Shoryuken at E3 2018: Interview with SoulCalibur VI producer Motohiro Okubo

A tale of souls and swords, personally told — at the biggest gaming event of the year.

Much of the excitement from fighting game fans at E3 2018 was focused towards the soon-to-be-released SoulCalibur VI. The title was available to play not only at the Bandai Namco booth in the South Hall of the LA Convention Center, but also within the Xbox Experience at the Microsoft Theater — and players, pros, and media members were lining up to fight on the Stage of History.

Shoryuken was invited by Bandai Namco to sit down and interview SoulCalibur VI producer Motohiro Okubo to discuss the title’s development, and how it hopes to be the most complete SoulCalibur experience to date.

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Austyn “Lazybones2020” Roney: I attended Bandai Namco Entertainment’s Fighting Game Dojo panel previously at the Coliseum, and a lot of the discussion was about bringing Tekken and SoulCalibur to new audiences. How was SoulCalibur VI adapted with that in mind?

Motohiro Okubo: In the early planning stages of SoulCalibur VI we had a lot of discussions and debates internally in the team, and we wanted to really understand and focus on what made the SoulCalibur franchise so attractive to fans. We discovered the way you swing a sword, how satisfying that feels, the eight-way run mechanic, I feel these are the things that really make these games attractive.

And of course, I think a lot of the core existing fans can really understand that. And in the terms of developing a new audience, I think the game has been designed in such a way that it forgives button-mashing, to a degree.

And in addition, we have a new battle mechanic called the Reversal Edge. I think it’s safe to say that most of the time a beginning player would lose to a more experienced player in a landslide. The Reversal Edge gives newer players a chance to stand on the same stage and have mind games with a more-experienced player.

Reversal Edge SoulCalibur VI

Lazybones2020: Speaking of the more-experienced player, were there any major changes to the game that are geared towards esports?

Okubo-san: In terms of the competitive scene, SoulCalibur — the entire intellectual property — was at the edge, and internally there wasn’t really a climate to where we were looking into sequels. When we set out to develop SoulCalibur VI, we didn’t want to make something for the sake of the esports community, we wanted to develop something that captured the essence of SoulCalibur.

That doesn’t mean to say that it can’t hold its own on the competitive scene. Very early in development, we worked with many high-level players to create this battle mechanic and ensure it was balanced and competitive.

Lazybones2020: You talked a lot about the eight-way run and the weapons defining SoulCalibur as a franchise, how do you balance these aspects to ensure they lead to an even playing field?

Okubo-san: A lot of that has to do with the heritage of the SoulCalibur franchise, there has been a lot of information that has been passed down over the years. In SoulCalibur V we got the battle mechanics to a very high level of polish.

What we were trying to do, going back to what I mentioned earlier about the essence of SoulCalibur — swinging weapons, freedom, tempo, quick response — merging that with the high level of battle polish from SoulCalibur V, that was the philosophy of SoulCalibur VI.

Maxi Kilik Strikes

Lazybones2020: How has the development cycle and post-launch support for Tekken 7 influenced SoulCalibur VI‘s development?

Okubo-san: I actually had the pleasure of being a producer on the console version of Tekken 7 as well. Having seen both Tekken 7 and SoulCalibur, I can really see both sides, and know how I want to differentiate between them.

Even in terms of development, after Tekken 7 started to wind down, we were able to take a lot of our base members from the Tekken team and apply them towards developing SoulCalibur. What we learned in terms of Unreal Engine 4 while developing Tekken gave us a lot of knowledge when developing SoulCalibur. For instance, there was an input patch that we had for Tekken 7 that we already have built into SoulCalibur.

Lazybones2020: Considering the last entry in the SoulCalibur franchise — not SoulCalibur V, but SoulCalibur: Lost Swords — was built with free-to-play aspects, was there anything that was learned from that game model that made its way into SoulCalibur VI?

Okubo-san: With Lost Swords, we learned a lot about what the fans want from the SoulCalibur franchise, and one of the biggest things we saw was the character creator, how much people loved that and how much people loved sharing what they have created, this very personalized warrior, if you will. And although I can’t go into too much detail at this moment, in SoulCalibur VI we will have a character creator in some form.

Groh Medium Shot

Lazybones2020: I want to ask about Grøh and his design, and what role he fills in story and gameplay. As a side note, it was very interesting to see that after his eye patch breaks off during combat, he has a very regular eye underneath! With a few scars of course.

Okubo-san: In terms of Grøh I could go on and on forever about his design and how he came to be, but for SoulCalibur VI we are taking the timeline all the way back to SoulCalibur and SoulCalibur II, revisiting the story between the SoulCalibur and Soul Edge because we think it deserves to be retold. In doing so, we added new perspectives, new characters, and new episodes affecting what happens — and Grøh is going to be a part of that.

As far as the design as a character goes, in SoulCalibur VI, we watched a lot of movies and extracted the scenes we thought were really really cool; we had this long string of cool scenes from different movies — and of course there were a lot of my favorite movies in there as well — and it really informed the kind of movement, costume, and even his weapon, the double saber. A lot of that is derived from these various movie scenes.

Lazybones2020: Is there any film in particular that had the most significant influence?

Okubo-san: I don’t want to get into any sort of legal trouble due to copyright, but if you play Grøh enough I think you will be able to tell “Okay, this is probably from this movie, and I think he really likes this director.” [laughs]

Geralt Two Swords Medium Shot

Lazybones2020: Speaking of new characters, Geralt from The Witcher was a big surprise, but still a natural fit for the SoulCalibur universe; what brought him in and how did that discussion go with CD Projekt Red?

Okubo-san: Early on in SoulCalibur VI’s development we knew that the guest characters were something fans have come to expect from the SoulCalibur franchise and we wanted to deliver on that promise and surprise. Taking the timeline back to SoulCalibur and SoulCalibur II, we really valued the world setting and backdrop of the SoulCalibur universe, whatever character we were going to bring in as a guest needed to fit in very naturally.

We discussed with our foreign marketing teams and our internal development teams as to what character might fit this requirement, and Geralt was on the short list of candidates, and we have a really positive working relationship with CD Projekt; when we presented this idea to them for this collaboration they were very supportive, and I am thankful for that.

Xianghua Critical Edge

Lazybones2020: How has the feedback been at E3? Have you gotten any new feedback that you have not gotten before? E3, this stage, this presence, how has the reaction been?

Okubo-san: Here we are — it’s day three at E3 and I have had the chance to talk with many members of the media and players on the floor, and I am very thankful they are playing the game. With all the feedback they have, it seems people are reacting positively to SoulCalibur VI.

It was quite a challenge on the onset, the idea of merging the quick, responsive speed of SoulCalibur II and the battle polish of SoulCalibur V, the distance, the spacing, the mind games. The fact that the merge is met with a positive reaction and that people are understanding what we are going for instinctively, I am really happy about that.

There are members of the battle team working really late at night in Japan right now making the final adjustments before the release date. I almost feel bad for taking all of the praise I am getting — I wish there was some way I could transfer that to them, and let them see what I am experiencing right now.


Expect more announcements from Okubo-san and Bandai Namco as the race towards the release of SoulCalibur VI nears the finish line. SoulCalibur VI releases on Xbox One, PlayStation 4, and PC on October 19, 2018.

Shoryuken at E3 2018: Hands-on with Dead or Alive 6

WANTED: DEAD OR ALIVE 6

E3 2018 was a very exciting time for fighting games, with many titles available to play by anyone who attended the event. One of the most exciting upcoming fighters, however, was not on the showroom floor.

Shortly before E3 2018 officially began, Koei Tecmo and Team Ninja announced Dead or Alive 6, the next iteration of the popular 3D fighting game, and it surprised many with its more refined design, dynamic action sequences, and new overall direction. With the game being announced so close to the conference, many wondered if the title would have a presence at E3. After looking at the floor plans of the two event halls, it was clear this was not the case, but that didn’t mean Dead or Alive 6 was missing in action.

Shoryuken was invited by Koei Tecmo and the Team Ninja community manager, Emmanuel ‘”Master” Rodriguez, to get an early look at the title at the Koei Tecmo meeting room — and it’s clear Team Ninja has a new mission for a favorite franchise: making Dead or Alive 6 familiar, accessible, and — above all — action-packed.

Dead or Alive 6 breaks new ground with the Break Gauge system

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Dead or Alive 6 is just as fast, furious, and technical as it’s been known for. Jumping into the demo with Kasumi, a series mainstay, felt familiar. Her strikes were accurate and graceful, and her old combos worked in similar fashion. Everything you’d expect from the kunoichi was there — except for her familiar outfit, which was replaced with a new battle suit more focused on actual combat. What was different this time wasn’t necessarily the characters themselves, but the new mechanics put in place as part of the title’s combat system. Accessibility is king when it comes to the current climate of the recently-developed fighters, and it’s on full display with the new Break Gauge system, the first super meter system for the franchise.

The system is utilized through the new special button, (RB or R1) and even activates an auto-combo when pressed repeatedly on its own. This new mechanic is known as the Fatal Rush. Once activated, the Fatal Rush cannot be stopped by the opponent, allowing a guaranteed combo. Players must be cautious on both ends of the Fatal Rush — not to leave yourself open by not making contact, and not to allow yourself to get caught if you are on the other side.

Pressing the special button (RB or R1) + up or down initiates a side attack where players can avoid their opponent and go right on the offensive. This is a great way to make your sidesteps count, especially when being rushed by the opponent.

Neither of these methods use up any meter, so mixing these new mechanics in with regular DOA tactics is going to be what creates the most successful players in this new entry.

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By pressing forward + special (RB or R1), players activate a Break Blow, an incredibly devastating attack that uses the entire meter and initiates those new dynamic close-up shots. The Break Blow is also a great way to burst through the opponent’s strikes as it goes straight through low and mid attacks. Players can lead into the Break Blow through the Fatal Rush if there is enough meter built to execute it, allowing new players to feel a surge of success when pulling off that stunning string of attacks.

Depending on the character, the Break Blow may strike the player in the face as shown in the reveal trailer, giving a zoomed-in look at all of the messy new details on display in DOA6: showcasing all the scratches, cuts, and bruises brought on through the heat of battle. For Kasumi, her strike focuses on the body of the character, blowing them back with extreme force. This matches her character a bit more than a sucker punch to the face, and is just as visually stunning to see in action.

The Break Hold is the defensive version of the Break Blow, and the only way to counter the attack. It also uses a full bar of meter and is activated by pressing backward + special (RB or R1). It doesn’t do as much damage, but that is the trade-off for being able to counter the intensity of the Break Blow.

Definitive details discovered during DOA discussion

DOA 6 Destructible Outfit

Certain costumes are destructible, this is indicated by a red star icon next to the outfit being selected. The feature shows off the dynamic damage system. Damage occurs with significant attacks at their point of impact.

Players can decide upon using a four-way or three-way hold system before entering the versus mode, allowing newer players the option to learn the fundamentals of holding before diving into the full scope of complexity available.

Stages are still as dynamic as ever, and are filled with hazards like electric rings and rowdy bystanders, and destructible elements like crates, cars, and dumpsters. Stage transitions are still up in the air, with the game still being very deep in development.

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That being said, you couldn’t tell this game had an early 2019 release window because of how incredibly polished the entire experience was, even if the demo only had four characters to choose from.

Kasumi, Zack, Jann Lee, and Helena (who I found the most success with) felt like complete fighters waiting for the rest of their friends and foes to join in on the fight. The gameplay was solid, the characters were well-defined, and the new mechanics worked incredibly well without sacrificing the series’ long-established identity.

I am looking forward to seeing the rest of the roster along with their new designs and the story that will tie them all together. Most of all, I am excited to see where this installment will take the franchise, and hopefully open itself up to a whole new audience looking to fight in style. Dead or Alive 6 is set to release early 2019 for Xbox One, PlayStation 4, and PC — and will be playable to the public for the first time at Evo 2018 later this summer in Las Vegas.

Source: Team Ninja

Kill la Kill the Game announced by Arc System Works

Pull the Trigger on a new stylish fighter published by Arc System Works!

Arc System Works announced Kill la Kill the Game on their official YouTube channel earlier today, ending with a link to the game’s official website which included the first look at the visuals to be expected from the new title.

Kill la Kill the Game is being developed by A+ Games, the developer of Little Witch Academia: Chamber of Time, and published by Arc System Works. The game is expected to release in 2019 but not much else is known about the fighter aside from the fact that it can be played with 1-2 players.

Click to view slideshow.

More information about Kill la Kill the Game will be revealed at Anime Expo 2018 on July 5-8 alongside an Arc System Works booth featuring special guests KLK Character Designer Sushio and Creative Officer Hiromi Wakabayashi.

Source: Kill la Kill the Game

Shoryuken at E3 2018: Hands-on with Super Smash Bros. Ultimate

A familiar feeling at its most refined.

Shoryuken was on the scene at E3 2018 and got the opportunity to give the recently announced Super Smash Bros. Ultimate a test run on day one. The title was a blast to try, especially with so much to play with. What seemed to be about half of the roster was available along with dozens of stages — if it were to release at this point, the title would appear to have been a full game.

That being said, there was way too much content for the time granted to gain a deep analysis of all of the changes to the characters and the combat mechanics, but it gave a good amount of insight to what the game hopes to accomplish.

Snake Super Smash Bros Ultimate

Presentation

First things first, the presentation, while initially similar to Super Smash Bros. for Wii U, has many new tiny details that make a huge difference to the overall experience. The characters are much more detailed and dynamic, seemingly combining the clean look of Super Smash Bros. for Wii U with the more-realistic textures of Super Smash Bros. Brawl.

Also, fighters from the same franchise are no longer tied to appearances of a particular entry. Using The Legend of Zelda franchise as an example, Link is based on his Breath of the Wild incarnation, Zelda is designed to match her A Link Between Worlds design, and Ganondorf is representing his classic look from Ocarina of Time. Many characters also have additional outfit choices, like the newly-introduced Inkling.

Ganondorf and Zelda Super Smash Bros Ultimate

There were a couple of new stages on display as well; Moray Towers from Splatoon, and the Great Plateau Tower from The Legend of Zelda: Breath of the Wild were both interesting additions to the game. Moray Towers felt like a more angular version of the Wrecking Crew stage without its stage gimmick and with its own unique flair, and the Great Plateau Tower allowed for creative uses of stage destruction to take your opponent out.

The new special effect designs really set the action apart from its predecessors, too: you gotta love how clean the colors look. The new cloud effect designs are so clean and crisp, you can practically feel the impact of being blown away.

Luigi and Cloud Super Smash Bros Ultimate

Characters

Returning characters aren’t all how you remember them. A large amount of the Super Smash Bros. Ultimate cast have some major tweaks that will change the way they are played. Some of the veteran fighters have been given new mechanics altogether to match their franchise’s more-recent entries.

Link’s bombs, for example, are no longer traditional explosives. The bombs must be activated by the Sheikah Slate, making the projectile practically harmless when initially thrown, but with strategic timing, the bomb can do damage in ways never possible before. This also gives the player time to think about how they want to use the weapon, instead of being forced to react quickly to the traditional timer associated with the special move.

There are bound to be countless other changes made to the returning characters, so be on the lookout!

Inkling

Inkling Super Smash Bros Ultimate

The zippy Inkling from the Splatoon franchise can be played as both an Inkling Girl and Inkling Boy of various looks, and is a mobility master that can spray its ink to do additional damage to the opponent. This is a very interesting mechanic which will have to be looked into further to determine its overall effectiveness.

The standard B attack shoots ink from the traditional Splatoon blaster; the shots can be redirected from whichever way the player was facing at the initial shot. The side-B attack initiates a dash with the roller weapon. The down-B move will have the Inkling toss an ink grenade inflicting heavy damage. Finally, pressing up-B will activate an upward dash. Be wary of using up too much ink though, once the gauge runs out, it will need to be reloaded by holding down the B button. The Inkling’s Final Smash may also be redirected when used, so don’t fret if it doesn’t make initial contact.

Ridley

Ridley Super Smash Bros Ultimate

Ridley, the space pirate responsible for a great majority of Metroid protagonist Samus Aran’s strife, is a major addition to the series, largely in part to the popular demand for the character. At first glance, The scheming reptile appears similar to Charizard in general motion, but this is nowhere near the truth once one grows accustomed to the outcome of his phenomenal special attacks.

Pressing B releases a fireball attack that can be charged for maximum effect. Ridley’s side-B is a personal favorite due to the overall intensity of the move after a successful grab, it’s really just that cool. Down-B performs a downward slam similar to King Dedede. Finally, the up-B move activates an upward dash. Also, his Final Smash — slamming his victim against the side of Samus’ ship and blasting through both with a huge energy beam — is particularly impressive.

Closing

Super Smash Bros. Ultimate was an absolute blast to play, and it sets itself up to be the most comprehensive title in the series to date. While the roster includes every character in the franchise to date, some with new looks and others with new moves, everything feels positively fresh. It will be exciting to watch the development of this fan-favorite franchise as it releases later this year for Nintendo Switch on December 7.

Oh also, as a side note, I didn’t get the chance to use a whole lot of new items, but the fake Smash Ball is a monster, even if you aren’t the one to break it, you will get hit — hard. You have been warned! As if the previous games’ trick hammer wasn’t ruthless enough.

For more details on the title, its features, and its characters, check out the official website with screenshots and trailers available for the entire roster! Also, stay tuned to Shoryuken for news, interviews, and other hands-on experiences at E3 2018!

Source: Nintendo

Super Smash Bros. Ultimate announced for Nintendo Switch during E3 2018 Nintendo Direct, coming December 2018

Super Smash Bros. is back — in its “Ultimate” form!

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Nintendo announced Super Smash Bros. Ultimate during its E3 Nintendo Direct with a host of new information.

First and foremost, every single character from the entire franchise is included in the new title, this means characters like Ice Climbers, Solid Snake, Wolf, Pichu, and Young Link have returned after being missing in action for a title or two.

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Most characters in the roster have also received many adjustments to their designs and movesets. Stages have been given major upgrades and additions as well, including extra hazards. New stages are also being added to represent more-recent Nintendo titles, like The Legend of Zelda: Breath of the Wild.

“Clone” characters are now described as “Echo Fighters”. They will be signified by the epsilon symbol. Characters that fit into this mold specifically are Dark Pit and Lucina. Princess Daisy will be joining the roster as well as a new Echo Fighter of Princess Peach.

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Also, for all of those amiibo lovers out there, all Super Smash Bros. series amiibo and variations of those characters will all be compatible with the new game.

Smash Bros. wouldn’t be the same without GameCube controller support so, in order to keep with tradition, the classic controller will be compatible with Super Smash Bros. Ultimate — and it looks like a new edition will be sold soon as well.

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To conclude the presentation, the long requested character, Ridley, from the Metroid Franchise, was also announced to be joining the Super Smash Bros. pantheon as a new playable fighter, alongside the new Inkling fighter. Both will get new amiibo figures, too.

Super Smash Bros. Ultimate will release for Nintendo Switch on December 7, 2018, so be ready to brawl in the most comprehensive Smash title yet! Check out everything Nintendo announced for the new title in their E3 2018 video below.

Source: Nintendo

Dragon Ball FighterZ World Tour announced; Begins at CEO Gaming Fighting Game Championships

“Witness the ultimate battle (Step into the Grand Tour)…”

Bandai Namco Entertainment has announced the Dragon Ball FighterZ World Tour, an official multistage tournament running through 2018 and into 2019.

The battles begin at the CEO Gaming Fighting Game Championships in Daytona Beach, Florida, taking place on June 29 – July 1. Registration begins now, and ends on June 19th, so be sure to make plans accordingly for the first stop in the tournament!

Additional details surrounding the Dragon Ball FighterZ World Tour have yet to be disclosed, but the official tournament is a big move for the popular anime fighter. Bandai Namco promises more information will be revealed soon.

Source: Bandai Namco Entertainment

New Lethal League Blaze details surface alongside new character, Grid

How tough am I? How tough am I? Forget about it!

Team Reptile has announced new information regarding their upcoming title, Lethal League Blaze, alongside the newcomer mafioso fighter, Grid. Grid appears to be an electronic combination of Wolverine, The Thing, and The Mask, but that may just be the comic book nerd in me. One thing’s for sure, “he doesn’t hold any punches.”

Grid Lethal League Blaze

The upcoming title is stepping up to bat with a host of surprises. Sporting a new 3D style, Lethal League Blaze will launch twice as many characters as the original, with even more game modes, including an event-based story mode titled “Lethal Volley”.

The soundtrack is also readying itself to be even more hypnotic, with returning composer Klaus Veen with additions from Frank Klepacki, known for his work on the Command and Conquer series, and Moscow based producer Pixelord. There is also one more composer involved with the title, and will remain a secret until a later date, but Team Reptile promises this musician will “ring a bell”.

The game will also feature a new grab mechanic that will allow you to stop the ball and counter immediately. The HP bar has also been adjusted to no longer knock players out for getting hit at the slowest speeds.

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Late last year, Team Reptile announced Jet, another newcomer who will join Grid and the original Lethal League‘s final boss, Doombox, as the currently announced original characters for the new game.

With all of these new features and more to be announced, Lethal League Blaze is sure to be a riot! Also, be sure to check out the Team Reptile Discord for some awesome community engagement!

Lethal League Blaze is set to release sometime in Q4 2018 for PC and unannounced consoles.

Source: Team Reptile

Returning fighter Maxi strikes again, joining the SoulCalibur VI character roster

The Dandy of the Seas is back!

Bandai Namco Entertainment has announced that Maxi, the nunchaku-wielding warrior, is the next addition to the SoulCalibur VI roster. The stylish freelance pirate uses the Shissen Karihadi fighting style, utilizing his weapon, strong kicks, and fierce punches.

Slowly but surely, SoulCalibur VI is completing the bulk of its classic roster. While its definitely great that so many returning characters are being added to the game, hopefully, more original characters like Grøh are announced for the title along with post-SoulCalibur II characters, to add more variety. Perhaps more information along these lines will be announced at E3?

SoulCalibur VI releases later this year for PlayStation 4, Xbox One, and PC.

Source: Bandai Namco Entertainment

Vegito (SSGSS) V-Jump scans surface for Dragon Ball FighterZ, alongside Dramatic Finish details

“C’mon mister god. I’m through listening to your quibbling.”

Its been nearly three weeks since the character trailer for Vegito (SSGSS) leaked for Dragon Ball FighterZ and the fused Saiyan is finally being announced by official sources. This month’s V-Jump magazine has been scanned and uploaded online, thanks to ShonenGames, and shows new details about the upcoming DLC fighter.

First and foremost, the character’s stats have been put on display and are as follows:

  • Ease of Use — SS
  • Power — S
  • Speed — S
  • Reach — A
  • Technique — S
  • Energy — SS

You can also catch a glimpse at Vegito (SSGSS)’s Final Kamehameha and his dramatic finish with Zamasu (Fused) in the scan as well.

It shouldn’t be too much longer until both Vegito (SSGSS) and Zamasu (Fused) are finally released for players to enjoy. Check out the scan in its entirety below!

Vegito Blue SSGSS V Jump Scan

Source: ShonenGames

Street Fighter icons join Power Rangers: Legacy Wars in morphenomenal event

Go Go Shoryuken Rangers — It’s Hadouken Time!!

2018 is on its way to being dubbed “The Year of the Epic Crossover Events”. Power Rangers: Legacy Wars will soon feature famous Street Fighter characters. Players will be able to add Ryu, Chun-Li, Guile, and Akuma to their Power Rangers rosters through in-game currency, morph boxes, or for $4.99 a fighter. The characters will be available to try out for free in limited-time challenges.

The event goes live today, so you better start grinding for those character shards and emptying your piggy bank. More characters are planned to clash against the colorful superheroes. Cammy will Spiral Arrow into the battle on June 1, and the mighty M. Bison will follow soon after on June 15.

The crossover event was supervised by Capcom Japan, who provided designs and other elements from Street Fighter V: Arcade Edition to the mobile fighter. The collaboration doesn’t stop there! The awesome artwork found within Legacy Wars was made by artists at UDON Entertainment, the publisher of many of Capcom’s comic book series.

Both franchises are filled with zany action and over-the-top characters, so he two coming together all of a sudden doesn’t sound so crazy after giving it some thought. It would be a dream come true if this collaboration signals the eventual inclusion of legitimate Power Rangers costumes in Street Fighter V: Arcade Edition. Less likely, but even more amazing, what if it brought about a Capcom-developed spiritual successor to Mighty Morphin Power Rangers: The Fighting Edition…? Dreams like that are going to need more than a Megazord to come true.

Sources: Power Rangers; IGN