The Kollector of the Outworld Empire joins the ranks of Mortal Kombat 11 in this reveal trailer

Hopefully, your debts to Shao Kahn have already been paid in full.

NetherRealm Studios announced its newest kombatant for the highly anticipated, Mortal Kombat 11, with the Kollector, Shao Kahn’s messenger of late taxes. The Kollector fights with magic, four arms, and an arsenal of deadly weapons. As his name suggests, the character is focused around subduing the opponent, trapping them, and closing the gap.

The character gives me some strong Gollum from the Lord of the Rings vibes, especially if he had more arms and expanded his focus from the One Ring to acquiring debts for a hyper-violent emperor. Check out the trailer for the Kollector and witness all of his tricks in the official reveal trailer below!

Mortal Kombat 11 releases on PlayStation 4, Xbox One, Nintendo Switch, and PC on April 23 with pre-orders granting access to Shao Kahn.

Source: Mortal Kombat


RELATED POSTS

Elder Goddess, Cetrion, brings down elemental fury in Mortal Kombat 11 character reveal trailer

Old Skool Vs. New Skool: Jax, Liu Kang, and Kung Lao confirmed for Mortal Kombat 11 in new story trailer

Noob Saibot confirmed for Mortal Kombat 11; Shang Tsung to be game’s first DLC character

Samurai Shodown unveils full roster, including the final two original characters, launches on PlayStation 4 and Xbox One June 27th, details on season pass emerge

Prepare for your SamSho launch roster and additional details!

Last night, SNK held a stream showcasing new information for the upcoming fighter, Samurai Shodown, along with releasing a trailer featuring the entire cast of the game. While the trailer itself is brief, it definitely gets the message across, Samurai Shodown‘s roster is killer, in terms of presentation and technique. The trailer also unveils the final two original characters included in the game. Wu-Ruixiang and Yashamaru Kurama break new ground, with the recently announced Darli Dagger also being seen in action.

Samurai Shodown received its first release date, confirming the title will release on June 27 on PlayStation 4 and Xbox One with just enough time before players duke it out at Evo 2019 on August 2. The game will find its way to arcades this summer and on Nintendo Switch and PC later on this winter. There are multiple versions of the title being released, including a special collector’s edition, with various discounts depending on how the game is purchased.

Details about the game’s season pass were also revealed, which includes four additional characters and two skins for Haohmaru and Nakoruru based on their Samurai Shodown 64 appearances. One other classic appearance has been revealed so far, Genjuro Kibagami also has a classic skin which is given to those who purchase the game through Amazon Japan.

Samurai Shodown Deluxe Edition Classic Costumes
Samurai Shodown Genjuro Kibagami Classic Skin vs New
Samurai Shodown Genjuro Kibagami Classic Skin
Samurai Shodown Haohmaru Classic Skin vs New
Samurai Shodown Haohmaru Classic Skin

SNK brought additional focus to the company’s renewed esports program with the SNK World Championship which will feature Samurai Shodown and The King of Fighters XIV. Those who achieve victory will be granted additional support and potential sponsorship.

If you are pressed for time and just want to see who made the cut, check out these screenshots of Samurai Shodown‘s launch roster below!

Click to view slideshow.

Sources: Samurai Shodown; SNK Store; The Fighters Generation

SNK announces new Samurai Shodown character, Darli Dagger, at PAX East 2019

A pirate’s life for me!

SNK held a Samurai Shodown panel at PAX East 2019 that recapped some of the information shared earlier at the beginning of the convention. The presenters laid out a bevy of information about the franchise’s roots and its objectives. SNK’s focus for Samurai Shodown is to balance maintaining the franchise’s legacy while utilizing Unreal Engine 4 to bring the visual presentation to new heights.

There will also be a “Revolutionary new AI system” called “Ghost AI”. This new AI will learn as it fights the player, including their “technique and habits”, creating a ghost fighter to go up against. Players will be able to upload their Ghost to leaderboards to compete. You can also download other players’ Ghost data allowing you to compete against friends who are away or even the pros! There is even a special game mode titled the “Ironman Challenge” that pits players against 100 Ghost opponents in one survival deathmatch!

SNK also confirmed there will be a total of 16 fighters in Samurai Shodown, three of which will be newcomers. And speaking of newcomers, Darli Dagger was announced to be the first of the new trio. Only the character’s concept art was shown, but her design alone is enough to make more than a few fans. The jolly roger with heart eyes on her sword is definitely a nice touch.

On top of the launch roster, SNK stated it has plans for additional fighters through DLC packs. In the main game, every character will have their own unique storylines in story mode, which will be sure to please players who have kept with the series from the beginning and newcomers alike. Hopefully, the added DLC fighters also come with an extra story mode paths.

Samurai Shodown releases on PlayStation 4 and Xbox One in June with just enough time for players to build their skills before Evo 2019. The Nintendo Switch and PC versions will release sometime later on.

Source: Samurai Shodown

Elder Goddess, Cetrion, brings down elemental fury in Mortal Kombat 11 character reveal trailer

Game Informer releases their exclusive trailer of the title’s newest Kombatant

NetherRealm Studios continues to impress with Mortal Kombat 11‘s newest fighter, Cetrion. The character fights with elemental magic. Fire, earth, water, ice, air, she’s got it all, making her a very formidable opponent. The character appears to have a handful of offensive and defensive options, with rock walls blocking attacks, water teleports for closing space, and twisters for keeping distance. It’ll be interesting to see how Cetrion takes to the rest of the MK11 Kast.

Currently, the trailer is only available on Game Informer’s website, so feel free to follow through to see Cetrion in action along with the outlet’s additional exclusive kontent. You can also catch a smaller glimpse of the character in Game Informer’s Mortal Kombat 11 Exclusive Coverage trailer below!

Mortal Kombat 11 releases April 23 on PlayStation 4, Xbox One, Nintendo Switch, and PC with players who pre-order gaining access to Shao Kahn as a bonus DLC character.

Source: Game Informer

Joker’s character model potentially revealed through weekly ad for Super Smash Bros. Ultimate’s Fighters Pass

Could the Persona 5 fighter be coming this week, or was it simply a corporate communication mixup?

Electronics retailer, Best Buy, might have released the first look at the character render for upcoming DLC fighter, Joker, for Super Smash Bros. Ultimate through its weekly ad highlighting the Fighters Pass.

The design is definitely a nice adaptation of the stylish RPG character. If this truly is Joker’s render for Super Smash Bros. Ultimate, it’ll only look better in motion. Those looking for more details on Joker are out of luck, however, as following the link takes you to the store page for the Fighters Pass with no additional information. Check out the full ad for yourself below.

Super Smash Bros Joker Render Best Buy Ad

Joker is set to release sometime before the end of April as the first Challenger Pack of the Fighters Pass which is available for $24.99. All Challenger packs are also sold individually for $5.99. Each Challenger Pack includes one DLC fighter, one stage, and additional music tracks.

All packs are set to release by February 2020. Those who purchase the Fighters Pass, on top of gaining access to each of the five Challenger Packs, will also receive a Mii Swordfighter costume based on Rex from Xenoblade Chronicles 2.

Source: Best Buy

Shoryuken review: Dead or Alive 6 holds excellent, accessible gameplay that keeps true to the series’ identity

Thankfully, with helpful tutorials, you aren’t alone on the learning curve.

Dead or Alive 6 has had an interesting run on its road to release. From its initial surprise announcement at E3 2018, the misunderstanding revolving around the level of fan-service, its delayed release for additional polish, its continued alterations beyond launch, and a free to play version released within two weeks… it’s definitely been entertaining seeing how the title has shaped up. Now, aside from the online lobbies stated to be added later this month, the title appears to be in its finalized state.

Picking up Dead or Alive 6 is easy, and its initial gameplay is incredibly simple to get the hang of. Once you dive deep into its mechanics, however, you enter a whole new world of gameplay. The game itself is incredibly fun and worth checking out, but the business decisions made surrounding a complicated season pass and content (a playable character no less) currently locked behind a Deluxe Edition makes it complicated to fully experience without shelling out a fairly substantial amount of funds.

DOA6_Logo resize

Presentation:

All in all, Dead or Alive 6 is one of the most stylish fighting games out there, with every match offering top-of-the-line visuals on par with what one would expect from a big budget action flick. Dead or Alive 6‘s new engine really makes the characters shine in a new light — and I’m not just talking about the dynamic real-time lighting, used for the first time in the series. Character models are incredibly detailed, with expressive faces and updated designs that really hit the mark, for the most part. Fighters sweat, bruise, and get dirty as fights go on, and certain outfits tear apart when hit by a Break Blow.

The game’s sound design is on point, with every strike, zap, and explosion sounding crisp and dynamic. DOA6’s score is as widely varied as the world that it brings to life. There are epic orchestral themes, hard rock anthems, electronic jams, and playful character songs. Thankfully there’s a game mode to listen to the tracks individually, and you can unlock more as you level up your player and character ranks.

Photo mode really shows you just how visually stunning the title can be. Epic screenshots are yours for the taking thanks to its numerous camera controls and the ability to pause the action to get the perfect image. DOA6’s attention to detail and visual effects really pull through, allowing for a nearly endless supply of wallpapers. It’s easy to get lost taking screenshots thanks to how photogenic this fighter truly is.

Characters have an abundance of costumes to choose between, with each character having at least two or three costumes included in the base game that are available in three different color variations as well. The methods for unlocking these costumes have changed quite a bit since the game’s release, however — but mostly for the better. At first, costume parts were unlocked randomly after online matches, arcade mode, survival, and time attack.

DOA6 Screenshot Christie

The number of parts gained was based on wins and difficulty. At first, you only unlocked a handful of costumes, gaining only about 15 or so parts by completing arcade. This made the grind incredibly taxing. To get a full costume, on the low end, you needed 200 parts. To get a more expensive costume you would need 1000 costume parts. This coupled with being randomly-allocated made things quite difficult for players.

At launch, Team Ninja enabled a launch celebration, boosting the costume part gain by 100x. This made things much more reasonable, but still had the problem of unlocking random costumes for random characters. On March 15, an update pushed through that ensured that costume parts gained were put towards the character being used. This ensures the costumes desired are now easier to unlock. The exact costume the parts are being put toward is still random, but at least you know you aren’t earning totally blind. Before the update, I had issues with earning complete costumes for Nyotengu — a character not even included in the review copy I was provided — which felt like a foul move, but at least it won’t be a problem any longer.

Even with all of these additions making unlocking costumes easier, players still need to purchase them with in-game currency. I wish developers would choose between having to earn the costume or having to purchase the costume. Forcing players to do both seems a tad cruel. Understandably, on the developer’s side, this is done to ensure players keep coming back to the game, but from a player’s perspective, it makes it feel like a grind, and not a reward.

Gameplay:

Dead or Alive 6‘s gameplay is a refinement of the mechanics laid out by its predecessors. At its base, it’s pretty easy to get the hang of. There are three types of general actions that are best when used in reaction to your opponent. The combat Triangle System goes as follows: strikes beat throws, holds beat strikes and throws beat holds. Strikes are split into two primary buttons, punches and kicks. Other than that, there is a button dedicated to blocking, although blocking can also be activated by hold back, and a button used just for throws.

Once you get the hang of the triangle system, there’s a plethora of other mechanics to take account of. There are close hits — which work how they sound, dealing more damage while in close proximity of the opponent — and critical hits, which lead to critical stuns that briefly stagger the opponent, although they can still hold in retaliation. On top of these additional combat mechanics, there are two variations to the hold system. 3-way-holds break holds up into high, mid, and low parries, while the more adept 4-way-hold system ups the ante by requiring players to press an alternate input for mid punches as opposed to mid kicks.

DOA6 Screenshot Kasumi

New to the DOA franchise is the Break Gauge system, which introduces super moves and combat meter for the first time. A full meter allows players to activate their “Break Blow” by either pressing the special button (R1/RB) and forward or comboing into it with the title’s auto-combo mechanic, the “Fatal Rush”. This devastating attack does major damage and can damage opponents’ costumes. The Break Blow can “break” through an oncoming attack, and is the perfect way to make a comeback.

The Break Blow can be avoided, however, and it can even be held, most effectively through the Break Hold mechanic, which uses half of the meter. The Break Hold can hold any attack, whether it be high, mid, or low. Players can also utilize a side attack by pressing up or down in conjunction with the special button and hitting the special button one more time to attack.

With all of these different counter moves, nothing feels overpowered or broken. The combat has been polished to a beautiful sheen and the new additions brought by the Break Gauge system are certainly welcome to players of all temperaments.

There is a lot going on in Dead or Alive 6, which creates a truly one-of-a-kind experience. On top of all of these mechanics, there are bound to be some I might have missed, which just goes to show just how many factors are at play in Dead or Alive 6, which will make or break players depending on their desired level of competitive play.

DOA 6 Screenshot Tina and Bass

Offline:

The two featured game modes are Story Mode and Quest Mode. Dead or Alive 6‘s story mode is a lot of things… but mainly it’s a bit jumbled, and to be up front, I’ve only played DOA4 and DOA5 before this. The story is spread out among a convoluted web of scattered missions separated by the main story and individual story fights. It would have been better if players could simply select a character to play as and just continue along their path automatically, instead of being brought back to the mission select menu after a 15-30 second cutscene and a typically longer loading screen.

That being said, it isn’t without its charm. Character interactions are often cute, cool, and quirky in the most anime way. Ninjas fight wrestlers, who fight military men, who fight pop idols, who fight robot ninjas. Some dialogue can come across a tad hurried and awkward though, and the animations aren’t nearly as strong in story mode as they are in-game, which is an odd problem to have. Its fun to play but I can’t imagine many players diving into each and every story thread to its completion.

Quest Mode is a neat little addition that presents the player with three challenges and grants players costume parts as rewards. While one of the main objectives is simply to win the match, the other two quests are usually quite varied and push players to try out new tactics and moves. Quest Mode also sets the playable character as well, which gives players more opportunity to try out new characters and see what makes them tick, with character-specific quest conditions like Tina’s command throws and combo throws. Quest Mode does start to feel a little redundant once you complete 30 or so missions. It starts to feel like more of the same, and odds are you won’t unlock the costume parts you want.

DOA6 Screenshot Ayane (3)

The tutorial is incredibly detailed and offers an in-depth look at the game’s mechanics. Each tutorial teaches you one step at a time, and then brings everything together to a final test at the end of each lesson. There are even character-specific tutorials and combo challenges that help get the most out of your character. I do wish that certain attacks were shown first in the tutorial so you have an idea of what the execution is supposed to look like, but that’s something that can be easily added in an update, or looked up online.

Arcade mode is traditional fare, with players going against 8 CPU opponents with varying difficulty. Hopefully, the difficulty gets tweaked a little, because even at the hardest settings, its a tad easy. Time attack is a lot like arcade mode but is focused on a faster completion time as opposed to a higher score. There is also a survival mode which puts players in a deathmatch with one fight after another. There is a bit of a frame drop during this mode after a new fighter tags in, which might be why DOA6 is without a tag team mode, something that’s been a staple in the series since DOA2.

DOA Central provides players methods for unlocking additional content, like costumes, music, and encyclopedia entries, and the theater for watching saved fights or pitting two CPU opponents against one another for Photo Mode. Every character has a pair of glasses that can be unlocked from the get-go and can be used on any fighter. Some characters have different hairstyles as well, which can create a dynamic change like Christie’s long hair variant.

What would really make the character customization shine is an additional photo mode like the one featured in SNK Heroines: Tag Team Frenzy, which allows you to put characters in different poses with different expressions that could easily create scenarios that are cool, cute, and hilarious. This would make the pictures independent from battles, and allow for more creativity. Alas, what we’ve got is still pretty good, but I could see it coming in a future update.

DOA6 Screenshot Ryu and Hayate

Online:

Currently, there is only one online mode, which is ranked 1v1 matches. On its own, it’s pretty straightforward, players connect with one another and fight to improve their ranking on a global scale. What’s nice about the online matchmaking is that players can see whether or not their opponent has a wired connection or a wireless connection before approving the match.

While its good to see how strong the connection is in general, knowing the connection type brings further confidence that the match will play more smoothly. Typically, online matches were relatively lag free, granted the connection was strong. There were numerous matches, however, that indicated a weaker connection with my opponent that played better than supposedly strong ones, so it was a little hit-or-miss when it came to the reliability of the info icon.

It also seems like the amount of time to rematch an opponent is too short. Often times I’d like to save an epic match had with an opponent to use in Photo Mode but after saving the fight, my rematch is automatically declined, even though my opponent wished to fight again. This could be circumvented by using the PS4 or XB1’s native video recording software, but the matches couldn’t be used in Photo Mode.

Eventually, near the end of March, Team Ninja is adding lobby matches. This means players will be able to compete with their friends online or with a group of dedicated strangers and have consistent match-ups. Ranked match limits online matches to two wins per connection, to prevent boosting, so it will be a welcome addition to the bare-bones online matches offered currently.

DOA6 Screenshot Ayane and Honoka (2)

Conclusion:

Dead or Alive 6 has incredible gameplay that’s easy to get into, and is incredibly rewarding to those who invest the time to learn the many mechanics available. The characters are visually stunning and every attack is perfectly choreographed to look as cool as possible. It’s a title that deserves recognition for its accomplishments in style and substance, while keeping true to what made the franchise stand out in the first place. DOA6 is your one-shop-stop for over-the-top action, characters, and music.

Its single-player offerings, while welcome, feel taxing after a few hours, especially when grinding for costume parts, and its online component is lacking, while promises have been made to flesh it out. It’s definitely appreciated that so many costumes come included with the title at no additional cost, and that it has been made easier to acquire these costumes with the frequent updates. That in itself should be applauded in today’s day and age of high-costing cosmetics. At the same time, a $93 season pass, while cost-effective when broken down, doesn’t show the best face to its players.

The title is definitely worth checking out at full price, but now with Dead or Alive 6: Core Fighters, you can play the game for free! While its pricing structure isn’t the greatest, it will give a good idea of whether or not DOA6 is the next fighter for you. After playing around for a bit and determining you’re a DOA fan, I’d then recommend to either save up for the Deluxe Edition in order to not miss out on Phase 4, or to purchase the individual fighter you’re interested in picking up if you just want to play competitively.

Hopefully, the Deluxe Edition DLC will be available separate from the all-in-one bundle available on digital storefronts, so physical owners aren’t left in the dust or having to spend an additional $80 to get the additional character and costumes.

Dead or Alive 6 is available on PlayStation 4, Xbox One, and PC, and is set to receive at least two additional characters in a collaboration with The King of Fighters XIV. The first DLC character, Mai Shiranui, is returning from her inclusion in Dead or Alive 5: Last Round in June. The second fighter, who at this point remains a mystery, is also set to release sometime that month. Additional content, both free and paid, will also be coming to DOA6, which can be viewed in the roadmap below.

Dead or Alive 6 Content Roadmap

Source: Dead or Alive


Koei Tecmo provided Shoryuken with a review copy of the base version of Dead or Alive 6 on PlayStation 4.


RELATED POSTS

Shoryuken interview: Dead or Alive 6 director Yohei Shimbori talks about the open beta, NiCO, free to play possibilities, and more

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

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

New details emerge for Street Fighter: Menat and Street Fighter: Wrestlepalooza one-shot comics by UDON Entertainment

Order yours now to secure your copy and favorite cover!

UDON Entertainment has announced a five-part one-shot comic book series for the Street Fighter franchise in 2019; headlining the releases is Street Fighter: Menat #1, which focuses on the title character seeking justice for the death of her master — and can only find retribution through M. Bison. This original story is written by the longtime comic writer, Ken Siu-Chong and is drawn by Hanzo Steinbach, who is known for Ultra Street Fighter II #1 and the Street Fighter vs. Darkstalkers series. Street Fighter: Menat #1 releases on March 27, 2019, and will retail for $3.99 USD.

Click to view slideshow.

The next issue in the one-shot series is Street Fighter: Wrestlepalooza #1 and features the grappling big shots Alex and Mayor Mike Haggar as they fight to put an end to the Mad Gear gang. Ken Siu-Chong also writes this comic, and is accompanied by French artist Panzer. Street Fighter: Wrestlepalooza #1 releases on April 24, 2019, also for $3.99 USD.

Click to view slideshow.

The third entry in the one-shot series is a Free Comic Book Day exclusive! Street Fighter: Sakura vs. Karin #1 releases on May 4, 2019, and is a Silver Sponsor for the event. Don’t miss the epic match-up between the two high school rivals that blends traditional Street Fighter action and esports at their arcade battlefield.

You can pre-order the first two comics at FocusAttack using the links below — or ask for them at your own local comic shop! Be sure to snag your copy fast so you don’t miss out on the alternate covers!

Be sure to keep checking UDON’s official page for more information about the remaining one-shot stories. Two more tales remain!

Source: UDON Entertainment

Shoryuken interview: Dead or Alive 6 director Yohei Shimbori talks about the open beta, NiCO, free to play possibilities, and more

SRK was given another opportunity to speak with the mind behind DOA6, and discuss the final rounds of development.

It’s been less than a year since Dead or Alive 6 has been announced, and its release is nearly upon us!

Nearly a month and a half before the release of Dead or Alive 6, Shoryuken was given the opportunity to travel to Koei Tecmo America’s headquarters and interview DOA6 Director and Producer, Yohei Shimbori, to discuss the beta, closing development, and future support.

DOA6_Logo resize


Austyn “Lazybones2020” Roney: Thank you all for having me again, it’s wonderful to be with you! With it being so close to the release of Dead or Alive 6, how are you feeling about development?

Yohei Shimbori: Of course we are doing our best with development, but at the same time since I am here and not actually watching over the development cycle, I’m a little bit worried. [laughs] We are hoping that the fans, of course, will continue to support us.

Lazybones2020: Even though there was a little bit of a delay, I am sure fans are looking forward to the game more than ever. Can we go into specifics of the two-week delay? What is going to be changed and why was it needed?

Shimbori: The cause for the delay was just small bugs here and there and so we wanted to resubmit the master for the game. At the same time, we wanted to make small character adjustments in balancing the gameplay.

Lazybones2020: And part of that I am sure was taking the information from the beta that you just had. Was there anything specific you have learned from the beta, or was it more of a stress test for online functions?

Shimbori: It would actually be both, we wanted to fix whatever we found as well as using the comments from the users as well as fixing the game including balance.

DOA6_Hayate_Bass1

Lazybones2020: Were there any specific gameplay mechanics that you have seen the fans give feedback about? I have seen a vocal segment of players discuss the sidestep and its speed not being what they expected.

Shimbori: Looking at the feedback, from mostly the North American players, the “ground game” was not received as well as we expected. That’s something we would like to improve in terms of balancing.

Lazybones2020: There is so much variety to the gameplay, with the basic strikes, heavy attacks, blocks, holds, and the break gauge system, it’s incredible to think of the mixups that are possible in this game. Nyotengu is especially fun to combine air and ground moves with, thanks to her flight. How do you keep all of the combat options together?

Shimbori: I’m a pretty big fighting game fan, it even shows up in my dreams. [laughs] I guess I just come up with it.

Lazybones2020: [Referencing Shimbori’s Bayman outfit] Do you have multiple costumes at home?

Shimbori: I’ve got a few! [laughs] I get made fun of with my other costumes, so that’s why I wear this one.

Lazybones2020: Well this one is great, it suits you!

Lazybones2020: I have read in other interviews that this game was unaffected by Sony’s recent policies regarding censorship. Was this ever a concern for this title’s development, considering there are two separate versions of Dead or Alive Xtreme 3: Scarlet, one for PlayStation 4 — which was censored — and one for Nintendo Switch, which remained unaffected?

Shimbori: Of course we are careful with making changes because if you look at DOA5 Last Round and Xtreme 3, they are very different games. Last Round is a fighting game of course, and we wanted to focus on the number of enjoyment players got from Last Round and making it better.

DOA6_DX_TinaZack

Lazybones2020: NiCO, is the final new character that I’m aware of, that has been added to the game. Could you tell me a little bit about her development and how she fits in the universe? From what I understand, she is a scientist who is researching the other characters to make a kind of ultimate fighter.

Shimbori: Regarding the story, we can’t really talk about that since we want to keep it a secret, but as a fighter, of course, with DOA there are different fighting styles so we wanted to add a new fighting style to it. She uses Pencak Silat, a historic fighting style from Southeast Asia. We want to clarify some things about NiCO as well. When we had the reveal trailer for NiCO, it made it look like she mainly uses electric attacks, but she is also a master of this Pencak Silat fighting style.

Lazybones2020: When designing, NiCO, she’s obviously very cute and also appears as a genius, what brought you all to this appearance?

Shimbori: She was originally designed to be a Russian character, so we took a look at a lot of female Russian characters. We also took a look at pictures of different ages, from young to old, from both Russia and Ukraine. We asked our character designers have the facial design, known in DOA, and match it to the images we found. She actually ended up being Finnish!

Lazybones2020: Speaking of character designs, the overall look for Dead or Alive 6 is the best its ever been. Was there a style guide for establishing these characters in the newest iteration of this universe? How was the look determined?

Shimbori: With regards to the design, we actually didn’t change it completely from the previous designs, the new look all comes from the new engine. We had to look at how lighting works, shading, as well as character facial animations.

In the previous game there were no real time shadows, but with DOA6 since its a new engine, there were new challenges with the new technology, so we had to focus on smaller details. So for example, if a character makes a weird face, its really going to look like a weird face.

DOA6_Eliot_Christie

Lazybones2020: Earlier, a couple of weeks back, I saw a listing on the Microsoft Store for “Dead or Alive 6: Core Fighters”. Is this supposed to be viewable, or is it an early look at the future free to play initiative you previously mentioned?

Shimbori: It was a mistake actually, we didn’t mean to post that in the store. I’m actually pretty surprised to see it on the store. I can say that we have planned to make a free to play version of Dead or Alive 6, however, we haven’t announced what kind of content that is going to be in it or when it is going to be available, but it will most likely be a short time post launch.

Lazybones2020: Ah, interesting! I have seen some things pop up early on the Microsoft Store from time to time.

Shimbori: The fault was actually ours, internally, not the Microsoft Store.

Lazybones2020: Good to know! As a side note, there is a physical collector’s edition in Japan for Dead or Alive 6, is the only collector’s item coming to North America, the steel book?

Shimbori: Yes.

Lazybones2020: Will the pre-order DLC and Deluxe Edition DLC be available to purchase separately for those who might not be able to have purchased the game in time?

Shimbori: We can’t really promise anything right now, but for characters, we are planning on having them purchasable at some point, as well as the deluxe edition costumes. We are considering having Nyotengu purchasable at some point after launch.

DOA6_Brad and Nyotengu

Lazybones2020: Understood! Now that we have the full launch roster, are there any characters you would have liked to have in the game but couldn’t, or would you like to focus on adding more original characters moving forward?

Shimbori: Nyotengu and Phase 4 were added at a later time, and I’m pretty satisfied with that. In regards to adding characters at a later time, at the very beginning, we took out any characters that were not involved in the story. Based on fan reaction, we might add new characters, veteran characters, or even collaboration characters.

Lazybones2020: I saw a lot of the character customization in the new modes you have available. It’s nice to see that there are so many costumes available without requiring an additional purchase. What prompted you to include these costumes and allow them to be unlocked and what brought about the design of these costumes?

Shimbori: Of course, we don’t want to just give away the costumes for free, we want players to try out characters. During DOA5 we looked at how people would test out the game, especially in Core Fighters, then leave. So we wanted to add some motivation to that, so that’s why we added the in-game currency for players to get things they want. We added the Quest Mode to accomplish this!

Lazybones2020: The Quest Mode is quite a lot of fun! I enjoy having a concrete goal to strive towards and unlocking costumes makes it even better!

I’ve got time for one last question, for the esports side, now that the game is coming out, are there any plans for tournaments near the launch of the game?

Shimbori: It is still currently being looked at but as soon as we have something solid we will announce it as soon as we can. We are all striving towards this right now. Before launch, we are going to be a part of Evo Japan, it won’t be one of the main tournaments because it is prior to launch, but we do have a stage that will be available on day one, on February 15th.

Lazybones2020: Wonderful! We are all looking forward to seeing how the players react to the title once it’s launched and for its continued support. Thank you again for your time, it was great getting to meet you again! I hope we get to see each other again soon.

Shimbori: Certainly!

DOA6_NiCO_Kasumi


Dead or Alive 6 is barely over a month away and players will have a lot to look forward to with the new title. Its been a great ride covering this game from announcement to finish, it’s only a few more moments until we all get to see what DOA6 has to offer!


RELATED POSTS

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

Dead or Alive 6’s latest trailer showcases Brad and Eliot, as well as a new stage

Dragon Ball FighterZ Season 2 kicks off with Jiren and Videl on January 31, ends with SSGSS Gogeta and Broly (Dragon Ball Super)

An unlikely pairing makes an impact during the Dragon Ball FighterZ World Tour Finals

Bandai Namco Entertainment unveiled Dragon Ball FighterZ‘ highly anticipated Season 2 DLC with a new trailer announcing Universe 11’s almighty, Jiren, and the spunky lady fighter, Videl to headline the season pass. While the trailer was meant to be saved for after the tournament, it has found its way online a bit ahead of schedule.

Currently, the trailer is not available through official channels. The video embedded was shared by gaming influencer, Rhymestyle, and is available below. The trailer will be updated as soon as an official version is released.

Jiren appears to utilize counter moves and epic attacks that deal big damage. Videl fights alongside the Great Saiyaman, similar to how Android 18 functions, but way more adorable. Both characters will be available when the pass goes on sale on January 31 at a currently undisclosed price.

The trailer finishes by showcasing that there will be fewer characters added this time around with only six slots available compared to last season’s eight. The final two additions were announced, skipping the middle pair, bringing in Gogeta (SSGSS) and Broly (DBS). There is no concrete release date for new movie titans, but supposedly they are coming “soon”.Dragon Ball FighterZ Season 2 Broly Dragon Ball Super and Gogeta SSGSS Resize

Source: Rhymestyle

Shoryuken review: The Switch Wireless HORIPAD is a solid controller that stands out among the crowd

These striking controllers are great for Super Smash Bros. and platformers, but take some getting used to for traditional fighters.

HORI continues to support the Nintendo Switch with the Switch Wireless HORIPAD, a stylish and lightweight alternative that is extra comfortable while sticking to the essential functions.

HORI logo black 750x400

Design:

HORI has designed two Switch Wireless HORIPADS based on two of Nintendo’s largest franchises, those being Super Mario and The Legend of Zelda. The Mario-styled controller dons a traditional red color scheme with the signature “M” logo in the center, adorned with a surrounding Question Block, Super Mushroom, and Super Star. The red, black, and white all go together very nicely and create a one of a kind Switch controller. The Zelda-themed controller is sleek black with an intricately stylized gold Hylian Crest which creates a truly sophisticated-looking gamepad.

Overall both controllers look very nice and have more going for them than most “Pro” styled Switch controllers from both first and third-parties. The side grips feature a textured, translucent casing which feels quite nice. While I am a sucker for translucent casing, I do find it odd — given the fact that there is nothing to see underneath the controller due to its lack of rumble motors — that it’s translucent at all. For the HORI Nintendo Switch Battle Pad, the translucent casing made sense because you could see the board within the controller. This controller has no surprise underneath, if anything its a reminder of a key feature the controller lacks: it has no rumble. While the two-tone design suits the controllers well, it might have been a better move to go with a solid black for the grips, with the texture found on the Battle Pad that I’ve grown used to holding.

The controller is much larger than most Nintendo Switch controllers available; compared to the Joy-Con Grip it’s gargantuan, and this is definitely a welcome design choice. The button and stick placements are practically perfect. The face buttons fit the natural slope of the controller, making some more exposed than the others, but the travel distance to press is the same regardless. It does take a pretty firm press to activate the A/B/Y/X buttons, but they feel responsive overall.

One small grievance is how easy it is to hit the capture button when quickly flicking to the right on the left stick, but once you do it a couple of times you become more aware of its location. This probably could have been fixed by making the button recessed like the first-party offering, but if anything at least it’s the screenshot button and not the Home or Plus/Minus buttons.

The D-Pad is solid and reacts as it should, and the buttons feel the right amount of clicky without needing to be pressed down too hard for a response. Imagine a combination of the PlayStation 4 and Xbox One controllers that weighs next to nothing. It’s actually pretty commendable how light the controller is. While I would have preferred it to be heavier, its certainly valuable for longer play sessions without straining your wrists.

Wireless Switch Horipad
Wireless Switch Horipad (4)
Wireless Switch Horipad (3)
Wireless Switch Horipad (2)

Function:

First and foremost, the HORIPADs are completely wireless, which is a more than welcome feature and a first for any Switch controller offered by HORI. They connect via Bluetooth and have a solid 32-foot range. The controllers are also rechargeable — no need for AA batteries here — with a 15-hour battery life. The controllers also feature a gyroscope and accelerometer for motion controls, making it compatible with a range of titles.

The only real fault that I found with the controller itself is that there is too far of a distance between the analog joystick and the outer wall of the joystick cage. While testing the controllers with BlazBlue Cross Tag Battle, I found that while pressing right on the left joystick, due to this distance, my thumb would naturally slope downward, creating a down-right input every time I naturally moved the stick, causing my character to duck instead of move forward. This was definitely a strange occurrence that was consistently replicated and it makes it difficult to recommend using the stick for traditional fighters.

That being said, for someone who typically uses the D-Pad for fighting games like myself, the controller handles very well and it operates as it should. The D-Pad is very well made and works great when used in fighting games and platformers. It is a little on the large side (like everything else about the controller) so it requires a little more finesse to keep inputs quick, but I’d take this over the Joy-Con’s regular directional buttons any day.

It is weird to say that the Wireless HORIPADs feel bare-bones, given the fact that they do indeed have motion controls, but the lack of rumble or the typical Turbo mode found on nearly every HORI product is a little strange. This is entirely speculation, but perhaps Nintendo has a standard for the rumble found in third-party controllers, requiring them to use the Switch-standard HD Rumble, and in order to keep their controllers competitively priced, third parties decide to ax the feature. Taking everything into account, however, these features aren’t exactly necessary for most titles, and explain the lower price point.

Another strange caveat to the controller is that it uses the micro-USB input to charge whenever all of Nintendo’s first-party items utilize the more modern USB-C. It gets even stranger whenever the controller doesn’t include the necessary cable. Luckily micro-USB cables are fairly common but with USB-C dominating most devices nowadays its a bit of a strange decision to ask players to either purchase a new cable to use for the controller specifically or to dig through the junk drawer in hopes of finding one. Still, these cables aren’t very expensive and will be cheaper in the long run (and better for the environment) than any pack of batteries.

While it might sound like there were more than a few negatives, all in all, the Wireless HORIPAD is a fantastic addition to anyone’s Switch controller collection. Especially those in need of a solid standard gamepad with wireless capabilities which is actually quite rare at this price point, its only equal competition being PowerA’s Enhanced Wireless Controller which still requires AAs. Being $20 cheaper than Nintendo’s alternative also makes this offering an economical steal if you can forgive it for lacking rumble, Infrared, and NFC functions. The controllers are also so visually impressive that their designs alone nearly make them a must-have.

As it stands, even with it having fewer features, I still prefer the Switch Wireless HORIPAD over the traditional Joy-Cons by a mile and a half, and I use the HORIPAD for every title it’s compatible with and will continue to do so for the foreseeable future. There’s just something about the Switch Pro Controller that doesn’t sit right with me. The overall form factor and buttons don’t feel right, even by Nintendo’s wacky standards. If HORI manufactures a true competitor to the Pro Controller, and it’s just like the HORIPAD with all the Pro’s functions and more traditional triggers with a longer draw distance, I’ll be all over it.

Wireless Switch Horipad (5)
Wireless Switch Horipad (6)
Wireless Switch Horipad (7)
Wireless Switch Horipad (8)

Pros:

  • Extremely comfortable.
  • Rechargeable long-lasting battery.
  • Motion controls allowing for greater compatibility.
  • Great designs are bold and fun.
  • Solid D-Pad and buttons.

Cons:

  • No rumble.
  • A bit too light.
  • Easy to accidentally click the Capture button.
  • Micro-USB connection, not USB-C (which is not included).
  • Analog ticks have too far of a travel distance, making it easy for incorrect inputs.

The Wireless Switch HORIPADs can be purchased on Amazon and through HORI’s official webpage for $49.99:


HORI provided Shoryuken with both Wireless Switch HORIPADs for the purpose of this review.


RELATED POSTS

Shoryuken review: The HORI Multiport PlayStand is a must-have accessory for mobile fighting gamers on the Nintendo Switch

Shoryuken review: HORI Nintendo Switch Battle Pad is pure nostalgia with a modern flair

Shoryuken review: HORI D-Pad Controller (L) for Nintendo Switch