Lethal League free to play this weekend on Steam

With the much anticipated sports-fighting hybrid Lethal League Blaze just around the corner, there hasn’t been a better time to brush up on your volleys. Team Reptile knows this, and have an exciting announcement to get you hyped up:

That’s right, the original Lethal League is free to play all weekend long on the Steam platform. You can try it right now for free, and if you happen to like it, you can get it for 50% off its original price at the Steam Store.

Lethal League Blaze launches on October 24th on Steam.

Source: ReptileGames

New Omen of Sorrow demo available for PlayStation 4

Have you been wanting to try the new indie horror fighter Omen of Sorrow but missed its first demo? You’re in luck — you get a second chance!

AOne Games has launched a second public demo today on the PlayStation Network for American and European audiences. This demo will have dive-kicking Zafkiel and shoto-esque beast hunter Gabriel. There’s a third character for each demo version, unique to the region: American players will get the rushdown werewolf Caleb, and European players will get Frankenstein grappler Adam. The demo will allow players to play either in local multiplayer or single player modes.

Omen of Sorrow will be launched digitally on November 6th, and its physical version will arrive in America on November 20th. It has already appeared at over 100 events organized by the fighting game community around the world: Evo, First Attack, ThunderStruck, Treta Championship, SoCal Regionals, and more.

omen_of_sorrow_vlad_vs_zafkiel

Source: AOne Games


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Shoryuken review: SoulCalibur VI – The casual side

Despite our focus on mechanics and technique here at SRK, we can’t overlook the fact that a big part of the success of SoulCalibur is its unique world and single-player content. Given the appeal that these features have to a wide audience, it feels irresponsible to not address them in some way. Here, then, is documentation on my experience with the pre-release, PlayStation 4 version of SoulCalibur VI‘s single-player experience.

Note: All information discussed references the PlayStation 4 version of SoulCalibur VI.

Museum

portrait

Portrait mode in the Museum has several pages of info on each character.

The Museum is where you go to dive head first into SoulCalibur’s lore, art, music, and more. Probably one of its most fascinating sections is the library, which contains a massive encyclopedia of various weapons, characters, and histories of its world. It’s worth reading, despite the fact much of it must be unlocked via either playing through Libra of Souls or by unlocking with “Soul Points” earned through various game modes. (Soul Points are also used to purchase some costume items in Creation Mode, though, so you might want to use them there first.)

I want to note that while I have less kind things to say about some of the game’s story modes further down the article, the stories I sampled in the Muesem were fun to read and interesting. I also have a hunch that some of these sections — such as the music section — will be expanded on in the future.

Character Creation

You can’t put a skeleton in hot pants.

Sorry, that’s an odd sentence, isn’t it? Let’s give it some context.

SCVI’s character creator is great: it has 12 races and a huge amount of customization options thanks to stickers and accessory slots. If you are willing to take the time to play with its options, you can make some wild-looking stuff. Unfortunately, there are a few things lacking — namely, the equipment itself.

It’s impossible not to compare this to Tekken’s Customization Mode — and I think the major difference is that, while SoulCalibur undeniably lets you do more with individual pieces, Tekken simple has more pieces, and they fit better on the model. SoulCalibur’s pieces clip nearly all the time, and it gets particularly bad on some of the fantasy races –a basic shirt clips through the entirety of the front of the Fully-Transformed Malfested, for example. (Which, for some reason, are only allowed to be male.) And that’s even assuming you’re allowed to put that equipment on a particular race at all.

skeleton

You can, however, put a skeleton in a French maid outfit.

You see, there’s Lizardmen and Skeletons in the game, and I hope you didn’t actually want to get creative with either of them, because you can’t put them in most of the pieces in the game. A skeleton can wear pants, but not hot pants. Lizardmen exist, but they apparently don’t know how to wear most clothes, either. Maybe Lizardmen clothes are going to be DLC along with Aeon. Grumble grumble.

These are extreme, silly examples meant to underline a more general point — there’s arbitrary things you just can’t do in this engine, and it all just smacks of a lack of imagination on the developers part. Or time. Maybe they just ran out of time. Honestly, given some of the cool stuff you can do, I think I am more willing to believe that.

So yeah, long story short: I got to write the sentence “You can’t put a skeleton in hot pants.” That’s on my resume now.

Story Mode

There are spoilers below for events very early into the game, so if you want to play this spoiler-free, I’d just skip this section all together.

There are two story modes in SoulCalibur VI: “Libra of Souls” and “Soul Chronicle”. The bigger draw from a promotional standpoint was Libra of Souls, as it called back to SoulCalibur III’s wildly popular “Chronicles of the Sword” mode.

For whatever failings SCIII had as a game — and it had a lot of them — it made money for Namco because of this RPG/Fighter hybrid. Both SCVI’s LoS and SCIII’s CotS are basically RPGs where you create a character that participates in part of the SoulCalibur plot-line. Substituting your typical RPG random encounters are AI Battles within SCVI’s versus engine, and you can manipulate your damage output and health with food and weapons as you journey along.

Libra of Snores

As far as Libra’s plot is concerned, the basic gist is this: Zasalamel finds your character floating in a strange, energy-filled tear in time and space called (unfortunately) an “Astral Fissure”. He tells you that you almost fully turned into a Malfested — a being inflicted by a curse that turns its victim to a cancerous, enraged Body Horror — but that you’re lucky he got there in time to save you. He also tells you this exact same dialogue if you pick the Fully-Transformed Malfested race as your character. You don’t have to lie to me, Zas. I know my character’s face looks like melted nightmare candle. That’s why I picked him. It’s October.

zasalmel

tedward

Where’s the “ask about his eyesight” option?

From there, your quest leads you to running around and thrusting your hands into Astral Fissures — the game’s choice of wording, not mine — in order to stay alive. There’s not much to really develop your character’s personality outside of a small alignment system. The way it works is: you’re presented with tough moral questions like “Do you want the GOLDEN SWORD OF FREEDOM or the BLUE SWORD OF ORDER.” I picked the golden sword because I think free people are typically happier people. The game informed me that I became more evil because of this decision. Cool, thanks.

I don’t know if it’s just a problem with some poor translation choices, or if the original writing is really that bad. But between the bland presentation, dry prose, and bizarre motives of every character (every party member that I can recall, I stabbed with a spear in order to make them my friend. The 16th century was wild, ya’ll.) have made Libra of Souls an experience I have trouble picturing anyone enjoying. Having dumb-as-rocks AIs as your antagonists doesn’t really help the excitement levels in anyway. The only difficulty in Libra of Souls is that, eventually, your health will start carrying over between battles through the form of an expedition. With that in mind, item management becomes important so that you don’t die while traveling — this might be the only “fun” I can really picture from LoS, overall.

libra

So, this is it. This is Libra of Souls. Just imagine the experience of looking at this picture for 13 hours.

Minor aside: There’s also a strange quirk with the camera in this mode — it’s off-center, tilting towards your character’s perspective. It doesn’t make things “more difficult to play” so much as “more difficult to look at.” Luckily, I found out, this can be disabled in the options. It might be cool and cinematic for other people, but I had the vague feeling of motion sickness when I looked at it.

If all you need is an RPG UI to be happy and nothing I’ve said above sounds like a negative to you, let me drop one more thing here: Lizardman is in the game. He’s a finished NPC you run into with some regularity, he has his own unique style with his classic moves from earlier games, he has some new moves, and you’ll never know how good they are because you can’t play as him. He’ll almost certainly be in the Season pass later down the line, and much like Tira, it’s a shameless nickle-and-diming of the audience that has, unfortunately, become commonplace in our genre. I don’t mind that he’s there, I mind that he’s there and not playable.

But there is good news that even I can’t deny: there’s a lot of content this mode. My 2 hours is nowhere near the full amount of this story, and this mode is good for grinding in-game gold to unlock CaS equipment. I think if you enjoyed Chronicles of the Soul in SCIII you’ll probably dig this if just for sheer amount of stuff to do. It’s just a shame that all that stuff feels completely bland and inconsequential at best.

I really did go into this trying to see from the eyes of players that love this sort of thing — and I know I am woefully outnumbered on this take. But I don’t get it, and that’s fine — because there’s another story mode I can play instead, and it tells the story of the same events in a way I actually enjoyed.

Soul Chronicle

“Soul Chronicle” divides several episodic stories along a timeline of events, with chapters centered around a single character’s journey and how they tangle into SoulCalibur VI‘s overall narrative. Its individual “episodes” are told through beautifully-rendered character portraits and voice-acted dialogue. The game-play is about the same as Libra of Souls: you vs. some dolls from the character creator, or maybe the occasional main character– but something about piecing the story together into singular, contained chunks made it a lot easier for me to digest. Neither story mode’s plot is particularly deep or inventive, but at least “Soul Chronicle” respects your time and has fun while doing so. The AI battles are still dumb, but they feel a lot more tolerable only because you’re actually in the middle of a narrative whose end you can see in sight.

astaroth

There are levels of madness that even Astaroth cannot process.

Every now and then, I was genuinely impressed by some of the depth woven into these stories. Slight spoiler in this paragraph: Astaroth’s section is an example of what the best storytelling in Calibur looks like. They took what seems like a flat, irredeemably evil character and wove in a gripping arc amid his divine bloodbath. The bar for fighting game plots is low and fighting game character development even lower — When Astaroth’s inevitable crisis of purpose finally occurs and his genuine confusion colored his dialogue, I wasn’t thinking about genre or combos or training mode. I was just wanting to see more of his story. That immersion is far beyond anything else this genre has ever done for me.

Not everything in Soul Chronicle hits, but when it does, it’s worth it. There’s truly not much else to say than this. It’s amazing how much difference presentation and pacing can make.

There’s something here for you.

So it’s probably clear that I leaned heavily in favor of some modes over the others. Ultimately, I think this is a strong point in favor of SCVI — that there is something here for everyone. I just wanted SCVI so that I can go back to tournaments for my favorite series of all time — and if I, as rigidly uninterested in single-player content as I am, can find some genuine entertainment outside of versus mode, I am confident you can too. SoulCalibur VI delivers, it just doesn’t deliver consistently. Given some of the sins of its past, that’s totally fine.


Bandai Namco provided SRK with a copy of SoulCalibur VI for the purpose of this review.


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Shoryuken review: SoulCalibur VI – The competitive side

I got to spend a lot of time with the pre-release review copy of SoulCalibur VI, and I’ve tried my best to detail my personal experience with it as thoroughly as possible. As a site dedicated to fighting games, I realize there is one side of this game that is infinitely more important to our audience — the versus gameplay. As such, I will cover the games more casually-oriented single player content in a separate review.

soulcalibur vi scvi sc6 story trailer logo 750x400

Note: All information discussed references the PlayStation 4 version of SoulCalibur VI.

soulcalibur vi scvi sc6 taki kanji

On the Stage of History once again.

In my eyes, SoulCalibur has always been a series about getting to the point. At its best, the core mechanics are quick and easy to pick up, and nuance is more often found in the refinement of continual play than it is in execution-heavy combo fodder. Later games in the series drifted away from this, adding longer and longer combos and slowing down fundamental tools and movement. With that in mind, my hopes for this game were simple: give us a cleanly-designed engine where every character has a viable way to open people up, decent movement, a good training mode to experiment with, and a gorgeous world to look at.

I am very happy to say that SoulCalibur VI, more or less, does all of that. I am confident that the game, as it exists right now, is the best game we have had in the series since SoulCalibur II.

The first thing you’ll notice, regardless of your skill level, is how fast the game plays. It’s not just the fact that this game has sped up movement speed — by combining old school movement with the later SoulCalibur’s guard crush mechanics, we have ended up with (for now) an aggressive game that favors players willing to take risks. Even zoning characters like Ivy and Seong Mi-Na benefit a lot more from being active at their preferred ranges — because the risk of guarding, even if you’re impressively guarding lows on reaction, is incredibly high.

Every character feels fresh thanks mostly to new mechanics like Lethal Hit and Soul Charge. Namco went to obvious lengths to vary character movelist design around these two systems, so its fundamental to understand in order to understand SCVI.

Lethal Hits are situation-specific combo starters that encourage a unique set of offense for each character; take Cervy’s air throw B2 for example, which gets a combo extension only after the player lands 12 “gun” attacks in a match. Astaroth gets a lethal hit on 66B when he calls out a backdash — this is vital to his game, since back-dashing effectively escapes the core of his toolkit: his command grab/mid mix-up. Needless to say, Lethal Hits can get very particular, and mercifully, the game tells you what each characters lethal hit options are in the movelist.

lethalhit

The highest damage combo opportunities in the game are centered around Lethal Hit and Soul Charge, and will determine how you think about a character.

Super meter returns to SCVI, and with it, so does Soul Charge. Characters that activate a 1-bar consuming Soul Charge get a briefly powered-up state, and let me tell you, they are crazy. In an age where everyone is concerned about supers taking too much time with cinematics, I think that Soul Charge might be the way meter is spent for the majority of the cast in the long run. I much prefer this to supers because they create tense situations and freeze the timer. All bets are off when a Soul Charge is popped.

Those that have followed my journey from TX Showdown to now know that I don’t like the game’s new mechanic, Reversal Edge. I’ve feared what it would do to players and the game’s pacing itself, and it seemed like needless system bloat in a game that already re-introduced meterless Guard Impacts.

Well, I don’t have to speculate about Reversal Edge anymore. This new mechanic — SoulCalibur’s cinematic take on Focus Attacks — has been the source of the game’s loudest critiques. In a weird sort of way, I think I’ve… not come around on it, per se, but have learned to tolerate it. Its ability to build tons of meter and blow through strings blows up new players at first — but over time you’ll learn not only to step it on reaction, but to actively defeat it with Break Attacks and timing mix-ups. Even if I’m not a fan of it — the cutscene “mix-up” afterwards is essentially a mobile game version of Calibur, it’s not fun and it’s not why I play this series — it’s rarely a big enough deal in good matches for me to get worked up over. This is partially because a whiffed RE is incredibly vulnerable, and it weakens your own guard bar for using it. In a game where guard crushes are already plentiful on their own, this is a big deal.

Last, but certainly not least, I have to fall to my hands and knees and thank Namco for, after what feels like an eternity of waiting, finally giving everyone in the cast a viable low. It’s actually better than I had hoped: much of the cast has uniquely powerful lows in different situations as opposed to a generic 2K. Raph’s b2B, for example, is a re-purposed, sped-up version of his old 1B from SCII — it’s a frame trap on hit, unseeable, and everything Raph has needed for years. There is a reason to be nervous enough to block low in this game now — and when combining that with the general weakness of guard, it’s very easy to convince people to take drastic measures to escape pressure. I love it.

The New Characters

There’s three new characters in SCVI, and they are all wonderful, welcome editions to the cast.

Grøh and Geralt are more or less understood by this point from their frequency in pre-release tournaments. These characters have solid fundamental tools, good mix-ups, and versatility despite being relatively simple characters. They are both everything that is good about Calibur design when done right, regardless of where they end up tier wise. Grøh is fairly standard fair for a Calibur character — a stance character with decent close-to-mid range pressure and a set of combos and footsie tools that deal good damage with minimal effort. Geralt’s magic signs break Calibur mold a little bit in the sense that he makes heavy use of meter to chip and zone foes, but outside of that he’s a fairly standard character with fantastic range on BB, AA, 3B, and a good mix-up low in 1B. These characters both feel like they could only be played in Calibur, even if that’s clearly not true for Geralt.

And then there’s Azwel.

sc6_azwel

Azwel is, to a degree, innovative. He is a stance character without a stance: Pressing K and a direction summons a particular weapon, but you will always have access to all the moves each weapon can summon. (Your weapon “Stances” are Swords, Spear/Shield, and Axe.) Depending upon what weapon you have, however, makes your moves that don’t use that weapon slower. Your swords are your AA, BB, 2A, etc, so you want them for close range pressure and general poking. But oh! I need some defensive tools: the shield’s auto-GIs will help me. But now I really want a power low, and I want to shred their guard bar… Axe it is. And if you get caught in the wrong mode and need your Sword 2A to save you? Well, you’re in trouble. You now have a very slow 2A that will almost certainly get you CH if you try and press it while you’re being rushed down. It’s also worth noting that Azwel automatically switches modes when doing a move — so it can be very difficult for a opponent to keep track of what mode he’s in.

This is just a brief summary of the character — he’s probably the most dense character design I’ve seen in this series in a while. By assigning the “Stances” to different zones of inputs (Everything “backwards” — so back, down-back, and up-back — is a shield. everything “forwards” is axe, everything “neutral” is Swords.) the character is shockingly intuitive despite his complex nature, and his goofy, manic personality fits his eccentric play perfectly. SoulCalibur VI has hit all of its new characters out of the park this time around, and Azwel is by far my favorite of them all. Bravo Namco.

Training Mode

I have to interject some personal bias here: Training Mode, for me, is the most important mode in any fighting game. If everything else in this article were something that I enjoyed and Training Mode were terrible, I would not play this game “seriously” or recommend it. That’s how much my enjoyment of fighting games hinges on this mode, and I hope everything I say from here on out is understood with that context. I know it’s probably weird to lump this into the “multiplayer” article, but this is such a vital tool to the competitive experience that I feel like it has to be here.

With that said: It’s better than what I feared it would be with only a year between announcement and launch, and it’s worse than what I think Namco is capable of.

The Good: There’s a record function that allows you test up to three options and assort them randomly. While not as many slots as in Tekken 7, the ability to record multiple options and learn to differentiate them — particularly in a genre where that is the single most important step to improving — is incredibly important and appreciated. You can also select moves directly from the movelist, which is nice, though there is a caveat with that we’ll note in the next section. It also bears mention that it shows you, in numbers, exactly how much guard damage something does. Thank you, Namco.

Speaking of Tekken 7, there’s one thing SCVI has immediately over it: there are tutorials on both how to play the game and individual sections on how to approach each character. (A little odd when you consider how much simpler of a game Calibur is to play.) The character sections are somewhat bare-bones, but they do a serviceable job of at least guiding you to how to think about a character’s playstyle.

trainingmode

There’s a lot to like in SCVI’s training mode.

The Bad: I had training mode crash the game three times in one hour, all while recording moves. Having my favorite fighting game function literately break the game made me a little unhappy. There is also considerable lag if you try to record moves on some stages — particularly on the Windswept Plains. I also had training mode’s UI completely break: It simply wouldn’t bring up the pause menu and I had to restart the application.

While those are minor annoyances that can be polished out in a future patch, a larger problem right now is that the pre-set “Select Move” option in training mode stops working properly if you do something that puts them in crouch. Say, for example, you want to test the safety of a move vs. Sophitia’s 236B. Though Sophitia’s 236B will cancel a crouch state, the game doesn’t care: it will always make the dummy return to neutral, then do 236B. To get around this, you have to record 236B yourself — not an intuitive workaround for newer players.

The UI is a little sluggish in general, and it feels like it takes longer than it really should to move the cursor through menus. Considering the number of toys you get to tweak in this mode, it gets a little annoying after a while, particularly when the mode doesn’t remember your settings if you go into a match from standby.

All in all, Training Mode does what I want it to do, even if I have to wrangle it a little bit. A little more polish and it will be perfect.

Replays

This was a pleasant surprise. You can see the most recent replays of other players, and you have a fairly long replay list of your own battles that you can save and share. You can also “follow” players, but as of right now all that let’s you do is look at their profile to see what character they play as. You can see *a* replay — whatever their last upload is — and that’s it. I am assuming at some point in the future you will be able to see a list of replays on their profile — because if not, I’m not really sure why I’d “follow” someone other than to scope out who they are spending time with in ranked (or see what weird custom character they’ve made.)

There’s also no way to search for players in the replay section right now. It’s great that replays are there, but I’m hoping the utility of searching for replays will be fleshed out in the future.

Online Experience

The matches I got to play on 3 and 4-bars far exceeded my expectations, but it was a slog waiting to find opponents. This is the exact same experience in the beta — but it’s a lot more forgivable here considering it was mostly reviewers and people breaking street date that even had the game. We all know that Calibur will have problems on day one — every game with online play does — but if, after the dust settles, it plays as well as it did in the beta and in pre-release, this will be an amazing game to play online. Here’s hoping.

replayviewer

I thought I had heard you can’t take CaS into Ranked, but this is not true. See my Bangoo online.

I do want to mention that it seemed like I got matches somewhat more frequently when I was in the network section as opposed to using training mode’s standby option. Placebo or problem? Who knows. It also seemed like I was getting matches somewhat more frequently as we get closer to release date — a positive sign, for sure.

Overall

I have been burnt by bad Calibur releases for so long that I could only wait nervously for this game to come out. The wait was worth it, at least for now while the new game smell is here. There’s still some big problems — namely, Tira/Lizardman’s pay-more-to-play status and some weird training mode bugs — but it seems on the surface that Namco really did listen to what many players have been begging to see in the series. Although I worry about how some tools might pan out in future competitive play, I am having way too much fun with the game for that to matter. It’s just so good to be back on the Stage of History — and it’s so good to see it doing well.

soulcalibur vi yoshimitsu trailer 2 750x400

The next part will cover modes relevant to the casual, immersive experience: Character Creation, Museum Mode, and SCVI’s two (!) story modes.


Bandai Namco provided SRK with a copy of SoulCalibur VI for the purpose of this review.


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Birdie’s Critical Art won’t break armor if it’s cancelled into in Street Fighter V: Arcade Edition

Critical Arts are supposed to blow up any armored attacks in Street Fighter V: Arcade Edition, and it has been that way since the very beginning. Unfortunately, there’s something else that’s been there since the beginning — Birdie’s incomplete CA.

Birdie’s super normally breaks armor like everyone else’s. But because of an incorrectly set property, Birdie’s CA won’t break armor if it’s cancelled into: something discovered recently by RumoursOfGhosts — the hard way — in his match above.

When the inevitable Season 4 happens, I think it’s safe to say we already know a buff Birdie will (or at least should) get.

Source: RumoursOfGhosts (Twitter)


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Episode 5 of “Think, Don’t Mash!” shows how fundamentals broadly apply to Street Fighter V — regardless of character

“This works for everybody, I swear!”

The Think, Don’t Mash! series has been slowly weaving a narrative about fundamentals over the past four tutorial-based episodes of Street Fighter V: Arcade Edition gameplay. Today’s episode is the payoff — Press Button Win shows that everything he’s done to build his Chun-Li game plan from scratch is so basic to learning fighting games that it can be broadly applied to the whole cast.

So: in comes random select.

Armed with a standing medium kick and big dreams, PBW’s newly-hatched Birdie took to the ranks to show how footsies and fundamental control can teach you a lot about the way fighting games are properly played. This is a concept that transcends character and game — it all comes down to you.

Source: Press Button Win


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“Think, Don’t Mash!” explains the virtue of playing with only five moves in fighting games

Come learn Million Arthur: Arcana Blood’s mechanics with these translated tutorials

Do you want to get into Square Enix’s upcoming console port of Million Arthur: Arcana Blood? Whether it’s because you’re a Square fan or because you’ll play anything with Iori in it, you might find it difficult to find information on this new fighter. It has no release planned outside of Japan currently and, even with its time in arcades, translated information has been limited.

Thanks to the efforts of Da_Joker_27 over on twitter, we now have a thorough translation of the basic systems in MA:AB. Everything you need to know to jump into this new anime fighter can be found by clicking here — and if it seems like your sort of game, you should also take a plunge into the MA:AB Discord here.

Million Arthur: Arcana Blood hits PlayStation 4 in Japan on November 29.

Source: Da_Joker_27


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Nashville, Tennessee major TNEA Arena to be held on November 10th, features nearly $4K in pot bonuses across five games

There’s a massive arcade, pinball, and video game expo in Nashville called The Grand Ole Gameroom Expo. On November 9-11, 2018, this expo will also be home to TNEA Arena, a massive FGC major with nearly $4,000 in pot bonuses across a variety of games:

  • SoulCalibur VI – $1,000 Pot Bonus
  • Tekken 7 – $1,000 Pot Bonus
  • Street Fighter V: Arcade Edition – $500 Pot Bonus
  • Super Smash Bros. Melee – $700 Pot Bonus
  • Super Smash Bros. Wii U – $700 Pot Bonus

The tournament takes place in the Millennium Maxwell House Hotel, and entry into the tournament also gives you access to the full Expo. You can find out more information, and register online, by checking out TNEA’s smash.gg page here.

Source: TNEA


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Team Reptile shares first footage of Lethal League Blaze’s online gameplay

Lethal League Blaze, the sequel to 2014’s surprise sports-fighter hybrid hit Lethal League, is just around the corner. If there was any concern about the style or speed of Lethal League carrying over to 3D, developers Team Reptile just laid those fears to rest in the simplest way possible: letting the game speak for itself in the hands of the community:

If you’ve followed Lethal League competitive play at all, you’ll recognize the player names of Saxxy and Nobody from various events. In addition to being an excellent demonstration of the PC version’s online play, this is also a first competitive look at new characters Nitro and Doombox — the later of which was the original Lethal League‘s end boss.

Lethal League Blaze will arrive on the Steam platform on October 24th, and on PlayStation 4, Xbox One, and Nintendo Switch in Spring 2019.

Source: Team Reptile

Registration now open for Tennessee’s “Chatt Town Beatdown III” in November 2018

Looking for a large tournament on November 10th in the Southeast USA? If you can get to Chattanoga, then Chatt Town Beatdown III is where you’ll want to be. Fighting games will take over the Card Monster Games store with these six events below:

Main Events
Tekken 7 
Street Fighter V: Arcade Edition 
SoulCalibur VI
Dragon Ball FighterZ 

Side Events
BlazBlue: Cross Tag Battle 
Under Night In-Birth Exe: Late[st] 

Event Times
On-Site Registration will begin at 11:00 AM
12:00 PM: BBTAG, UNIST
2:00 PM: DBFZ, SC6
4:00 PM: SFV, Tekken 7

Each main event will receive a $150 pot bonus. The event will be streamed at ChattanoogaFightClub‘s Twitch channel, and you can register for the events online here at smash.gg. For more information on the tournament itself, please check out the tournament’s event page on Facebook.

Source: ChattanoogaFightClub; Chatt Town Beatdown


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