The SRK Rollback: Best of July 20-26, 2018

Welcome to the Rollback: a frame-by-frame look back at our past week’s most notable news — and our favorite SRK articles — from July 20 to July 26, 2018!


Zavian “mushin_Z” Sildra, Editor-in-Chief:

Frame 1:
Base Goku Dragon Ball FighterZ Nimbus ResizeGameplay trailers unleashed for base form Goku and Vegeta in Dragon Ball FighterZ

Goku and Vegeta just have too many iconic attacks to fit onto one (or even two) versions of their characters.

Frame 2:
Tekken 7 750x400Evo 2018 preview: A spectator’s guide to Tekken 7 at Evolution Championship Series

Crow_Spaceboy helps you pick out who to watch, and who to root for (or against) in the upcoming tournament at Evo 2108.

Frame 3:
FEXL
Fighting EX Layer updated to version 1.0.7, adds Arcade Mode and some fixes

ARIKA wants you to know that they’re still working on improvements to their little fighter — be sure to check it out.

Frame 4:
sfv guile win pose combThe U.S. Army is hosting its own Street Fighter V tournament circuit

Has the meta come around, and now Guile has an influence on the actual U.S. Air Force? Will this help Capcom settle on what Guile’s rank actually is?

Frame 5:
sfv cammy v-skill vs ryuStreet Fighter V netcode decoded: Capcom’s online system introduces artificial lag between users

Street Fighter V must be one of — if not the — most-scrutinized fighting games on the technical level, as savvy users examine how the game is put together from the retail side. And the fact that the developers are so tight-lipped about their design decisions is the likeliest reason why.


Crow_Spaceboy, Assistant Editor:

Frame 1:
maxx
Sector K Games announces Evo side tournament for Punch Planet, new character Maxx will be playable

I feel like I have been waiting for this character to get revealed forever. Get ready to throw cars, friends.

Frame 2:
sc6 maxi
Nunchuck opponents into submission with this no-nonsense SoulCalibur VI Maxi breakdown

Seeing the SoulCalibur II 236B animation again was one of the best feelings I have had in a while.

Frame 3:
cardinal gravity breakers
Gremlin ENT announce legendary composer Shinji Hosoe will create “Gravity Breakers” theme

Go to Mr. Hosoe’s Wikipedia page and listen to the OST of every game listed there. You’re welcome.

Frame 4:
mix
Media Indie Exchange reveals the Evo 2018 MIX Indie Game Developer Showcase

For me, the passion project of indie game development is the heart and soul of the industry. Go check out all of these guys, and see the love they’ve put into their craft.

Frame 5:
windjammers xavier woods
WWE Superstar Xavier Woods has a $150 Windjammers bracket bounty at AnimEVO 2018

Mr. Creed continues to be an inspiration — as does Windjammers‘ unlikely 2018 momentum.


Catch up on what you may have missed in our prior SRK Rollback compilations.

Tomoko Hiroki and Junya Motomura discuss Dragon Ball FighterZ’s staying true to the source material, touch-of-death combos, and more with Eurogamer

With over 2.5 million units sold, Dragon Ball FighterZ is an unequivocal success for a fighting game. Eurogamer recently got to talk to the game’s producer, Bandai Namco’s Tomoko Hiroki — as well as its director, Arc System Work’s Junya Motomura — about its success, and the factors that led to it. This includes the appeal of the game’s source material, as well as how the game’s broken out beyond the core audience. To this, Hiroki replies that it’s because they were “able to deliver to users quite a surprising animated expression, as well as a genuine fighting game mechanic,” continuing with, ” we believe the fusion of these two was quite impactful for the users.”

In regards to being able to stay true to the style of the original anime, Motomura cites their experience with the Guilty Gear games — they knew how to achieve that look. The main challenge was in taking their previous work, then getting the style to match the visual style of Dragon Ball. This was helped by paying homage with a lot of references to moments in the series in the games itself, something that came easily because they had fans of the franchise on the team. “A lot of us are fans of Dragon Ball, so we had a lot of people who were well informed about Dragon Ball, who knew the basic aspects of it,” Motomura states.

The other challenge was to create a game that appeals to both fans of the Dragon Ball franchise, in addition to fighting game fans. They cite the 3-on-3 tag team system as something that helps, since fans would like to play different characters. Additionally, they decided that they wanted to focus less on execution, and more on mind games.

That said, the system Dragon Ball FighterZ is built on is pretty free and open, allowing players to pull off a lot of things — including touch-of-death combos. On the latter, Motomura stated that the team didn’t want to limit the players’ freedom to discover things. In addition to this, he also stated that there was a lot more to discover in the game, and that some characters were underutilized as of yet. Hiroki actually points to Frieza in particular as one such character.

Of course, this is just part of what they talk about in the interview. Head on over to Eurogamer to read the whole thing.

Source: Eurogamer

Defiance 2050 – Under the Hood of 2050

When playing any game regardless of reviews or content creation like I am Defiance 2050 it’s not only helpful but enjoyable to read forums which often prompts me to provide my own guides or insights where I see a need. In Defiance I’ve never felt compelled to do so as it has many passionate community members ready to contribute information and a data hub that’s been around as long as I can remember.