These warriors have fought the Void in the Hollow Night.
Arc System Works has shared yet another trailer for BlazBlue: Cross Tag Battle. This time, the trailer focuses on those cast members who hail from Ecole Software and French Bread’s groundbreaking fighting series, Under Night In-Birth.
Veterans of this franchise are probably already familiar with Hyde, Linne, Waldstein, Gordeau, Carmine, Orie, and Vatista. However, for anyone who’s planning to pick up BlazBlue: Cross Tag Battle without any prior Under Night experience, this video serves as a short introduction to each of these characters.
Additionally, we get to see some of their characters interactions with the characters from other franchises in the game. Check out the trailer below.
BlazBlue: Cross Tag Battle is set to launch on PlayStation 4, Switch, and PC on May 31 in Japan, June 5 in North America, and June 22 in Europe.
Recently, the sky pirate Love Heart was confirmed for SNK Heroines: Tag Team Frenzy. Now, SNK has dropped a new trailer for the game that gives us a better glimpse of her in action.
The main focus of this new trailer — aside from Love Heart — is an extended look at some of the character customization options. As part of this, we get glimpses of Love Heart’s costumes — including a policewoman costume, as well as a ridiculous-looking cowboy costume, compete with mustache.
Aside from this, it also showcases some of the game’s other features, while also giving us some more footage of Sylvie and Zarena, who were announced earlier this month.
SNK Heroines: Tag Team Frenzy launches for PlayStation 4 and Switch on September 6 in Japan, and September 7 in the West.
Street Fighter V isn’t the only fighting game on PlayStation 4 that’s currently on sale. As part of PSN’s Extended Play Sale, both The King of Fighters XIV and Injustice 2 are also discounted.
The King of Fighters XIV ‘s “Special Anniversary Edition” is on sale for only $36.99, 40% off its $59.99 regular price. PS+ subscribers however can get it for only $29.99, 50% off the regular price. The Special Anniversary Edition itself comes with the 4 DLC character released last year: Rock, Whip, Yamazaki, and Vanessa. Now, for those who already have the game, but not those characters, their character bundle is also on sale for only $11.99, or $9.99 for PS+ subscribers, down from its usual $19.99 price.
Meanwhile, Injustice2‘s “Legendary Edition“, which comes with all of the game’s downloadable characters, is also on sale for only $53.99, 10% off the regular price of $59.99. PS+ subscribers however can get it for only $47.99, 20% off said regular price.
Players looking to avail of either of these should do so soon. PSN’s Extended Play Sale lasts only until May 29.
Another Blade Strangers character trailer has been released by Nicalis;t his time, they focus on Ali, the thief from Code of Princess.
Based on Ali Baba from the folk tale Ali Baba and the Forty Thieves, this master thief brings with her a bag of explosive tricks. As the trailer below demonstrates, Ali’s pretty adept at using bombs to try to steal some wins.
The sky pirate returns for what may be her final SNK game appearance.
A recent issue of Famitsu has revealed a couple of important details about SNK Heroines: Tag Team Frenzy. Alongside announcing the game’s Japanese release date, it also revealed a character some thought wouldn’t make it into the game. The issue reveals that SNK Heroines: Tag Team Frenzy will launch in Japan on September 6 — one day before the game’s September 7 release date in the West. Additionally, the issue reveals that Love Heart will be joining the cast, this time dressed up as a policewoman.
The reveal of Love Heart may be quite surprising for some. Some time back, Highlights Entertainment acquired a number of SNK’s pachislot assets, including Sky Love, the game where Love Heart hails from. With this, there was some speculation that her The King of Fighters XIV appearance would be her last in an SNK game. That said, some of SNK’s previously released promotional images for SNK Heroines: Tag Team Frenzy did hint that she would be returning.
Of course, this still doesn’t really give a clear answer as to what her future is in terms of appearing in SNK’s games, and this still may very well be her last.
In the meantime, check out this preview of the issue and screenshot of Love Heart from Famitsu.
Nicalis has released yet another character trailer for Blade Strangers. This time, the trailer focuses on Emiko from Saynara Umihara Kawase.
The main thing that sets Emiko apart from the other characters is that she comes riding her giant cat: Shakemaru. Indeed, Shakemaru actually does the brunt of the fighting for Emiko in the game. Fighting game veterans will likely be reminded of “Bust” mode Nakoruru/Rera from the Samurai Shodown games, except Emiko rides on Shakemaru pretty much all the time.
Back at the turn of the millennium, Capcom and SNK came together for what was then an unprecedented collaboration. Under the deal, both companies would produce a number of crossover fighting games: the Capcom vs. SNK and SNK vs. Capcom titles.
The crossover projects looked like a natural fit on paper, yet in terms of aesthetics, some work needed to be done. While both companies had started out using the typical art style seen in most early ’90s games, but by end of the decade, both had developed different distinct looks.
Capcom, after the success of Street Fighter: The Animated Movie, had developed a flatter, more anime-styled look for the Street Fighter Alpha and Street Fighter III games. SNK on the other hand, having to work with the limitations of the aging NEO GEO hardware, went with further evolution of the old early-’90s style, featuring more detailed shading than their counterparts at Capcom. This also applied to their promotional art, with the former’s artwork looking more stylized and anime-esque than the latter’s more realistic style.
All of this meant that when it came to to do their crossovers, each company had to redo the other sprites, or even create them from scratch to match their own artstyles. This is something we can clearly see in the videos below from VCDECIDE, which puts the artwork of each company side-by-side.
As the sprite comparison illustrates, in addition to the differences in shading, each company’s interpretations of the other’s characters also received subtle differences in terms of detail and animation. The result is that each company’s take on the other’s characters can clearly be identified as their own.
Meanwhile, each company’s artists also went on to put their own stamp on their counterparts’ work. Toshiaki “Shinkiro” Mori did his first official work on Capcom characters in these games (before eventually jumping ship to said company). Meanwhile Kinu Nishimura and Daigo Ikeno did their own takes on SNK’s characters.
Back at the turn of the millennium, Capcom and SNK came together for what was then an unprecedented collaboration. Under the deal, both companies would produce a number of crossover fighting games: the Capcom vs. SNK and SNK vs. Capcom titles.
The crossover projects looked like a natural fit on paper, yet in terms of aesthetics, some work needed to be done. While both companies had started out using the typical art style seen in most early ’90s games, but by end of the decade, both had developed different distinct looks.
Capcom, after the success of Street Fighter: The Animated Movie, had developed a flatter, more anime-styled look for the Street Fighter Alpha and Street Fighter III games. SNK on the other hand, having to work with the limitations of the aging NEO GEO hardware, went with further evolution of the old early-’90s style, featuring more detailed shading than their counterparts at Capcom. This also applied to their promotional art, with the former’s artwork looking more stylized and anime-esque than the latter’s more realistic style.
All of this meant that when it came to to do their crossovers, each company had to redo the other sprites, or even create them from scratch to match their own artstyles. This is something we can clearly see in the videos below from VCDECIDE, which puts the artwork of each company side-by-side.
As the sprite comparison illustrates, in addition to the differences in shading, each company’s interpretations of the other’s characters also received subtle differences in terms of detail and animation. The result is that each company’s take on the other’s characters can clearly be identified as their own.
Meanwhile, each company’s artists also went on to put their own stamp on their counterparts’ work. Toshiaki “Shinkiro” Mori did his first official work on Capcom characters in these games (before eventually jumping ship to said company). Meanwhile Kinu Nishimura and Daigo Ikeno did their own takes on SNK’s characters.
Back at the turn of the millennium, Capcom and SNK came together for what was then an unprecedented collaboration. Under the deal, both companies would produce a number of crossover fighting games: the Capcom vs. SNK and SNK vs. Capcom titles.
The crossover projects looked like a natural fit on paper, yet in terms of aesthetics, some work needed to be done. While both companies had started out using the typical art style seen in most early ’90s games, but by end of the decade, both had developed different distinct looks.
Capcom, after the success of Street Fighter: The Animated Movie, had developed a flatter, more anime-styled look for the Street Fighter Alpha and Street Fighter III games. SNK on the other hand, having to work with the limitations of the aging NEO GEO hardware, went with further evolution of the old early-’90s style, featuring more detailed shading than their counterparts at Capcom. This also applied to their promotional art, with the former’s artwork looking more stylized and anime-esque than the latter’s more realistic style.
All of this meant that when it came to to do their crossovers, each company had to redo the other sprites, or even create them from scratch to match their own artstyles. This is something we can clearly see in the videos below from VCDECIDE, which puts the artwork of each company side-by-side.
As the sprite comparison illustrates, in addition to the differences in shading, each company’s interpretations of the other’s characters also received subtle differences in terms of detail and animation. The result is that each company’s take on the other’s characters can clearly be identified as their own.
Meanwhile, each company’s artists also went on to put their own stamp on their counterparts’ work. Toshiaki “Shinkiro” Mori did his first official work on Capcom characters in these games (before eventually jumping ship to said company). Meanwhile Kinu Nishimura and Daigo Ikeno did their own takes on SNK’s characters.
Recently, SNK and Code Mystics pushed an update onto the Steam version of The King of Fighters ’97 Global Match. Alongside features such as Chinese language support, this update added one big change to the game’s online multiplayer: rollback netcode. This update marks the first time that any The King of Fighters title has used modern, rollback netcode, with prior releases — including The King of Fighters XIV — still using variable input netcode.
Of course, this isn’t the first time Code Mystics has implemented rollback netcode in a fighting game. Prior to this, they also used it for Killer Instinct Classic. This experience can be seen in how robust the implementation here seems. Like the rollback implementation in the old GGPO client, as well as in Lab Zero’s Skullgirls, The King of Fighters ’97 Global Match‘s system allows players to set their input delay prior to the start of an online match. This is quite notable, when bigger releases with rollback netcode, such as Street Fighter V, have yet to implement such a feature.
Additionally, the implementation here also provides the player the option to have the system lower the delay, should the connection quality improve mid-match. As for the PlayStation 4 and PlayStation Vita versions of The King of Fighters ’97 Global Match, no word yet has been released on when — or even if — they’ll be receive the rollback netcode patch.