– Moonlight Blade Online Headed Westward

According to YouTube user MMOJackx57, Tencent’s latest video for Moonlight Blade Online contains the news that North American and European servers are on the way. These English language servers would appear alongside a Taiwanese server and a Nexon-published Korean version, though there is no timeline when these servers will be made live.

One-Player Games: Why Stealing Momentum and Control Are Important to Tag-Team Versus Games

With the announcement of Marvel vs. Capcom: Infinite, we have another entry into Capcom’s storied Marvel Versus series. This announcement, as well as the gameplay changes being implemented, has started a fair bit of conversation among both fans and non-fans about the chaotic–almost broken–nature of the series.

The Marvel Versus games are famous for the way player push their engines well beyond what the developers envisioned. Despite this, the games have remained popular and highly competitive: “Marvel never dies” is so common a war cry that it’s almost clichéd.

Why is this the case? The answer may lie in their tag-team nature, specifically the tag-team format that they use. During the creation of the original X-Men vs. Street Fighter, Capcom chose to use an elimination-style tag-team system. Why does this matter? Because elimination-style tag-team games are all about momentum and control, or more precisely, being able to steal these things.

Fighting the Slippery Slope

Since the game doesn’t end once one character has been eliminated, the system creates a slippery slope for the losing player, where they can end up having to fight in situations where one character on their last legs has to somehow fight against an entire team of 2 or 3 characters–who may still be at full or near-full life.

Situations like these wouldn’t make for compelling battles if the losing player had little chance of taking down an entire team. This is where the ability to steal momentum and control comes in. The “broken-ness” that makes the Marvel Versus games so chaotic is also what allows a skilled player to fight out of a 1-on-2 or 1-on-3 situation, and come out on top.

This is most evident in Marvel vs. Capcom 2, where many of the glitches and exploits found in the game actually made it much more competitive. The game’s oppressive reset-heavy nature (the term “vortex” actually originates from MvC2) combined with occasional one-touch kill combos meant that a skilled player could make a comeback off one or two good reads. Meanwhile, exploits such as the “double snap” glitch (that allowed a player to kill off an assist character, while the player character was forced off screen) offered even more ways to even the odds.

Meanwhile, Marvel vs. Capcom 3 and Ultimate Marvel vs. Capcom 3 tried to make this reversal of fortunes more accessible by giving every character access to big, near-character-killing damage, off of almost any hit confirm. This was combined with X-Factor, a mechanic that tended to favor the last remaining character of a team.

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X-Factor was an attempt to give everyone the ability to steal momentum and control.

The Marvel Versus games aren’t the only titles to do this. Other elimination-based tag-team games also try their best to implement this concept. Skullgirls–which borrows heavily from Marvel vs. Capcom 2–features similar reset-heavy gameplay, while also turning the “double snap” glitch from the latter into an actual feature.

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Skullgirls tries its best to refine what made MvC2 work.

Meanwhile, the Dead or Alive series has been one of the few titles that implement both singles and tag-team in the same game. For Dead or Alive 5 and its updates, Team NINJA combined the new game’s more combo-oriented nature with changes in the games physics in tag mode. Tag mode in DOA5 has lower gravity, allowing for longer combos.

Indeed, this philosophy can also be applied to non-tag games that do feature a team-elimination system, such as The King of Fighters and the Capcom vs. SNK games.

Meanwhile, certain other tag-team fighters, specifically the Tekken Tag series and Street Fighter X Tekken, try to work around the aforementioned slippery slope situations by simply removing the elimination factor, and thus requiring the players to take out only one character from a team to win.

Balance, Allowing the Best of Each Style

This emphasis on stealing momentum and control also applies to how these tag-team games are balanced. As we’ve seen multiple times in the Marvel Versus games, these games tend to allow the most powerful and oppressive expressions of certain playstyles, as these are best suited to steal control and momentum.

The application of this is easy enough to see in rushdown characters. By their very nature, rushdown characters are good at generating momentum and taking control–which is why they often take the point role in a team. Naturally then, these characters are also good at taking back momentum and control as well. That said, with other play styles also being given the “best of” treatment–being made stronger in response to rushdown’s naturally affinity for this–the style does need a little something extra.

In the Marvel Versus series, that something extra is freedom of movement. The series sees an amazing diversity of movement options, with multiple directional air dashes (including the vaunted 8 way air dash), fast teleports, free flight modes, and more. This is why characters such as MvC2’s Magneto or UMvC3’s Zero are top tiers. They have good mobility that compliments their rushdown games.

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Arguably one of the best rushdown characters ever designed.

Zoning is a style that’s less straightforward when it comes to making it something that can steal momentum and control. Just keeping an opposing team at arms length slows momentum down, but doesn’t actually steal it. What these characters need is a way to capitalize on the mistakes that their opponents make in trying to get in.

The simplest example of this is MvC2’s Cable. When he has five stocks of meter, he can punish any mistake with multiple Air Hyper Viper Beams. Skullgirls has a similar thing, where Peacock can combo her Argus Agony beam into another one (if the player knows how). Of course, being able to punish with powerful supers isn’t the only way zoning characters can steal momentum. MvC2’s Storm, arguably the character most capable of running away in that game, can still easily take out and deal massive amounts of damage when she gets in on her opponent. Meanwhile, aside from her “bullet hell” fireball lockdown, Morrigan in UMvC3 can also deal a healthy chunk of damage if she gets a hit–which is why it took a player like EG|Chris G to popularize the bullet hell style.

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Her bullets can put you through hell–or outright kill you.

The latter example, Morrigan, also brings us to another interesting playstyle that is only really expressed fully in the Marvel Versus games–lockdown, also known as trapping. This playstyle uses either extreme zoning or rushdown to keep to keep an opponent blocking, “trapping” them so to speak, while punishing any attempts to get out. This play style is something that can only really be considered fair in a tag-team game–being able to lock an opponent down would be too much in a one-on-one fighter. While UMvC3’s  Morrigan/Dr. Doom core is the most recent example, it was in MvC2 that this style really shined with combinations such as Clockw0rk’s Strider/Dr. Doom, Duc Do’s Spiral/Sentinel, and even more that were capable of it.

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Get hit, and you die. Block and you die, but much slower.

One thing to note, however, is that lockdown tends to work only with a combination of two specific characters. Stealing momentum and control here then comes more near the start and middle of a match, where both characters are still alive. When left alone without their partners, said characters are usually still able to steal control and momentum on their own, but usually through other means.

Now, having these powerful characters representing the very best of their playstyles sounds like the recipe for a broken game. But, the tag-team nature of these games means that each player has 2 or 3 characters on hand. A player cannot simply steal momentum and control once, and win the match outright.

What’s more debatable is how to maintain that momentum and control once taken. Are we allowed to maintain them easily and kill a character outright, or do we need to take some risks and perform resets, which also gives the other player the opportunity to steal them back? Marvel vs. Capcom 3 clearly favored the former, and some do criticize the game for not allowing the player being comboed the chance to play. Games like Marvel vs. Capcom 2 and Skullgirls however go for the latter, arguing that it allows for more interactivity, with the player being comboed still having to look for chances to get out.

Tag-Team Fighting For the Future

So, what does this all mean for us players? Well, by knowing this, we can all better come to grips with the design decisions seen not just in the Marvel Versus games, but in other tag-team games as well. It allows us to get a better understanding of what is truly fair or broken in these games.

More importantly, it also helps us in making better character and team selection decisions when approaching these games. Alongside the usual things we look for in a team, we need to look at whether the team or character we chose can allow us to steal momentum and control in those dire moments when we need to do so.

In addition to this, people working on their own tag-team fighting games can–and should–also take these concepts into account (and we as players should make sure they’re aware of it). By this, I’m not just referring to Marvel vs. Capcom: Infinite, but to any team that’s working on or planning to work on a tag-team fighting game, or even just planning to add a tag-team mode to their fighter. It’s all too easy to just add in the superficial parts of a tag-team fighting game without understanding how they work on a deeper level. For the sub-genre to continue to thrive, these concepts of momentum and control–and stealing them–cannot be ignored.

VesperArcade Asks if the Community Is Satisfied with Street Fighter V’s Current Input Delay; Capcom Has No Plans to Reduce It Further

One of the biggest topics throughout the young lifespan of Street Fighter V has been its increased amount of input delay as compared to Ultra Street Fighter IV. Initially sporting a whopping 8 frames of delay (versus Ultra’s mere 4 frames). Referencing an interview with Combofiend from EventHubs in December, Rosas said that:

There are no immediate plans to further reduce the input delay at this moment in time. I would like to point out, however, that with our most recent update to input delay a few months back, input delay was reduced to 6.5 frames. Players have mentioned that their experience has improved greatly since that update and that they react to everything in Street Fighter V that much easier.

Additionally, a test from Display Lag back in November revealed that SFV, as of the September update, weighed-in with 6.2 frames of lag vs. USFIV’s 4.3. Vesper wonders if having an extra 2 frames of input lag reduced should be a priority, particularly for the competitive scene with the 2017 Capcom Pro Tour Season right around the corner. However, some of the Season Two changes Capcom has implemented may actually be helping players out in this scenario: several long-ranged normals, such as Dhalsim’s limbs and Birdie’s mediums, have expanded hurtboxes, making them easier to whiff punish (even as they retract), as well as many of them also receiving reduced pushback. Overheads have also become more punishable, with the majority going from -4 to -6 on block, as well as V-Reversals being made slower–and thus easier to throw on reaction–along with several of them also becoming more negative on block and less advantageous on hit to remove offensive mixup opportunities from characters like Ryu and Ibuki. You can catch the video below.

Do you feel that this is something that needs to be addressed for the competitive future of the game, or do you feel Capcom should direct their efforts and priorities elsewhere, to improve other aspects of the game? Let us know your thoughts in the Comments section below!

Sources: VesperArcade; EventHubs

Guild Wars 2 – A Furtive Look Ahead at Story

Speculation, leaks, teasers and the ever present hype train have dominated Guild Wars 2 discussion for months now, with the so far successful Living World Season 3 leading players to new places each release, everyone wants to know where to next! Without too many #Spoilers, let’s take a look at some of the juicier speculation we’ve seen from 2016, and the implications of some of the leaks and teasers we have gotten in the lead up to the new year.

Shoryuken Review: Does the Qanba Dragon Soar or Sink?

There’s something instantly staggering about the Qanba Dragon. First impressions matter, and the Dragon makes one quite unlike any other. Appropriate to its namesake, Qanba’s entry into the premium tier of arcade sticks is a beast, weighing a whopping five kilos and measuring nearly 20 inches across.

Yet somehow, with a glossy black finish to go with a silver stick and black buttons, the Dragon still manages to look sleek and menacing, although you’ll have to be ready to regularly wipe fingerprints from the mirrored top panel. The red LEDs that flank the center control panel only reinforce that impression, even when they’re not actively on. And they can be tweaked to suit your needs with a variety of modes on offer, including a solid red light and flashing to reflect your inputs.

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Combine these factors with the solid weightiness of the Dragon and its braided USB cable, and there’s an undeniable air of quality to it. That weight also helps it feel comfortably stable on both tables and your lap, even when you’re churning a full circle input or buffering a super to catch a whiff.

Like its literary counterparts, this Dragon is built to last the ages.

More than the sum of its parts

To complement the excellent build quality of its body, Qanba have chosen to move away from their own brand of buttons and instead chosen to furnish the Dragon with a full set of Sanwa parts. All eight buttons on the face on the stick are Sanwa’s OBSF-30s, which are at this point the competitive standard for many players across the world. Glossy black is the name of the game here, and these buttons deliver.

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Likewise, the stick is the trusty old JLF, which may as well be renamed to “Old Faithful,” since for much of the FGC, it is the stick of choice. With a silver balltop giving a new look to the classic piece of equipment, it adds a bit of pop to an otherwise uniformly black top panel.

Another nice addition is the control panel in the center of the Dragon’s LED bar, which finds a home for a few seldom used buttons–like L3 and R3–and allows for simple and quick control over the LEDs. This is also where you will find the Share, Options and Home buttons. All are comfortably located and work as you might expect–though if you have big hands, you might find yourself pressing the wrong button by mistake in your hurry to share that awesome combo you just pulled off.

These parts are some of the best available, and in action the Dragon takes full advantage. Inputs are crisp and immediate, and though the sheer size of the Dragon can take some getting used to, once you find a comfortable position for your hands you can go ham to your hearts content. Don’t worry, the Dragon will keep up.

In the Dragon’s maw

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One of the nicest aspects of the Dragon is how friendly it is to modding. The top panel flips open, revealing a a set of Dragon scales and a clearly labelled and well-protected little box of goodies. The buttons and stick are protected by a plastic cover, which means that you’ll never dislodge your wiring by mistake, but it’s simple enough to take off.

That simplicity extends to your buttons and stick too – all the inner workings of the Dragon are wired with Quick Disconnects, which means that replacing a button–or subbing in a more colorful one–is as simple as unplugging the old one and plugging the new one in. No need to worry about soldering or rewiring.

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And since the Dragon is so large, there’s a bit of space leftover for all those useful little things you need when you’re out and about–like a copy of your favorite fighting game, or perhaps a small snack!

World warrior

Stepping back from all the excitement for a minute, it should be mentioned that this is likely not an ideal stick for the determined world warrior. The sheer size and weight of the Dragon means that it can be difficult to transport. It is too large to fit in the overhead compartment of an airplane, and most backpacks are likely to come up a little short.

Even if you do find a bag that can accommodate the Dragon, its bulk continues to be an issue. It’s likely to be bumped or knocked even when you’re keeping a close eye on it, and though the the excellent build quality means that it weathers the bumps admirably, it’s still not ideal on such a lovely bit of kit.

I speak from harsh experience here, having hauled the Dragon with me on my Christmas travels. As much as I enjoyed having the Dragon with me, and used it to good effect while visiting friends and family, carrying it around was a tiring and consistently awkward task.

And the Dragon’s weight can wear out more than just your shoulders–the duffel bag that I used to carry it across the country eventually fell victim too; the shoulder strap snapped, and the carry handles ended their journeys considerably worse for wear.

This certainly isn’t a dealbreaker, but it’s something you should keep in mind, especially if you plan to make a splash on next year’s CPT.

More like a chameleon

If you do plan to travel for your game of choice, the Dragon does an excellent job of adapting to your platform of choice, with options to play on PlayStation 4, PlayStation 3, and PC. Changing platforms is as simple as flicking a switch, and the Dragon performed well on each. In fact, it is one of the most PC-friendly sticks I have come across, and was ready to play on less than a minute after it was first plugged in.

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You can also use the Dragon for more than just fighting games, if you wish. There is a slider that switches the stick’s inputs from that of a directional pad to either the left or right analog stick, depending on what you need.

The Dragon, a treasure

In the end, it’s simple. Qanba set out to deliver a premium product, and they have done just that. Sizable, weighty, and furnished with the best quality parts, the Dragon is a superb piece of kit. It has a hefty price tag, but the quality of the Dragon and the sheer pleasure of playing on it goes a long way towards making it feel worthwhile.

For the rest, time is going to be the great test. At $300 USD, the Dragon should be the only stick you need for a good while. Even if you play with a heavy hand, the ease of replacing the Sanwa parts should limit your costs to top ups over the years–as long as the case is as well constructed as it appears to be–for the initial impressions at least, are excellent.

So the question is, does the Dragon soar, or does it waddle? For my money at least, it wouldn’t be out of place in a Dragon’s hoard. It’s a truly excellent, high-quality arcade stick, and I doubt it will be long before we start seeing our favorite players wielding Dragons in battle–as long as they don’t have to travel too far to do so!