Will the real Street Fighter please stand up?

Over the past few weeks, there has been a lot of discussion on the internet and social media about certain games in the Street Fighter franchise, and whether or not they’re “real Street Fighter” games. This discussion started in part due to a poll by HiFight that James Chen then made a comment about. This discussion has been further fueled by RISE|MenaRD’s win at Capcom Cup 2017 over Echo Fox|Tokido — the latter considered to be a veteran of “real Street Fighter.

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The question is then, what exactly is “real Street Fighter. Well, simply put, it’s any fighting game that’s part of the Street Fighter franchise. As for why, the short answer is that’s because it’s what Capcom says it is. The longer, more concrete answer has to do with the series history, and the games that fall under the Street Fighter umbrella.

Now, I’m pretty sure that most competitive fighting game players can all agree that there is a “core” Street Fighter style of gameplay. This is in essence what was put forward and refined in the original Street Fighter II series. Ground-based combat, risky jumps, simple meter management, and a high emphasis on footsies and space control were first defined in Capcom’s iconic sequel. However, Street Fighter is more than just Street Fighter II. Even before Street Fighter V, Street Fighter has strayed widely from this.

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When James Chen commented on the HiFight’s Twitter poll, he singled out one particular example: Street Fighter III: 3rd Strike. Now, as much as I love 3rd Strike, James does have a point here. The parry system alone changes the style of gameplay, swinging it away from “core” Street Fighter, changing the zoning and space control game. Instead, it makes 3rd Strike much more about making reads and guesses.

Now, if that last bit sounds familar, it’s likely because it’s also a criticism that has been made repeatedly about Street Fighter V. However, making such a comparison between these two understates just how much Street Fighter III‘s parry system changes the game’s fundamentals. Suffice to say, the Street Fighter III series, including 3rd Strike, is quite different from any other Street Fighter that has come before, or since.

Another popular installment of the franchise that strays from the series’ core is Street Fighter Alpha 3. While the Alpha series as a whole experiments with new mechanics, none stray so far as Alpha 3 did. While most will point to the game’s various “ISMs” and heavy reliance on custom combos as the main culprits of why this is the case, it goes much deeper than that.

A good part of the way Alpha 3 moves away quite a bit from “core” Street Fighter has to do with things under the hood. Most notably, normals and projectiles were toned down compared to its predecessor, Street Fighter Alpha 2. Now Alpha, despite all the Alpha series additions such as air-to-air blocking and custom combos, does not stray that far from Street Fighter‘s core gameplay. Indeed, with the right characters, a player can easily dominate Alpha 2 just by playing using fundamentals, using good normals at the right ranges.

Street_Fighter_Alpha_3_mika_codyWith Alpha 3, the hitboxes of many normals were changed to make them weaker than in Alpha 2 (likely in response to some characters in the latter having strong normals that could cover multiple situations). This meant that Alpha 3′s normals felt much stubbier (and less useful) than in its predecessor. In addition to this, fireballs now did less damage the further out they hit. It came to the point where getting hit by a fireball at max range was preferable to blocking. It did the same damage, but getting hit provided more meter! The result of all this is a game that plays at much closer range, and favors offense and aggression much more than Alpha 2 — and indeed the Street Fighter II games before it.

Now, as much as Street Fighter Alpha 3 and Street Fighter III: 3rd Strike stray from the core of Street Fighter‘s gameplay, you’d be hard pressed to find someone who’d say that either isn’t a “real Street Fighter.” Even someone like me who much prefers Street Fighter Alpha 2 over its sequel still doesn’t discount Alpha 3‘s place in the series’ competitive canon.

Then there’s the matter of non-Street Fighter games that play closer to the core of the series’ gameplay than the above examples. Games such as Karnov’s Revenge, Rising Thunder, or Sailor Moon S. Most people wouldn’t seriously call these “real Street Fighter” games.

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The point I’m trying to make here: with so many games as part of the series’ history, Street Fighter has at multiple times experimented with moving away from the core gameplay established in Street Fighter II. Not only that, these games have done well enough to cement their places within the series’ competitive canon. In fact, many cite Street Fighter III: 3rd Strike as their favorite title in the series. As such, it’s pointless to try to judge games in the series on whether or not they count as “real Street Fighter” games.

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At the end of the day, all these arguments about games being “real Street Fighter” only serve to fracture and divide the community. A community that got together because of our love for Street Fighter in all the various forms it’s taken throughout the years. Why not celebrate the differences instead?

Perfect Legend breaks down adult Gohan in this new Dragon Ball FighterZ video from Bandai Namco

One of the characters coming to Dragon Ball FighterZ is the grown-up version of Gohan. More than just being a taller version of his teen form with longer normals, adult Gohan comes with his own unique stuff: including the ability to “Mystic.”

In this new video from Bandai Namco, non other than Carl “Perfect Legend” White lends a hand by breaking down how adult Gohan plays. A good part of the video below is dedicated to his “Mystic” transformation, and how this power-up changes depending on the amount of meter Gohan has.

Dragon Ball FighterZ launches on PlayStation 4, XBox One, and PC in the West on January 26, 2017, followed by Japan on February 1.

Source: Bandai Namco Games

ARIKA’s Akira Nishitani talks to Katsuhiro Harada about Fighting EX Layer

One of the upcoming games that has caught the imagination of the fighting game community this year is ARIKA’s Fighting EX Layer. First announced as part of an April Fool’s joke, this rebirth of ARIKA’s fighting game franchises (Street Fighter EX and Fighting Layer), is one of the most exciting projects on the horizon.

Recently, ARIKA co-founder (and creator of the fighting game as we know it) Akira Nishitani was interviewed by Bandai Namco’s Katsuhiro Harada regarding the game. In the interview, the two discuss a number of topics related to both Fighting EX Layer, and fighting games in general.

These topics range from discussing the birth of the modern fighting game genre (with Nishitani’s involvement with Street Fighter II). Here Nishitani talks about working from both the original Street Fighter and its spin-off Final Fight, while trying to figure out what works and what feels good. This includes studying some of the negative aspects that players just accepted, and then fixing them (one example he gives is making inputs more precise).

Another thing they talk about is the “backjump episode,” referring to how backward jumps have more range than forward jumps in SFII. This was something that people didn’t really notice at first, but was actually something that Nishitani added, coming from Final Fight. He states that implementing it was based on what he thought players would feel: that if they wanted to run away, they would want to do so as fast as possible.

A more important concept they talk about is the “mid” attack, or “overhead.”  The idea of which came from Nishitani wanting a way for blocking to be “imperfect.”  So their idea was to add moves that could not be blocked while crouching — a decision which lays the foundation for how offense and defense works in almost all fighting games to this day. Harada even comments on how no other system has been able to surpass these mechanics that the Street Fighter II team created.

Moving on to Fighting EX Layer, Nishitani talks about the popularity of the characters — specifically the Street Fighter EX characters. Skullomania in particular was one that they discovered was quite popular overseas.

In addition to this, they go over the Gougi system and why they decided to implement it in the game. Part of it is an attempt to try create a system that change the standard flow of fighting games. The whole section on the Gougi system is pretty in depth, with a lot of discussion on how it might affect the game, and competitive play. One idea tossed around though was the possibility of releasing new Gougi as a way of indirectly buffing characters.

Now, this is just a small part of what they discuss in the interview. With both Harada and Nishitani being developers, they talk a lot about the development process of fighting games, as well as the latter’s philosophies of doing so.

For those interested in reading the entire interview, Andrew “Jiyuna” Fidelis has translated it and shared it on his blog.

Source: Jiyuna

Dissidia Final Fantasy NT’s soundtrack is getting a blu-ray release

Square Enix has announced that Dissidia Final Fantasy NT‘s soundtrack is getting a physical disc released next year. The soundtrack will come in blu-ray disc format, and will also include additional footage.

The Dissidia Final Fantasy NT soundtrack will contain original songs composed for the game, remastered songs from the original arcade version, as well as arranged versions of legacy Final Fantasy songs. Similar to Square Enix’s other blu-ray disc music releases, this one will also contain footage to accompany the songs. Additionally, the disc will also come with mp3 versions of the songs that anyone with a blu-ray drive on their computer can access.

The Dissidia Final Fantasy NT soundtrack is set to release on February 28, 2018. It will retail for  ¥5,000 plus tax in Japan. In the meantime, check out the announcement video below.

Source: Square Enix via Siliconera

Dissidia Final Fantasy NT will have an open beta in the West, early next year

Following up on their announcement of an open beta test for Dissidia Final Fantasy NT in Japan, Square Enix has now revealed that the beta will be coming to the West as well.

While Japan will have their beta on three consecutive weekends (starting this weekend), North America and Europe will have one continuous beta period later in January. Specifically: Dissidia Final Fantasy NT open beta for these regions will start on January 12 (the date after the Japanese release), and will run until January 21.

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Additional details have yet to be revealed. However, Square Enix states that these details will be given out as the beta period approaches.

Dissidia Final Fantasy NT hits PlayStation 4 on January 30 in North America and Europe, following the Japanese release on January 11.

Source: Square Enix

Team NINJA’s announcement at NEC: The end of support for Dead or Alive 5 Last Round

While many people were hoping that Team NINJA’s teased announcement at the Dead or Alive 5 Last Round Battle Royal Grand Finals at Northeast Championship 18 would be for something new, it turned out to be anything but. Instead, Team NINJA simply reiterated what we’ve known for awhile: that the developer would be ending support for the game.

During the announcement, Team NINJA brand manager Yosuke Hayashi said goodbye to the game that they’ve worked so hard on for the past six or so years, while also thanking the community for their support. Indeed, despite the game’s age, Dead or Alive 5 Last Round still sees decent-sized tournament turnouts, with NEC 18 seeing 116 players registered — beating out games such as Injustice 2BlazBlue: Central Fiction, and Pokkén Tournament.

Hayashi also did state that the Dead or Alive team was still very active, and that they were looking forward to the future.

In addition to this, both Dead or Alive art director Yutaka Saito and game director Yohei Shimbori both also made statements about the game, and thanked the fans for their support.

You can check out the full transcript of their statements below.

Dead or Alive 5 farewell announcements

Yosuke Hayashi, Team Ninja Brand Manager

Hi, everyone, I’m Team Ninja’s brand manager, Yosuke Hayashi. Thank you for your continued support of Dead or Alive. It’s been five years since Dead or Alive 5 hit the market, and thanks to your undying love, the franchise has grown much bigger during this period. I’d also like to express my gratitude to Big E for all the tournaments you organized for our game over the years. Dead or Alive 5 has finally come to an end, but the Dead or Alive team is very active. Looking forward, I hope you’ll continue to support Dead or Alive. Thank you!

Yutaka Saito, Dead or Alive Art Director

To all of you who are participating in Battle Royal 2017, as well as organizers and staff, thank you very much for your support. I am Dead or Alive‘s art director Yutaka Saito. Five years is a long time, isn’t it? While we were constantly doing our best to improve the game, we were always watching your matches, whether they were joyful victories or heartbreaking defeats. I’m a player myself, so I get very emotional watching those. I take pride in the fact that we’ve been able to create such heartfelt games all these years. I sincerely hope that I get to create more inspiring games so that someday I can greet you like this once again. I look forward to your continued support and working with you again. Thank you very much! It’s been a great ride.

Yohei Shimbori, Game Director

Hi, I’m the game director Yohei Shimbori. To all Dead or Alive players, Big E, and the tournament staff, thank you very much! This is a bit personal, but I’ve always been very into fighting games, and when I found this job, that is when I was first introduced to Dead or Alive, and I’ve learned a great deal through my working experience. However, there was a time when the Dead or Alive series had been put on hold. That’s when I swore to myself that we will make Dead or Alive the best fighting game and that people around the world will play our game. That is an oath I made to myself. At last, Dead or Alive 5 has become a game worthy of tournaments such as this one. It’s been five years, yet you are still playing it, our tournaments get better each time, new champions emerge, and our community continues to expand. Also, the free-to-play version is doing well, and we created so much downloadable content that the sheer amount would be worthy of the Guinness Book of World Records. However, it is time to stop what we are doing for now and look into the future, which means we may not be around for some time… but we are very much looking forward to seeing you again someday. And I hope you will maintain your love for Dead or Alive and keep on fighting! Thank you so much for everything!

Source: Bifuteki via Gematsu

Dissidia Final Fantasy NT open beta announced for Japan

At this weekend’s Jump Festa, Square Enix announced that they would be holding a series of open beta weekends for Dissidia Final Fantasy NT for PlayStation 4 owners in Japan.

The open beta for Dissidia Final Fantasy NT is open to all players with a Japanese PSN account. More importantly, a PlayStation Plus account is not required. For those with Japanese PSN accounts interested in joining the beta, it’s set to take place from 6:00 PM to 11:00 PM Japan Time on the following weekends.

  • December 23 and 24
  • December 30 and 31
  • January 6 and 7

Those who join the beta will have access to the Class Match, Rush Battle, Story, Customization, and Treasure modes.

As for the West, Square Enix has yet to say anything on whether or not they’ll have a beta outside of Japan.

Dissidia Final Fantasy NT will launch on PlayStation 4 on January 11 in Japan and January 30 in North America and Europe.

Source: Square Enix

Here’s Dissidia Final Fantasy NT’s latest trailer from Jump Festa

Jump Festa is currently taking place in Japan and a number of game companies are at the event. One of these is Square Enix who brought their upcoming 3 on 3 Final Fantasy PlayStation 4 arena fighter Dissidia Final Fantasy NT with them.

As part of their presence at the show, Square Enix brought out a new trailer for Dissidia Final Fantasy NT.  The trailer focuses on the game’s story, exploring why heroes and villains from various Final Fantasy games are being called together once again.

Since the trailer is a bit dialogue heavy, Square Enix has released an English language version for players outside of Japan. Check out both that, and the original Japanese version below.

English Language Version

Japanese Language Version

Dissidia Final Fantasy NT will launch on PlayStation 4 on January 11 in Japan, and January 30 in North America and Europe.

Source: Square Enix

Bandai Namco will host a special Dragon Ball FighterZ live stream this Monday with Maximilian, Perfect Legend, and Rhymstyle

While the game has been to more than a few trade shows, we really haven’t seen much in terms of live gameplay of Dragon Ball FighterZ. It seems that that’s going to change this coming Monday as Bandai Namco is planning a special live stream of the game.

The Dragon Ball FighterZ special live stream this Monday will have a couple of FGC regulars on hand. Noted fighting game YouTuber Maximilian Christiansen will be joined by Carl “Perfect Legend” White. Alongside them will be Dragon Ball YouTuber Rhymestyle, representing the DBZ fan community.

The stream itself will start at 12 PM Pacific (3 PM Eastern) on Monday, December 18 on Bandai Namco US’s Twitch channel.

As for Dragon Ball FighterZ itself, the game hits North America and Europe on January 26, followed by Japan on February 1.

Source: Bandai Namco US

Catch Dead or Alive 5 Last Round’s Tecmo 50th anniversary costumes in this new trailer

Recently, we learned that the final DLC costume pack for Dead or Alive 5: Last Round would feature costumes celebrating various Tecmo franchise as part of the latter’s 50th anniversary. However, we only got to see a few of said Tecmo costumes. Now, we get to see a whole lot more of them, as Team NINJA has dropped the trailer for this costume pack.

As previously revealed, we see a fair amount of Ninja Gaiden and Monster Rancher (Monster Farm in Japan) representation. However we also see costumes from franchises such as the classic Temco Bowl, sumo game Tsuppari OozumouStar ForceDeception, and more. This is in addition to generic Tecmo themed costumes as well.

Give the trailer below a spin, and see if you can identify all the Tecmo franchises being represented!

Dead or Alive fans will want to keep an eye on NEC 18, as Team NINJA has teased an upcoming announcement at the event.

Source: Team NINJA