s launch party for the game. The first time was back at Tokyo Game Show 2011, when I dedicated our 25 minutes of interview time talking about the topic of one of Capcom’s most controversial and discussed characters, Poison.
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In the past six months, I’ve found myself sitting down to chat with Ono-san not once, but three times.
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The always lively and outspoken Capcom producer has become the face-as well as the father-of the revival of fighting games as his parent company, having helmed both Street Fighter X Tekken and Street Fighter IV. The launch of Street Fighter X Tekken is now upon us, and if there’s one name that fans-and critics-think of when they think of the game, that name is Yoshinori Ono.