Also, Goku and Vegeta are heading to the title on August 8th!
After the incredibly intense final fights for Dragon Ball FighterZ at Evo 2018, Bandai Namco released a reveal trailer confirming Frieza’s older brother, Cooler as an upcoming DLC character for the game.
While Cooler will more than likely be the main takeaway from the video, the trailer actually begins by delving deeper into the capabilities of the next DLC characters, base Goku and Vegeta, giving off glimpses of their dramatic finishes and special attacks.
After both characters let off their ultimate techniques from their original Saiyan Saga encounter, the trailer transitions into the surprise announcement of Cooler, whose raw power sets himself apart from his golden younger brother.
Take a look at the trailer below and see how the new characters will best fit your team!
Goku vs Vegeta, a duel between two Saiyans with the fate of the Earth hanging on the line. On August 8th will you stand with Goku or join Vegeta in his invasion? pic.twitter.com/3HT7IgdjC3
Goku and Vegeta will be available on Wednesday, August 8th on PlayStation 4, Xbox One, and PC with the Nintendo Switch open beta following shortly afterward on August 9th.
The classic iterations of Dragon Ball Z icons Goku and Vegeta, soon to be playable in Dragon Ball FighterZ, can finally be seen in action thanks to gameplay trailers released by Bandai Namco Entertainment.
These characters are a lot more than just non-blonde (or blue) versions of Goku and Vegeta. They bring along with them classic techniques not seen by the characters since the early days of the series. Take a look for yourself at the character trailers below!
Here comes the first gameplay of base Goku, who joins the roster of Dragon Ball FighterZ in early August!
Base form Goku and Vegeta are set to release in early August on PlayStation 4, Xbox One, and PC as a part of the FighterZ Pass or individually for $4.99. Also, don’t forget Nintendo Switch owners, the open beta for Dragon Ball FighterZ starts next month as well!
With all of these announcements and Evo 2018, August is going to be a Super Dragon Ball sized month for Dragon Ball FighterZ fans.
Xbox Israel released the character trailer for returning fighter, Voldo, in SoulCalibur VI, in perhaps his creepiest getup yet. Voldo’s unorthodox combat style is as perplexing as his appearance and keeps players on their toes to counter such sinister techniques.
As horrifying as Voldo can be, every movement flows like a well-choreographed performance, with some moves even ending with a bow. Hopefully, fans of the character will enjoy his new additions when SoulCalibur VI releases on October 19 for Xbox One, PlayStation 4, and PC.
At the time of publishing this article, the Xbox Israel video has since been removed and will be replaced with a capture of the trailer by lzuniy while waiting for another official posting.
Shortly after being announced, players can now get a quick look at the next DLC characters for Dragon Ball FighterZ, base form Goku and Vegeta, in V-Jump magazine. The scan comes from the trusty YonkouProductions on Twitter and showcases the characters’ renders and special attacks. Goku cranks up his Kaio-ken all the way to 20 and gathers your energy for a devastating Super Spirit Bomb. Vegeta’s Galick Gun looks as sinister as ever and his ruthless Galaxy Breaker surely packs a punch.
Both characters are set to release sometime in early August, with the Nintendo Switch beta opening later that month. Stick around for more news about the new DLC characters and their impending trailers.
A great new fighter enters the ring, but is it worth the cost?
Initially teased as an April Fool’s Day joke, Fighting EX Layer has finally come to fruition and to full release on the PlayStation 4 on June 28, 2018, after much anticipation from longtime fans of the Fighting Layer and Street Fighter EX titles.
There is definitely an undeniable charm surrounding ARIKA’s titles, and it shows in full force through every aspect of Fighting EX Layer. There is no doubt that this is a fun fighter with a massive amount of potential, but is its potential enough to warrant its current state?
Visuals and Sound:
The overall art direction for Fighting EX Layer is absolutely stellar, and it certainly stands out. Its art style is what initially drew me to the title. Characters are dynamic and uniquely designed. Nobody looks cooler than Skullomania, except for maybe Shadow Geist, he’s cool too. (I’ve found the most success playing as Hayate, however.) Stages are colorful and react subtly to the action — for example, tumbleweeds roll in whichever direction they are knocked into when on the Wasteland stage, and barrels get knocked over in the city location.
Perhaps this is the intended style, but the animations for the game seem a little choppy. It certainly makes combos look dynamic when executed, but they can be jarring for those expecting a more fluid look, especially when online lag only makes matters worse. The art direction can only take the title so far without the game looking flat in some instances.
Fighting EX Layer‘s sound design comes straight from the 90s and it shows through every sound effect and music note. The character themes perfectly match their subject and the stage themes set the mood well. It would be great for there to be a sound test mode in the future that allowed players to fully appreciate the wonderfully composed tracks on their own.
While a very minor criticism, I wish that there were subtitles for the intro sequences for fights. The characters are so full of personality and I wish (as a non-Japanese-speaker) I knew what they were saying to one another to flesh out the overall experience.
Gameplay:
Combat in Fighting EX Layer is incredibly stylized with special moves taking characters across the stage with giant leaps and bounds. It feels great to execute combos and dash at opponents. You can also perform Super Cancels into all three available Super Attacks while dealing insane amounts of damage. Many of the features and systems are not explained in detail within the actual game and will require some quick reading of the digital manual to get the most out of what’s possible.
There are two methods available for inputs. The modern and simplistic Progressive input style only requires short directional inputs, usually in a single direction which assists newer players who may have difficulty pulling off certain inputs, and others who want to activate their special moves as quickly as possible. The traditional Classic inputs require the tried-and-true quarter circles, dragon punches, and full circle motions like in most fighting games. What may lead to some contention is whether or not players need to be on the same input settings in tournaments, as one method may lead to greater success due to its ease of use.
The Progressive input option is not the only accommodation for newer players to fighting games either. There are also Easy Combos, which can be turned on and off in the settings, that create an auto combo when dashing and pressing light punches or kicks. These easy combos end with a Super Attack, so proper utilization can lead to devastating results. Chain combos are also possible by linking together a light medium and heavy attack of the same kind.
One of the largest differentiators for Fighting EX Layer is the Gougi Deck system, ARIKA’s take on buff loadouts similar to the Gem system in Street Fighter X Tekken. Before the release of Fighting EX Layer, this caused a small amount of concern. Gems could be customized to create personal loadouts that broke the balancing of the game. Luckily, Gougi Decks are pre-constructed, which creates a sense of balance, but that doesn’t mean all Gougi are created equal. Some effects make players invisible or add several invincibility frames, which seem more game-breaking than simply getting a boost to speed or strength.
Gougi Decks help create even more variety for the roster by allowing players to utilize characters in entirely different ways depending on the Gougi Deck equipped. This means there is a ton to learn about every character on their own and with every combination of Gougi Decks. That’s a lot to manage, but through plenty of practice and understanding of one’s own loadout, consistent success should be in one’s future.
Offline:
Fighting EX Layer is almost as bare-bones as it gets when it comes to a modern fighting game. There is an offline versus mode, which only allows two human players and no CPUs, a training mode, an Expert Mode, and a look at your unlocked Gougi Decks in detail under the Gougi menu.
Offline versus works as one would expect, but there are no additional options available to enable custom settings like the number of rounds or the length of a match. Players are able to choose their character, Gougi Deck, input style, color, and stage. There will eventually be additional Gougi Decks and color packs in the future, but none are currently available on the PlayStation Store.
Training Mode offers a variety of options without ever having to return to the main menu. Characters and Goigi Decks can be changed on the fly, Gougi can be activated individually, all together, or completely canceled. Additional details like Data Display, Command History, Advantage Display, and Input Delay that can be toggled on and off as well for the more studious fighting game player. The opponent has a large number of customizable options as well for their status, stances, guarding, guard type, recovery, and throw break. Those who like to test out combos against specific actions can find a lot to love about the multiple recording settings for general, after wake-up, and after-guard.
The Expert mode that assists players in learning combos for specific characters is not anywhere near user-friendly. The names of the moves will be the only things displayed, with no mention of inputs. So if you forget the name of a move, you will need to constantly return to the command list. Including the inputs necessary to pull off certain moves and combos would be beneficial for all players, a small touch, and a curious omission. Expert mode can be played in both Progressive and Classic input styles, so be sure to give them both a shot to see whichever is most comfortable.
There is one final offline mode hidden within the game, which is certainly one of the most curious decisions made within the game, known as Kumite mode. It can be found hidden within Training Mode and can be activated when adjusting the Opponent’s Status to CPU and the format to Kumite. From there, players can adjust the difficulty from Easy, Normal, and Hard. Kumite mode is a ton of fun. It is incredibly fast-paced, especially in comparison to say, Street Fighter V‘s Survival mode, which requires buff selection and loading between each fight. Fighting EX Layer‘s Kumite mode brings one fight after another without a moments delay. Players are granted a small boost in health after each match, so selecting a Gougi Deck with health absorption can’t be a bad idea.
Matchmaking:
Fighting EX Layer has two online versus modes, Ranked Match and Casual Match. The ranked mode works just as one would expect, with players competing against one another to increase their overall level to show off their skills. Casual Match consists of creating or finding a room for players to go head to head in a rank-free environment. There are no spectator modes available but players can view the leaderboard to see who’s on top. Also, additional details surrounding one’s personal statistics can be viewed in the Record tab, showcasing one’s rank, wins and loses, medals, and overall success against all other characters.
At first, my time spent online may take longer than some would prefer. There were frequent instances where it would take longer than ten minutes to find a match online when the only requirement was that players were within the same group. My connection quality standards started at 5 but were moved down to 3 at ARIKA’s recommendation, but the only difference found was an increased amount of lag. Also, while done to ensure there is no boosting performed to one’s rank, players are not allowed to rematch one another after a one person wins two total games. This makes that long wait for matches even more of a drag.
There are a variety of factors at play for my initially negative online experience. The install base is not all that large for the title so the potential matchups were not in an abundance. While my online gameplay is not affected in other games, Fighting EX Layer did mention the NAT type of my network could have some effect on the connection speed, according to my PlayStation 4, it is a NAT Type 2, not Type 3 which would incur the most negative effects.
After more extensive playtesting during higher traffic times a few days after the initial release finding online matches was not a problem. But don’t try your luck at any time before noon CST, I was able to get consistent matches back to back later on in the evening around 8 pm CST. Another learned tidbit was that players can begin their matchmaking search while at the main menu by pressing the options button. This allows players to peruse through other modes like Training and Gougi to brush up on their techniques while waiting for a match whenever the connection times grow long.
I had zero success finding a casual group to play with after multiple tries at different times on separate days. It is entirely possible that everyone who purchased this game is focused on competitive play, but it is not completely plausible. The idea that there are virtually no players using the title to play against one another casually is not encouraging for newcomers. This all could change with time, but there has been no indication of players making any more rooms nearly a week after release.
Conclusion:
Fighting EX Layer is definitely a fun game, no doubt about that. The roster is diverse, albeit small, the moves are simple to execute, although a tad clunky, and the visuals are distinct, if not a little unrealized. This can be understood when dialing in the factors surrounding the development. ARIKA is a small studio without the resources of AAA fighting game developers and Fighting EX Layer is a true labor of love.
All that being said, $60 for the complete title, which comes with one additional character and set of Gougi Decks, is a bit too much to ask from those who are not die-hard Fighting Layer or Street Fighter EX fans. Sure there is a $40 version available as well, but even that price point seems to steep. The game doesn’t feel complete and while it may shape up into something great later down the road, in its current state it is far from being seen as a full-fledged release.
In the end, it becomes more of a conversation about supporting a developer than getting the full value of your dollar. Many will view Fighting EX Layer as an investment, expecting new characters and modes to be released in the future but is that how the general public will see their purchase when none of this is certain? Hopefully, the title will receive enough support to be polished into something truly exceptional, through devoted fans, and ARIKA’s hardwork.
ARIKA provided Shoryuken with a review copy of Fighting EX Layer.
“I saw you smiling at me… was it real, or just my fantasy?”
Final Fantasy VIII‘s Rinoa Heartilly is the next character to join Dissidia Final Fantasy NT as announced during Square Enix’s live stream earlier today. Rinoa is a shooting type character and attacks with her wrist mounted Blaster Edge and her loyal canine, Angelo. She also has the ability to summon wings and fly swiftly across the battlefield while attacking with magic.
Rinoa Heartilly will become instantly available to all season pass holders or for $5.99 separately sometime in August on PlayStation 4, while heading to arcades earlier on July 12. Three more characters remain for the season pass and Square Enix has released hints about who they might be, and their release schedule. Check out additional screens from the broadcast showcasing Rinoa’s outfits, weapons, and more below!
Substitute Soul Reaper, Ichigo Kurosaki, was announced for the upcoming tag-team brawler, Jump Force in the most recent issue of Shonen Jump.
Twitter user, Yonkou Productions, shared the Shonen Jump scan along with translated details. Ichigo’s longtime companion, Rukia Kuchiki, and bitter foe, Sosuke Aizen, will be featured in the game at some capacity. All Bleach characters will be in their “Thousand Year Blood War” appearances as well. A new stage modeled after Hong Kong is also set to be playable.
Take a look at the Bleach icons in Jump Force‘s unique art style below.
Ichigo will be in jump force, and a particular dude will appear when you play as him. Also Rukia and Aizen are confirmed to appear. A new stage –Hong Kong is avaible, and Ichigo will take his appearance from the "Thousand Year Blood war" arc. pic.twitter.com/ju4Xa1ejZP
While it should be no surprise that Ichigo joined the roster, Bleach was one of the most successful manga franchises along with One Piece and Naruto, it is still great to see the character playable in Jump Force.
Although the two previously mentioned franchises have continued in one way or another, Bleach creator, Tite Kubo is looking at creating new adventures with his upcoming one-shot, Burn the Witch. The romantic comedy one-shot will be featured in Shonen Jump‘s 33rd issue on July 14th. Burn the Witch‘s story is still a surprise, but it will revolve around witches, dragons, and a “Reverse London”.
Hopefully, we get to see Ichigo and the others in action soon, stay tuned to Shoryuken for more updates. Jump Force is scheduled for release sometime in 2019 for Xbox One, PlayStation 4, and PC.
Super Baby Vegeta is looking as intimidating as ever with his perfectly styled hair and cunning grin. Which additional characters do you think will come along for the ride with the GT super villain? Now that Dragon Ball GT seems to have been mostly covered except for maybe General Rilldo, there is plenty of room for other well known and obscure characters to join in on the Time Patrol.
With the Super Dragon Ball Heroes: Ultimate Mission anime releasing soon, it would be neat to see the new villain or some of the what-if characters make their way outside of Japan. Whatever the new content is, according to Bandai Namco, it’ll pack a wallop. See for yourself below in their most recent related tweet.
The ultimate Tuffle Saiyan warrior finally blasts into Dragon Ball Xenoverse 2
Super Baby Vegeta, one of the most popular Dragon Ball GT characters, is being added to the ceaselessly expandingDragon Ball Xenoverse 2. The announcement came via this month’s V-Jump magazine and was shared by Twitter user, YonkouProductions. A full translation for the V-Jump page has yet to be released, but you can take a quick look at the character’s special attacks in the scan below.
Until now, Baby Vegeta has only been featured in the Xenoverse series as a boss character in his Golden Great Ape form. While this was certainly a curious decision, Xenoverse 2 had most major Dragon Ball GT characters at launch; its great fans will finally get to play as the Tuffle titan in his iconic Super Baby Vegeta 2 transformation.
Looking back at how the most recent DLC packs have greatly added to the game, there are bound to be plenty of additional characters, modes, and features added to the title with the coming expansions. Expect additional details for the seventh DLC pack for Dragon Ball Xenoverse 2 soon.
Dragon Ball Xenoverse 2 is available on PlayStation 4, Xbox One, PC, and Nintendo Switch.
The possibilities are endless for efficiency and accessibility with elite controllers and fighting games.
The recently-announced SCUF Vantage controller was on display at E3 2018 and Shoryuken was invited by SCUF Gaming to take a closer look at the exciting peripheral. While not marketed directly for fighting games, its numerous features could prove beneficial for players of all levels.
The SCUF Vantage feels immediately comfortable, especially for folks like me who prefer the “Xbox-style” layout. The rubberized grips ensure stability during the high-intensity bouts found in fighting games. The weight can also be adjusted by removing the vibration modules; this also helps out people who prefer to be free from the haptic distraction. Also, the wireless models can have their Bluetooth deactivated to function as native wired controllers for the lowest latency at tournaments. [Not to mention easier device-connection management at events. – Editor]
The four map-able paddles and two additional Side Action (SAX) Buttons give players a plethora of choices in how they want to key in their combos. For example, with the SAX buttons, you can readily utilize Square for light punch, S2 for medium punch, and R1 for heavy punch without needing to move your fingers from their places. For kicks, just use the two back paddles and the X button. Any of the extra inputs can be mapped and remapped for whatever fits your situation. One thing that would make this feature better, however, would be an official application built into the PlayStation 4 itself, like the Xbox Accessories app available on the Xbox One. Instead, all of the mappings must be done manually via the map switch — which is easy enough, but dedicated software would bring the whole experience together.
The triggers are also customizable in a number of ways. They can have their tension adjusted to match the perfect pull, they can have their pull shortened to require shorter presses, and can be swapped entirely with longer buttons to match your comfort zone. Personally, I found shortening the pull distance allowed for much faster inputs, making the triggers more like buttons. Whenever fractions of seconds are what can make the difference, a short press could be all one needs to win. Don’t forget there are concave and domed styles of sticks, with varying lengths for your preferred playstyles. Fighters can take advantage of the concave sticks for tighter control, but if the domed sticks are more comfortable, then give them a shot.
One of my personal favorite customizations of the controller is the Control Disc, a replacement for the traditional D-Pad. The control disc is made out of a grippy rubber that allows just enough give for your thumb to slide while being in full control. This allows swooping motions, perfect for quarter and half-circle inputs. This also allows for better diagonal control, which works great for charge moves. The D-pad itself works well, and is certainly preferable in comparison to the squishy default Dual Shock 4 controller. The definitive click made by the D-pad and the control disc creates a physical and audio queue for the player, helping to note success inputs.
The SCUF Vantage does deliver a lot on choice — and players are able to remove any of the extra functions that don’t suit their fancy. That means if you don’t want to use the SAX buttons, you can take them off. If you only want to use one paddle, just remove the rest of them. If you change your mind about how you want your SCUF Vantage to look. there will be customization packs available in different colors that can also act as replacement packs if your controller starts to wear down.
The controller and others like it will be allowed for use at Evo (legality was confirmed with a representative), which allows a completely new experience for tournament play. Fighting games are all about experimentation and finding new and interesting ways to succeed. The concept of an “elite” controller has never really been applied to fighting games before, by either their manufacturers or their users — most people view these controllers as being designed exclusively for the first-person shooter genre. That being said, learning how to use a fight stick can be daunting for players who have grown accustomed to using a standard controller. Those wanting to invest in a more-versatile controller that creates a stronger overall experience — and houses plenty of applications that benefit fighters — can find all of that in the SCUF Vantage.
The SCUF Vantage’s asking price is definitely something that may give some users pause ($169.95 wired and $199.95 wireless, not including shipping — basically arcade stick price range), but this looks like the best the PlayStation 4 has to offer in this hardware category so far. Sony themselves have yet to enter the elite controller market, instead licensing out those peripherals through third parties like SCUF, Razer, and HORI.
Pre-orders have begun for the SCUF Vantage — which can be customized in a variety of colors, from its magnetic faceplate to its anti-friction rings — on the product’s store page. The controller is set to release sometime in August 2018 (which likely will miss Evo 2018, but there are plenty of other events on the horizon to follow).
PlayStation performed an unboxing of the unit at E3 to showcase everything that comes with the device. The controller comes with a variety of accessories right out the gate, as one would expect at the given price point, but with that investment, users will have everything they need to perfect their way of play. Take a look at PlayStation’s unboxing of the SCUF Vantage below — and expect a more in-depth look at the controller and its functions from Shoryuken in the near future.