More Dead or Alive 6 Xbox One and Deluxe Edition bonus costumes revealed

These alternate threads hearken back to the days of Ninja Gaiden.

Way back in September, Team Ninja announced the pre-order and deluxe edition bonuses for the upcoming Dead or Alive 6, disclosing that there would be an Xbox One pre-order bonus Ryu Hayabusa skin along with a deluxe edition Kasumi skin for all platforms.

While the Hayabusa skin isn’t the Halo 3 armor I was hoping for, it is definitely a classic, bringing back memories of Ninja Gaiden on the original Xbox — this time with a green paint job. Kasumi’s design echoes her Ninja Gaiden ∑2 appearance.

Dead or Alive 6 Kasumi Deluxe Edition Bonus
Dead or Alive 6 Ryu Hayabusa Xbox One Pre Order Bonus Costume

According to the official webpage for Dead or Alive 6, all digital bonuses are planned to be available for purchase separately at a later date, but this — as are all decisions made while still in development — is subject to change. This will help out those on PlayStation 4 who receive a special theme for pre-ordering the title digitally, instead of the additional skin if it does become purchasable after release.

Also, don’t forget to tune in to Dead or Alive Festival 2018  on November 17 at 8:00 PM PST. The event will be streamed on Twitch, YouTube, and Japan’s own Niconico. Be sure to set aside some time for more Dead or Alive 6 announcements and celebrate the rest of the franchise!

Dead or Alive 6 releases February 15 on Xbox One, PlayStation 4 and Steam with one more skin that’s currently left to the unknown. There is a second Kasumi skin that is a pre-order bonus for all versions of the game, and it will only be a matter of time until this costume is unveiled!

Source: Dead or Alive


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Christie gets in on the action in this Dead Or Alive 6 trailer from Monday Night Streaks

Shoryuken interview: Dead or Alive 6 director Yohei Shimbori discusses development, DLC, and the franchise’s legacy

Shoryuken preview: Dead or Alive 6 continues to impress with gameplay footage from Koei Tecmo’s special event

A lengthy play session reveals charismatic characters, dynamic mechanics, and outrageous stages.

Earlier in October, Shoryuken was invited by Koei Tecmo for a hands-on preview with the latest build of Dead or Alive 6 and an interview with the title’s director, Yohei Shimbori. The build was based on the Tokyo Game Show 2018 version and included every announced character up until the recently announced Mila, Tina, and Bass. This brought the playable character roster from the humble four at E3 to a whopping fourteen. With the limited time I had to play the title, I decided to spend my time getting a brief look at every character that was playable so far. Thankfully, Koei Tecmo and One Media provided capture equipment for the gameplay footage found within this preview!

My favorite characters to play with so far are Diego, Rig, Lei Fang, Ayane, and of course, Hayabusa. Everyone has something unique to offer, and their personalities are reflected through their design and playstyles.

Below you can find twenty-four uninterrupted minutes of Dead or Alive 6 gameplay showcasing every member of the high-octane cast! Hopefully, many of your gameplay questions will be answered by watching the preview, if not, please leave your questions in the comments section and I’ll do my best to get back to you with an update!

I also got the chance to play with a real Dead or Alive pro, Emmanuel “MASTER” Rodriguez. Being the DOA community manager, MASTER has been there from the beginning of our Dead or Alive 6 coverage. Luckily after E3 and Evo 2018, I was finally able to play against the helpful pro.

He showed me the ropes after I got the hang of the gameplay for Dead or Alive 6, and gave me a few pointers on how to improve my skill. This was where the new Break mechanics were really able to shine. Sure, I wasn’t able to pull off a win against the esteemed MASTER, but it did feel awesome to pull off some slick moves with the Break Blows, Break Holds, and Fatal Rush techniques that made me feel — for that moment at least — like I could one day be on the same playing field.

Check out our gameplay sparring session below!

With all of this awesome hands-on time with Dead or Alive 6, I’m more excited than ever for the full release. There are still so many characters I need to spend time with to determine who best suits my playstyle, and they keep getting announced — with Christie being the most recent addition. It won’t be long until the title is available to everyone to play as Dead or Alive 6 launches on Xbox One, PlayStation 4, and PC on February 15, 2019.

Stick around for more DOA news and content right here at Shoryuken! We’ll see you out there!


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Nintendo announces Piranha Plant as DLC bonus and Fighters Pass for Super Smash Bros. Ultimate

This is not a joke, but it is funny

While Ken and Incineroar may be the last new characters to be added to the roster by launch, Nintendo has already promised additional content for Super Smash Bros. Ultimate and man, is the first DLC character going to catch fans off guard.

Piranha Plant is coming to Super Smash Bros. Ultimate as an early adopter bonus. Anyone who purchases the title starting today and registers it before January 31, 2019, will be given the character free of charge sometime in February. The floral fighter hops around and attacks with its signature moves from throughout Super Mario Bros. history and is really something that has to been seen to be believed. The character will also receive his own amiibo which will go on sale on February 15, 2019.

After Piranha Plant, there will be five additional characters, each with their own stages and music tracks that will be added to the title by February 2020. The characters themselves have not been announced yet, but each pack will cost $5.99 individually or $24.99 through the Fighters Pass.

As food for thought, those who purchase the Fighters Pass get a Mii Swordfighter costume based on Rex from Xenoblade Chronicles 2. The reason Rex wasn’t included as a character for the game is that planning for DLC began before Xenoblade Chronicles 2 was announced. Keeping this in mind, this may mean most if not all of the characters set for DLC were already locked in well before Super Smash Bros. Ultimate‘s announcement.

And while we are talking about fighters, Street Fighter’s Guile and Virtua Fighter’s Akira will be included in Super Smash Bros. Ultimate as assist trophies! Both characters utilize their signature attacks from their respective franchises with Guile’s Flash Kick and Sonic Boom and Akira’s decisive strikes and dynamic poses. Funnily enough, Zero Suit Samus looks pretty similar to Virtua Fighter’s Sarah Bryant in screenshot found below!

Guile Assist Trophy Super Smash Bros Ultimate
Akira Virtua Fighter Super Smash Bros Ultimate Assist Trophy Resize

Super Smash Bros. Ultimate releases on Nintendo Switch on December 7 with a total of 74 playable characters and over 100 stages and more info to come!

Source: Nintendo


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Street Fighter’s Ken and Pokemon’s Incineroar join Super Smash Bros. Ultimate as the last additional characters for launch

Two ultimate fighters enter the Super Smash Bros. ring

The final two characters for Super Smash Bros. Ultimate were announced during this morning’s Nintendo Direct, bringing the total number of characters to 74.

Ken is the Echo Fighter for Ryu, as he is similarly in the Street Fighter franchise. His heavy Shoryuken is encased in flames, as it is in his original series, his Hadouken is shaped differently with unique attributes, and he can utilize his own focus attacks. This version of Ken is based on his Street Fighter II Turbo iteration but has tweaks from more recent titles. Ken also has two Final Smash attacks that are activated depending on the player’s distance from his opponent. He’s faster than Ryu, and like his Shoto rival, you can activate unique attacks by implementing certain inputs.

Incineroar, the fully evolved starter Pokémon from the Pokémon Sun and Moon titles, is the last character to be added to the main roster of Super Smash Bros. Ultimate. With special moves like Darkest Lariat, Cross Chop, and Revenge along with his Final Smash, Max Malicious Moonsault, this wrestling feline is ready to throw down against the best and bravest Smash players. It will take perfect timing to master the Heel Pokémon, since, like a professional wrestler, Incineroar poses after each successful attack. These poses can be canceled into other attacks or motions, so keep your brains and brawn in sync.

There’s plenty more information coming from the Nintendo Direct so stay tuned for everything there is to know about Super Smash Bros. Ultimate before its release on December 7!

Source: Nintendo

Shoryuken review: The Scuf Vantage controller for PlayStation 4 fits right at home in the FGC

A plethora of features at a premium price that feels pretty nice.

Elite Controllers aren’t necessarily new to this generation of gaming. Xbox has had their first-party Elite Controller since October 2015 with staple features like swappable sticks, programmable buttons, and additional inputs through paddles. PlayStation, on the other hand, has dabbled in premium controllers through third-party manufacturers like Razer, HORI, and Nacon, but none of them seemed to be enough to compare to Microsoft’s in-house peripheral. That is, until earlier this year when the officially-licensed Scuf Vantage for PlayStation 4 was announced.

While these controllers are not traditionally marketed towards the FGC, the features they offer can truly benefit players of all skill levels.  At E3 I got the chance to get a preview of the Scuf Vantage for PlayStation 4, and since then I’ve been theorizing ways to utilize the Vantage in fighting games… and now its finally been put to the test. I’ve taken the Scuf Vantage through the ringer with a variety of fighting game titles, seeing what the controller can do in a competitive fighting environment.

Design:

At first glance, the Scuf Vantage appears to be a hybrid between the DualShock 4 and the Xbox Elite Wireless Controller. The controller features an asymmetrical stick layout, which seems to be the norm when it comes to all of Sony’s forays into the Elite Controller space — which begs the question of this being the definitive layout for traditional controllers. (Disclaimer: The Xbox One controller is personally the most comfortable controller I’ve used before this review!) The controller’s handles are spread further apart, like a DualShock 4 controller, and there are four remappable paddles on the bottom of the controller. The similarities end there.

Where the Xbox One Elite Controller touts its stainless steel analog sticks, the Scuf Vantage focuses on highly durable plastics for its analog sticks with an extreme grip. The paddles are made of plastic as well, unlike the Xbox One Elite Controller (which has metal ones), but these paddles feel much more effective and comfortable due to their ergonomics. Your hand fits perfectly in the grooves of the paddles so you don’t accidentally press them, they also require a hard press to activate, but not too hard.

The backs of the handles are rubberized with a matte feel. The rubber on the Xbox Elite controller and other premium Xbox controllers like the Lunar White feels a bit slippy, especially once your hands get heated. I haven’t had any issues with the Vantage yet through extensive playtesting. Which is something Scuf takes seriously: it even sells anti-lotion to keep your hands dry.

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The Side Action Buttons (SAX) are well-placed, but may result in accidental presses with early use. It’s easy to remove the SAX buttons if you don’t plan on using them, but they are extremely efficient in adding utilitarian actions like grabs, dashes, and super moves. The Control Disc, while it may look silly at first since its basically a flattened analog stick, makes sense in use. It is a little strange to look at, especially in comparison to the more modernized take available on the Xbox Elite Controller with its inverted Epcot design.

The analog sticks can be swapped out for varying lengths and shapes. There are two short concave sticks and with two tall domed sticks included with the controller itself. Players can purchase more sticks and triggers of varying colors on Scuf’s store site. Controllers can also be customized ahead of time when purchased, allowing players to pick their favorite color faceplates and accessories.

All in all, the Scuf Vantage is a very well-designed controller, even if the color choices for the rubber can appear a bit gaudy for how bright and neon they are in comparison to the muted metallic colors provided for the faceplates. Everything has a purpose and no real estate is wasted. There’s even an additional touch bar at the bottom that lights up when used in its wired mode to control the audio for game chat. Absolute control is literally at your fingertips.

Function:

The Scuf Vantage is definitely the most “premium” controller I’ve ever used, and it honestly makes it difficult to go back to using the traditional DualShock 4. Even early on into my testing, I switched to the regular PS4 controller to see how different the Scuf Vantage really was — and it’s incredible how different the two controllers feel and how dependent I became on using the SAX buttons and paddles.

Remapping inputs is easy as pie. All you need to do is toggle the bottom right switch to mapping mode, press and hold the SAX or paddle you want to map, next, while still holding the desired extra button, press and hold the input you want it mapped to. Then all you need to do is release the standard button, then the extra button, and toggle the switch back to the left, and repeat for any other desired inputs. No need for any additional software, everything is done to the controller itself. There is a downside to this, however: the Xbox Elite Controller, with it being directly first-party, does in fact have software built into the OS that allows players to adjust their controls all in one place. While it’s certainly a quicker process than the Vantage’s method, being able to do everything in the controller itself means it won’t really obstruct others while they wait for you to go to a separate menu, you both can stick in training before your match while you get your necessary inputs altered.

The Scuf Vantage’s wireless model can be switched entirely to its wired mode, turning off all Bluetooth communications. This is perfect for tournaments where using the standard PS4 controller can cause additional stress and wait times between matches due while ensuring it’s unpaired from the venue’s console. This is something that’s possible to mitigate in the settings of a PlayStation 4, but it’s still an additional hassle that can be avoided thanks to Vantage’s wired mode.

Bluetooth, on the other hand, is easy to set up. While using another controller, navigate to the settings on your PlayStation 4 and access the controller menu. Hold down the PS button and the Share buttons until the controller flashes white. It will eventually appear on the list of available controllers. Once its synced you are good to go, I was able to perform any ordinary function like powering on my console with the Vantage, so once it’s paired you won’t need that secondary controller.

I will say that I did run into some problems with the Bluetooth that might totally be self-inflicted. I attempted to pair the controller with my PC to see its compatibility with Steam games and while it paired easily to my computer, it was difficult getting it back to my PS4. After some trial and error, I found you will have to remove the controller from your list to add it back to your available accessories. To do this, highlight the Scuf Vantage and press X, then press the Options button and remove the controller from the console. Then you will need to pair it again as you did originally. After that, I have never had any issues with the controller.

Also, if you don’t want any of these extra buttons, they are easily removable. While it might defeat some of the point in purchasing a premium controller like the Scuf Vantage, you will still be greeted with a strong traditional experience thanks to the controller’s high build quality and comfort.

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Specific Titles Tested:

Street Fighter V

The first title I tested the Scuf Vantage in was Street Fighter V, a traditional 2D fighter, to get an overall feel for the form factor and getting a hang of the base features of the controller. The face buttons all felt great and the L1 and R1 buttons have a nice click to them that is not present in a traditional DualShock. The triggers have a nice and short draw distance and the texture used for them provides enough friction to not let your fingers slip while keeping them on the button. It felt familiar to use the Scuf Vantage, but it also felt better to execute even the simplest of motions.

After playing shortly with the D-Pad — which feels great on its own but does not offer quite as much give as I would like, especially for Dragon Punch motions — I began to use the Control Disc. I found the Control Disc difficult to use at first. It felt like my movements were being slowed down, which they technically were. The rubber used for the Control Disc is the same as the material used for the control sticks, which means your finger isn’t meant to slide easily across it, at least not without getting used to it first. It wasn’t until testing with other titles that I really got the hang of how to use the Control Disc properly.

When it comes to mapping additional inputs, it would make sense to map heavy punch and heavy kick to the exterior paddles so you can activate your V-Trigger. The interior paddles could even be used for medium punch and medium kick for V-Skills. For a game like Street Fighter V, it might be best to remove the SAX buttons, since there might not be a benefit for them in this title exactly. But the great thing is that it is up to you to make that call, depending on your preferences.

Dragon Ball FighterZ

Dragon Ball FighterZ was the first title that came to mind when I thought of using the Scuf Vantage’s SAX buttons and remappable paddles. I assigned the assists to the SAX buttons for easy access and mapped R1 and R2 to the exterior paddles. This lets you keep your right thumb on the face buttons and gives instant access to supers, Super Dashes, and Dragon Rush attacks.

After messing around in training mode for a bit, my remapped inputs became second nature. I was able to switch characters on the fly and effectively tag super moves with ease all without needing to move my index fingers. The amount of time necessary to pull down a trigger or move your fingers from the bottom of the controller to the top may be all that’s needed to cut out to have that edge many players get with fightsticks.

Quarter circle inputs are a breeze and I feel more in control of my characters than ever before, especially in Dragon Ball FighterZ. For a game that seems to be designed with a traditional gamepad in mind, it’s even better with the Scuf Vantage.

BlazBlue Chronophantasma Extend

The Control Disc was one of the most exciting features of the Scuf Vantage because of its unique input benefits, and I felt BlazBlue’s sometimes complex inputs would be the perfect lab for the premium controller. Traditionally, inputs necessary for special attacks like Ragna the Bloodedge’s Carnage Scissor can be a little tough to pull off on a regular controller. For those unaware, the inputs necessary are a half circle motion backward and an immediate press forward. On a DualShock 4, it can be very easy to accidentally continue with a half circle or a quarter circle forward due to how small and mushy the D-Pad is. I was able to execute the Carnage Scissor inputs with ease and accuracy in one go with the Control Disc. I performed the combination ten times in a row to ensure the Control Disc is the real deal.

Other complex inputs became easier to pull off and were able to be performed more consistently. If there’s one thing that gets me in trouble in fighting games, it’s trying to pull off a tricky super move and failing multiple times, wasting time and health, whenever the match could have been won in an instant if I was successful the first time. The Scuf Vantage’s Control Disc is clicky so you always know when you effectively pressed a button and large enough to not accidentally press an unwanted direction.

The more time I’ve spent with the Scuf Vantage, the more I’ve become sure it’s my new controller of choice. Plus you can get a red faceplate and white sticks — so you can even make it look like Ragna the Bloodedge, and that’s awesome.

Conclusion:

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While it might take some getting used to, the Scuf Vantage creates an experience that is unlike any other on PlayStation 4. Some might be turned off by the price alone, and that’s understandable, its a lot to ask for a traditional controller, but the Scuf Vantage is anything but standard. Thanks to its many features and focus on customization, the Scuf Vantage can be personally tailored to every game experience. No matter the fighter, no matter the title, there’s a way to make the Scuf Vantage a valuable asset.

Pros:
  • Tons of customizable features (remappable buttons, removable paddles, swappable sticks, control disc, colored accessory kits).
  • Incredibly comfortable (rubberized grips, adjustable weight by removable vibration modules, form factor).
  • Officially licensed by Sony (proposed longevity of support).
Cons:
  • Shortening the distance for the triggers don’t work as well as they should (easily snap out of place).
  • Takes some adjusting to not accidentally press additional buttons.
  • Not everything is customizable, the Menu, Share, L1, R1 buttons and the D-Pad cannot be changed out and will remain silver.

The Scuf Vantage is available for purchase directly through Scuf Gaming‘s online site and through GameStop as the controller’s currently-exclusive retailer with a wired version for $169.99 and the wireless /wired version for $199.99


Scuf Gaming provided Shoryuken with a review unit of the Scuf Vantage Wireless/Wired PS4 controller.


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Shoryuken review: HORI Real Arcade Pro SoulCalibur VI Edition arcade sticks for PlayStation 4/Xbox One

Souls, Swords, and see-through fightsticks.

The definitive way to play SoulCalibur VI is here with the HORI Real Arcade Pro. SOULCALIBUR VI Edition for PlayStation 4/3/PC and Xbox One/360/PC. The two fightsticks are gorgeously designed with semi-translucent cases and well-made with Hayabusa parts. There’s a lot to love about this pair of fightsticks but it’s worth mentioning there were certainly some questionable decisions made when developing this momentous fightstick duo.

Editor’s note: These fightsticks are based on the HORI RAP.N hardware template.

HORI RAP SCVI STICKS REVIEW 2
HORI RAP SCVI STICKS REVIEW 1

Design:

The bold color choices will immediately set these fightsticks apart. The deep red and blue cases are partially see-through and are sure to stand out in a sea of silver and black fight sticks. There’s no doubt that this pair of sticks are visually stunning, and they are a must-have collector’s item for that reason alone. It is interesting to note, however, that if the two sticks are meant to symbolize the SoulCalibur and the Soul Edge the shades are a little bit off, but it’s not too huge an issue since the sticks look so good in their own right. That being said, the PlayStation 4 stick is a little darker, and you miss out on some of the translucent effect.

The stick art that was chosen for the two controllers is phenomenal. The PlayStation 4 stick makes sense thematically with Siegfried fighting his past self and eternal foe, Nightmare. The Xbox One stick is designed more with fan service in mind, with the entire female cast (minus Seong Mi-Na) front and center. It’s an odd decision to include Tira, a character who is a bonus for the Season Pass and not found in the base roster, instead of Seong Mi-Na, and this is coming from someone who has been a fan of Tira since SCIII. It appears there is room for the additional fighter on the side of the stick, but alas, she will have to be remembered another way. Maybe with a sticker.

Overall the button placement does not get in the way of the stick art, but the start button, which is covered by a latch, is a bit of an eyesore for two fightsticks whose main focus comes from their art. It is nice the button is recessed a little and that the latch is there to avoid accidental button presses, but it would be much preferred on the top, around where the touchpad is on the PS4 stick. The function buttons on the top are well aligned on the Xbox One stick but the PlayStation stick cuts a lot out of the image, while the pieces cut out aren’t detrimental to the entire aesthetic and there isn’t anywhere else Nightmare could have been placed without losing more of his focus points, it does show that perhaps the buttons could have been placed on the side to alleviate some of the image cutting. Bear in mind, this is all coming from someone without any icons on his desktop, so this is really just personal preference, for functionality’s sake, the buttons are great where they are.

The fightsticks are a good weight with rubber stops on the bottom so they don’t slide and they fit comfortably on your lap. The sticks do not open without being unscrewed, so easy modding is not a focus for this special edition offering. The attached USB cables are a good standard length, running at three meters, this length does get shortened a bit when using the cable cover since the cutout for the cable is on the far end. You only lose a few inches, so in the end, it won’t matter much, its just an interesting design choice. The cable compartment is nice and roomy so you won’t have to worry about crunching up your non-replaceable USB cable.

One final note on the design is how bland the PlayStation stick’s packaging is in comparison to its Xbox counterpart. It must be due to certain licensing requirements from Sony because its hard to believe the decision was intentional. And while a difficult business decision to make in regards to supply and demand, I am sure there are players on both consoles who would have preferred the opposite stick design. Unfortunately, there is no DLC to have both Yoda and Darth Vader with this fightstick offering. (Bad SoulCalibur IV joke.)

Function:

HORI RAP SCVI STICKS REVIEW CLOSE UP PS4
HORI RAP SCVI STICKS REVIEW CLOSE UP XB1

The fightsticks feel great to use and are made of standard HORI Hayabusa parts. The main buttons are all matte so your fingers will be less likely to slip off when changing inputs. Some may prefer the glossy feel when sliding to input combos, but with SoulCalibur VI only running five buttons, that becomes less necessary. HORI was even nice enough to include a recommended button layout for the stick printed on the back of the box. The joystick is very responsive and I have found myself more successful with inputs than my previous bouts with my Madcatz TE+ stick, which uses Sanwa parts. The stick and the buttons also create a lot of audible feedback, which is something I prefer when it comes to controllers, it helps me know for a fact that an input was made.

It is pretty standard fare though, so if you have used a Real Arcade Pro stick before, this is bound to feel familiar, just in an utterly stylish package. That being said, the components included within the RAP controllers are tried and true and have continued to impress. So whether or not this is your first RAP or another for your collection, it’s definitely worth checking out for its core components.

Oddly enough, both sticks do not retain the same features. The PlayStation model has additional functions like the ability to utilize the joystick as either the directional pad, or the left/right analog sticks, and a turbo mode. The Xbox version of the stick (which didn’t actually come with an instruction manual but a QR code leading to one and once you get there its just one page of information printed in multiple languages which could have easily been printed on the same piece of paper with the QR code) cannot be used as a right stick, has no Turbo function, but does have the ability to adjust game and chat audio by holding down the Right Stick Button or the Left Stick Button and a desired direction of the joystick. You can even mute your microphone by hitting the three main function keys at the same time.

It gets even stranger when you read further into the Xbox instruction manual and find that when connected to an Xbox, even if you switch the function to the left stick, it will always be read as the D-Pad and that when it is connected to PC the same problem will occur if the Xbox One drivers are chosen. Utilizing the Xbox 360 function, however, allows complete control between D-Pad and left stick on PC.

All of the strange design decisions aside, the two sticks are great to use while implementing their main function: playing fighting games. The pair of fightsticks are now my favorite weapons of choice to enter the FGC battlefield — primarily due to their impressive looks — but also because of how good they feel to use. The two controllers will be a great addition to any SoulCalibur fan’s arsenal especially when celebrating the release of SoulCalibur VI.

SCVI Web Banner

Pros:

  • Eye-popping casing with beautiful stick art.
  • Matte-surfaced Hayabusa buttons keep your grip without slipping.
  • Stands up on its own for display.

Cons:

  • The start button is in the top panel, cutting off portions of the art.
  • Both sticks do not have the same functions.
  • Requires tools to open and mod/repair.

Both sticks are launching alongside SoulCalibur VI today at GameStop and Amazon, so be sure to pick up your stick soon to play the next title in style. Links for purchase can be found below.

GameStop:
Xbox One Real Arcade Pro Soul Calibur VI Edition
PS4 Real Arcade Pro Soul Calibur VI Edition

Amazon:
PS4 Real Arcade Pro Soul Calibur VI Edition
Xbox One Real Arcade Pro Soul Calibur VI Edition

Stick around for more SoulCalibur VI coverage right here at Shoryuken!


HORI provided Shoryuken with review models of both RAP fightsticks for PlayStation 4/3/PC and Xbox One/360/PC


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Shoryuken interview: Dead or Alive 6 director Yohei Shimbori discusses development, DLC, and the franchise’s legacy

The team is working to make DOA 6 the best it can be at release, with plans for the future coming at the tail end.

Shoryuken was invited to a private event in San Francisco on October 4, 2018, to get a hands-on look at the most recent build of Dead or Alive 6 and to interview the Director and Producer of Dead or Alive 6, Yohei Shimbori, along with the Creative Director for Team NINJA, Tom Lee.

Together we discussed the title’s development,  DLC, and how DOA6 aims to be the best in the franchise.

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Austyn “Lazybones2020” Roney: It wasn’t too long ago when Dead or Alive 6 was first announced at E3, and yet, at the time, it felt like the title could have come out the next day. How long has DOA6 been in development?

Yohei Shimbori: It’s hard to say exactly when development started, the overall concepts began about two years ago but I was working on other projects at the time. It was about a year and a half ago was when the general preparations for development began, around last winter was when the first prototype was in development. From that prototype, we then went full speed ahead into development.

Lazybones2020: How has the reaction been? Have there been any significant changes to the game that have been implemented based on the feedback?

Shimbori: It is definitely something we take note of. That being said, most of the title’s changes were implemented on our own, but there were some slight changes based on the feedback that we are seeing.

When we think of something that is entertaining or amusing, we immediately want to try it out. Sometimes we like to implement some specific points from the players, like in regard to things like the side-step. It is a game made mostly of our ideas, but we do like to see feedback from the players.

When it comes to negative feedback we tend to not dwell on that too much. From people who have actually played the game, there hasn’t really been any negative feedback and they have all felt the game was much more fun than they thought it would be.

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Lazybones2020: Speaking of fun, I really liked playing with Diego, he has a very interesting style I haven’t seen very much of in fighting games. He has a very intense playstyle with a very raw power to him. How did his development come to be?

Also, when developing a new character, how do you determine what gaps are in the roster that need to be filled with a specific playstyle? How do you look at the roster and say, “Okay, we need a character like that?”?

Shimbori: To the second part of the question, to filling in the roster, sometimes ideas just really pop into my head and I go, maybe this might be kind of fun. But these ideas really come when I analyze the audience and see what kinds of things they are looking for.

In the case of Diego, it’s a little bit different. For this one, I actually talked to Tom Lee, and I asked him “What kind of male character should we add?” And Tom came up with about three different ideas and one of those was a character who was from the city, from the streets, someone who was rough and tough and I thought that really fit the theme of the game which is intense fighting entertainment. I then talked with Tom about what his personality should be like, what are his values, but I really think that Tom should take the rest of this answer.

Tom Lee: I feel you answered most of it. [laughs] I think there was a need for a character like Diego at this time, at this stage of fighting games. He was a collaborative character. Our Western background and their heritage combined created Diego.

DOA6-Diego

Lazybones2020: A few things that were announced a little bit earlier at TGS were the pre-order bonuses and the deluxe edition bonuses, one being Nyotengu and the other being Phase-4. Why were these characters chosen for these purposes?

Shimbori: In terms of Phase-4, we didn’t plan to put her in, but we thought, “Well, let’s give it a try!” That’s the mindset we had when putting her in. We felt having her was better than not having her.

For Nyotengu it was a different case. We were with the dev team, we were over budget and over our development schedule. We felt that if we wanted to get her into the game, normally I don’t think we would have been able to, but she is a character that I really like, so I had to think of a way to get her into the game. That’s when we thought that having her as a bonus would be the most realistic way we could do it due to our pretty intense circumstances.

Concept-Art_Nyotengu

Lazybones2020: Certainly, that makes a lot of sense when you put it that way. Another thing that I noticed with the Deluxe it includes twenty-five costumes, but there wasn’t a mention of a season pass for additional characters. There were multiple versions of Dead or Alive 5, is that something in the endgame that you are thinking of doing with Dead or Alive 6, or will it be one title that will be supported into the future?

Shimbori: I think at this point right now, we don’t have any plans for a “Last Round” or an “Ultimate” version for the game, but those are the plans for right now, they can change. In terms of a season pass or DLC in general, that is actually something we are discussing right now, and we are determining how we should proceed with that. It might end up being a similar business model, it might be something different, we have yet to finalize any plans for DLC.

Lazybones2020: There may not be an answer for this question with it being a ways away from release, but for the pre-order bonuses, the PlayStation 4 version of the game gets a theme, but the Xbox One version of the game gets a Ryu Hayabusa costume.

Once upon a time, the Dead or Alive franchise and Xbox had a really close relationship, with Nicole, a Halo Spartan in Dead or Alive 4, who was a very unique addition to the game. Will the costume be a continuation of this previous relationship or is there another reason for the Xbox being given a costume with its pre-order, and a theme was chosen for PlayStation?

Shimbori: It is a really hard question to answer, at first, I wanted to do themes to both, but Xbox doesn’t do themes. After this announcement, there was a lot of feedback from the fans saying they would be more interested in getting a costume instead of a theme, and it’s something we have learned from for the future in what our fans are wanting.

Hayabusa Armor Halo 3

(The Hayabusa Armor is a fan-favorite Team NINJA reference found in Halo 3, which while being unlikely, I hope makes its way into Dead or Alive 6 through the Xbox One’s pre-order bonus)

Lazybones2020: That’s okay, it was just a question I had to ask! I’ll keep my fingers crossed!

The new trailer that just came out that announced Tina, Bass, and Mila is very exciting and it’s nice to see these story elements come together. Dead or Alive is a franchise that has a long-running story that is very deep and complex, how is Dead or Alive 6 going to take the story that has been laid out and propel it forward?

Shimbori: I can’t say too much about the story at this point, but I can say that with Dead or Alive 5, we saw some new issues and problems that came up in the story. Some things were not resolved, some of the new characters didn’t have as much of an impact in the story so these are the kinds of things we are looking into for Dead or Alive 6.

Lazybones2020: To all of the fans out there who have been with the franchise and to all of the people who are now becoming interested in the title, what is one thing you want them all to know about Dead or Alive 6 and how it will suit their needs?

Shimbori: There are too many things to mention to just pick one, but I do think that to the new players, I would have to say, “Hey! Why haven’t you played Dead or Alive?!” Dead or Alive 6 has visuals that are incredibly beautiful, and the game is much easier to play, I feel this game will be one that all players will enjoy.

And to the fans specifically, from around the time the game was first announced at E3, there have been some misunderstandings about the game and I want them to feel at ease. We are making this game for the fans, we aren’t trying to make this game into Tekken. Dead or Alive is Dead or Alive. It’s going to be much more exciting and the quality is improving the further we get into development.

I hope that everyone, you will believe in us and come February 15th, I hope that we can all come together and have a big party around the world and enjoy Dead or Alive!

DOA6_lostparadisegimmick4 resize


It won’t be long until we have answers to all of our questions about Dead or Alive 6 as we wait for its release on February 15, 2019, on Xbox One, PlayStation 4, and PC. Until then, stay tuned for additional announcements and updates for the title right here at Shoryuken.

Additional source: Dead or Alive


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Tina, Bass, and Mila bring out THE MUSCLE in the newest Dead or Alive 6 trailer

Fighters from the ring and the octagon band together through family and friendship

Koei Tecmo announced the next characters to join the Dead or Alive 6 roster are none other than the superstar wrestling family Tina and Bass Armstrong and the MMA knockout Mila. The characters are showcased in a new trailer highlighting the three fighters’ relationships and fighting styles. Tina and Bass have joined together to create their own wrestling organization, and Mila trains to best her fighting idol.

You can also check out the newest stage to join the over the top action pantheon, the wrestling ring titled, THE MUSCLE. Be careful near the edge of the ring unless you want to risk taking heavy damage, otherwise, use it to your advantage and take in the cheers of the crowd!

Dead or Alive 6 keeps looking better and better with each new character and stage announcement. This brings the announced roster to 19 including the pre-order bonus, Nyotengu, and the Deluxe Edition bonus Phase-4. If the opinion that there will be 25 characters in the title’s starting roster turns out to be accurate, it appears we are in the final stretch for additions before launch.

Click to view slideshow.

Dead or Alive 6 releases on February 15, 2019, on Xbox One, PlayStation 4 and PC. Who hasn’t been announced yet that you hope makes the cut? Share your thoughts in the comments below!

Source: Koei Tecmo

Shoryuken review: SNK Heroines: Tag Team Frenzy subverts conventions with full-on fan service

A different way to play a traditional fighter, wrapped in an extraordinarily glamorous package.

SNK Heroines: Tag Team Frenzy is definitely a one-of-a-kind game. It takes combat cues from party games like Super Smash Bros. and implements them into a more traditional fighting game setting, all while being focused on absolute silliness and all-out fan service.

Know this up front: SNK Heroines is not for everyone, it’s targeted for a clearly-defined market. Those who appreciate the title’s tone will find a unique experience with accessible gameplay and a strong emphasis on resource management that’s absolutely shameless. It is important to note that this is also not how SNK typically handles their fighters; if this is your first SNK title, think of it as SNK’s version of Dead or Alive Extreme Beach Volleyball.

SNK Heroines Tag Team Frenzy Logo

Presentation:

SNK Heroines: Tag Team Frenzy takes familiar characters from SNK’s franchises like The King of Fighters and Fatal Fury and blasts them with an overly-potent fan-service ray. From the menus to the special effects in battle, everything is full of sparkles and glitter.

The main menu is easy to navigate, and specific modes are given shortcuts through individual button presses. System voices are available through completing in-game tasks like story mode, giving players a large amount of choice when it comes to changing the default announcer — who sounds like he belongs to SoulCalibur due to his mysterious grandiosity. SNK Heroines has a sound test mode which allows players to listen to every single song in the game, along with all the character voice tracks of which each character has four variations. There are also instrumental and voiced versions of the opening and ending themes that are incredibly catchy.

Customization is Queen in SNK Heroines, with hundreds of possible customizations thanks to a variety of costumes, accessories, and colors available for the entire cast. SNK icon Mai Shiranui trades her kimono for a cow bikini, Kula Diamond transforms into an ice-skating Swan Princess, and Shermie (who hasn’t been playable for years) takes the crown as a demonic dream queen. For those who prefer the characters’ classic looks, they are available for purchase with in-game currency, earned easily through completing matches online or in story mode or survival. You can also unlock additional accessories, voices, and artwork with gold as well.

The cast is well-rendered and appears to be based on the models from The King of Fighters XIV. That being said, textures aren’t very detailed and most things can appear flat, but the use of strong colors help alleviate this issue to a degree. Stages are well-detailed but tend to be blurred out and suffer from the same problems. The title was developed for both the PlayStation 4 and the Nintendo Switch, so there were bound to be some shortcuts made to have the title perform well on both devices, but it makes one wonder if it would look any different if it was exclusive to the more powerful system, or PC.

One thing is for certain, not everyone will find the visual style appealing. Some of the designs, particularly of the younger members of the cast like Kula Diamond, Mui Mui, and Nakoruru, definitely bring a level of discomfort. Others may find the clothing choices fashionable and creative, from Sylvie Paula Paula’s Harajuku style, Zarina’s Aztec-inspired toucan garb, and Love Heart’s hilarious cowboy outfit.

The unfortunate thing is that the game’s character presentation is such a mixed bag, ranging from from being cute to voluptuous, its difficult to find this game garnering a broader audience — but let’s be honest, that’s not why this game exists.

SNK HEROINES Tag Team Frenzy Resize Shermie

Gameplay:

SNK Heroines offers accessible gameplay with its own take on the party smasher. The controls are like the recently-reviewed Blade Strangers, with light attacks, heavy attacks, and a special attack button, instead of requiring complicated inputs (which SNK titles tend to be notorious for!), and a super attack button. What’s more unique to this title is its block button that creates a shield which players can dodge out of like Super Smash Bros., a grab button, and its tag system. Characters are designated to “Attacker” and “Supporter” roles and are alternated with a button press.

Where SNK Heroines really shines is how it changes the rules for what it takes to win in a fighting game. Players don’t win the match by simply reducing their opponent’s health to zero, they must be taken to a certain range of low health and hit with a super move. The player’s health is shared between the two characters, but their special meter is not. This is an interesting feature because players are encouraged to switch between characters when their special meters are low to make the most out of their special moves. This focus on meter management will assist players familiar with “vs.” titles like Dragon Ball FighterZ or Marvel vs. Capcom become more accustomed to managing their resources, making them not only better at SNK Heroines but at these other titles as well.

Items are an additional feature to the game, and are accessed by hitting yellow orbs that grant a random item with various effects. These items range from the classic banana peel to a giant rolling ball à la Indiana Jones and potions that grant buffs and cast debuffs on the opponent. There is even an item that creates an artificial corner to trap your opponent with — it can also be used to create distance, forcing your opponent to either jump over or break through the obstacle. Items are a fun addition to the title, but there is no way to turn them off for a more competitive bout.

When selecting characters for your tag team, its assumed that both choices need to be different, but players can actually select the same character twice if they feel more comfortable with their playstyle. This is a nice option that I haven’t noticed since Marvel vs. Capcom 2. This can’t be done in the game’s story mode however — it may be crazy, but it’s not that crazy. Team synergy is always important and while there aren’t tag attacks, players can switch pretty immediately between fighters, allowing for extended combos and better management of the dream meter.

There is also the option for co-op and four-player matches. Survival mode allows players to tag in a friend through local multiplayer. SNK Heroines released on Nintendo Switch as well as on the PlayStation 4, and while it is always wonderful to have the option to play together with one set of Joy-Cons (something I did personally during my time with the title at Evo 2018), it’s much more comfortable to play on a full-sized controller, which is how this title was reviewed (in this case, on PlayStation 4).

SNK HEROINES Tag Team Frenzy_20180913112655

Offline:

If the fan service of SNK Heroines alone is enough to ruffle your feathers, Story Mode is definitely not for you. The plot centers around Kukri, the mysterious hooded character from The King of Fighters XIV and his dastardly plan to kidnap the female fighters and force them to fight one another while using their despair to fuel his evil magic. Its silly, it’s ludicrous, and it’s a little disturbing if you look at it too seriously — which the writers obviously didn’t.

I don’t think story mode was intended to offend; Kukri is definitely a weirdo, but this kind of plot isn’t too unlike typical anime side-stories. In the end, Kukri gets pummeled and all is well for the Heroines. The characters may appear uncomfortable when building suspense, but the playable characters never seem out of control during cutscenes or gameplay, cracking jokes at each other and at the expense of Kukri, who gets a taste of his own medicine in the ending cutscene.

What’s nice about story mode is that every pair has unique interactions with one another. There aren’t a whole lot of them, but its an appreciated touch. The subtitles are super tiny with no options to enlarge them, so it can be hard to make out what exactly is said in these interactions, though.

Aside from story mode, there is a fairly basic tutorial mode that details the different attacks and techniques available to the title, and survival mode. Survival mode starts out pretty easy but once you get past 20 wins the difficulty spikes quite a bit, so don’t let your guard down. You can earn quite a bit of gold from survival as well, so keep trying to beat that high score. There is also a training mode with the usual bells and whistles like gameplay recording and some appreciated features like deciding which side of the stage to start on and the ability to change characters from the pause menu.

Perhaps the main attraction to the game — customization mode — brings a seemingly endless amount of content for players to personalize. Here players can unlock costumes, accessories, poses, backgrounds, and more. There is a lot of room for creativity in customization mode, but some of the costumes simply don’t work with the accessories available. They either clash entirely or there’s no room to notice, since quite a few of the costumes are already pretty ornate. That being said, players can create a seemingly limitless number of scenarios like magazine covers, battle sequences, and photo shoots through the available poses, expressions, backdrops, stickers, and more.

There isn’t an arcade mode, which is a strange omission — but to be fair, arcade mode is really just survival mode with a finite number of matches, or story mode without the cutscenes. There isn’t a challenge mode, which again, falls in line with the game not wanting to be competitive… but learning a handful of bread-and-butter combos would be nice to offer from the game itself.

SNK HEROINES Tag Team Frenzy Mai and Sylvie Paula Paula Resize

Online:

There are two main online modes; Quick Match and Room Match. Players are able to gamble gold to strike big with victories and on that same token, lose it all with failure. Quick matches work as you’d expect, when they are found quickly that is, matching two players for a one on one battle. Room matches allow players to search or create a lobby with up to eight players for a round table of party frenzies, but sadly I wasn’t ever able to experience this, due to never finding a room.

Matches are won with a single victory, making battles go by very quickly. No best-of-three sets here, but players can rematch one another as much as they would like. This is convenient and since there isn’t a ranking system, this isn’t an issue when it comes to level-boosting. The only kind of ranking the game does is show your track record of wins and losses.

It’s a little strange that there is no traditional ranking system, but that seems in line with the title’s decisions to shy away from being taken too seriously. The tic-tac-toe line of wins and losses is enough to show whether you’re going up against a pro or someone with a bad run of luck.

You can queue matches from the online menu and either wait at the match-up screen, or pass the time in training mode. This is a great option to have from the online menu and makes it convenient when searching for matches.

There is a menu option that takes players directly to the PlayStation 4 share page to see all of the videos and screenshots posted by players around the world, which is a nice feature. I personally forgot that the PS4 had hubs like this for titles, so SNK Heroines integration is appreciated.

My time online has been less than stellar. Matches are rare to find even when all searching specifications are open. There is a considerable amount of lag from time to time as well, even with a full connection. It’s never cool to blame a loss on netcode, but with the issues experienced during multiple online matches, its hard not to mention it. I’ve also had zero success finding a room or having players join my room. Perhaps with a few patches and a growing install base, these issues will be resolved.

SNK HEROINES Tag Team Frenzy_20180913113037

Conclusion:

SNK Heroines: Tag Team Frenzy isn’t the greatest party game out there, and its design choices are certainly polarizing at best. This shouldn’t keep it from getting credit where its due, however, thanks to its fresh take on fighting game fundamentals and easy-to-learn combos and special moves. There is a lot to be said about SNK Heroines, but it certainly succeeds in what it set out to do. It’s a fan service-filled fighter that focuses on fashion, fun, and SNK fantasies.

SNK and NIS America have already announced its continued support for the title through updates and DLC like the Thief Arthur guest character and the new mystery fighter. There is certainly a community for the title already, and perhaps additional surprises are planned — like that female Terry Bogard. And it will be interesting to see how the development team takes what they learned from making SNK Heroines: Tag Team Frenzy and apply it to their next title, the highly anticipated Samurai Shodown.


NIS America provided Shoryuken with a review copy of SNK Heroines: Tag Team Frenzy for the PlayStation 4.


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New JUMP FORCE trailers announce Yu Yu Hakusho’s Yusuke Urameshi and Toguro, show gameplay for Kurapika and Killua, and unveil original characters designed by Akira Toriyama

The works of Yoshihiro Togashi are celebrated through their addition to Jump Force.

Bandai Namco Entertainment isn’t finished showing off new content for the upcoming Shonen Jump brawler Jump Force yet. Yu Yu Hakusho‘s Yusuke Urameshi and Toguro were announced via a new trailer for Tokyo Game Show 2018. The two characters look fantastic in the game’s unique art style, and are shown battling on a new stage based on the real world Himeji Castle. The new trailer also gives the first look at gameplay for the recently announced Killua and Kurapika from Hunter X Hunter.

Bandai Namco Entertainment also released a trailer showcasing Jump Force’s original characters and their personalities. All four of these characters were designed by Dragon Ball‘s Akira Toriyama. To be honest, the characters give off a strong Dragon Ball Xenoverse vibe, with Glover echoing Time Patrol Trunks and Galena and Kane resembling Towa and Mira. Overall, the insectoid appearances of the title’s ANTagonists are really neat. It will be interesting to see how they all transition to the game’s engine.

The release window for Jump Force was also announced to be February 2019 for Xbox One, PlayStation 4, and PC. Pre-orders grant players 3 exclusive costumes for their custom fighters based on characters from One Piece, Dragon Ball, and Naruto, and Frieza’s pod as a lobby vehicle. The Collector’s Edition will feature a 30 cm statue of the title’s main three protagonists, a steel book, the season pass which includes 9 additional characters, and three art boards.

Jump Force Pre-order Bonuses
Jump Force Special Edition

Source: Bandai Namco Entertainment America


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