Tomonobu Itagaki Explains Early Development on Dead or Alive, Disdain for Newer Installments

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While he’s moved on from the genre in recent years, Valhalla Game Studios’ Tomonobu Itagaki played a huge part in getting one of the longest-running fighting game franchises off the ground with the release of Dead or Alive in 1996. His outspoken nature has seen him take other studios to task, most notably former employer Tecmo Koei after parting on less than amicable terms.

Dead or Alive fan and frequent content contributor Emperor Cow recently had the opportunity to visit with Itagaki at his studio in Tokyo, Japan, and discussion quickly turned towards Dead or Alive, starting with their goals when developing the first installment.

“There are four main pillars that I concentrated on when designing Dead or Alive. On two ends of the spectrum you have Casual and Pro, and on the other ends you have Sex and Violence. The main goal was to find the perfect balance between all these four pillars. The game should not be too difficult in order for casuals and newcomers to enjoy it and it should not be too easy in order not to lose the pro players,” Itagaki explained. “It also should not be too violent in order not to scare off any of the sensitive players and it should not be too sexy in order not to turn it into an “Ero-game” (an erotic game). This is why I put a firewall on all four pillars, so that no one pillar overshadows the others and a perfect balance could be achieved.”

Itagaki would go on to describe what he sees as the downfall of the genre: becoming too technical for newcomers. In the case of Dead or Alive 5, he believes the difference between novices and those who have been playing the game for years is so large that, without help from the system itself to reinforce the idea that winning is possible early on, they won’t have much desire to keep going. “A game like that would never sell. This is why they thought they can overcome this by making the game more erotic and milk you loyal players all out of your money with erotic downloadable content,” he concluded. “It’s disgusting.”

For more of Cow’s talk with Itagaki, be sure to visit Orochinagi for the full interview.

Source: Orochinagi via NeoGAF

Tekken 7 Makes Tournament Debut at Tekken Crash Returns

Although folks in South Korea were just heading into late afternoon, Tekken Crash Returns wrapped up in the early hours of the morning here in the United States. Fortunately, those of you who missed the action can already catch up on the competition courtesy of replays released by eSports TV.

As the first high-level Tekken 7 tournament, the program featured a ton of great footage for the upcoming fighter courtesy of players like Knee, Saint, JDCR, CHANEL, and more. And while Shaheen failed to make an appearance, fellow newcomers Katarina and Claudio saw use in both the main event and a special pre-finals exhibition.

All of the festivities are included in the archives below, so be sure to give them some of your attention if you weren’t able to watch live. Full results can be found in our coverage hub.

Tekken 7 will pre-launch in Japanese arcades on February 18. An official release is planned for March.

Source: eSports TV

Send Your Opponents Into Orbit with Super Smash Bros. for Wii U’s Rosalina and Luma

Super Smash Bros. for Wii U’s Rosalina and Luma represent a very unique addition to the world of Smash. Unlike the Ice Climbers, where Nana imitates Popo’s actions (allowing for some very cool desync techniques), Rosalina controls Luma much like puppet characters in other fighting games would. This opens up a whole new realm of possibilities in tournament play, but also comes with more necessary information to digest on the part of the competitors.

After taking a short hiatus, Smash and Grab have returned with another one of their great Smash breakdowns. In the video below, you’ll find a ton of knowledge on Rosalina and Luma, demonstrating how to best utilize their one-of-a-kind gameplay options. Check it out and see what you can pick up.

Source: Smash and Grab

Red Bull Announces Ultra Street Fighter IV Invitational

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Last week, an interesting website was brought to our attention by Mad Catz’ Mark “MarkMan” Julio that appeared to promote some sort of fighting game event by energy drink manufacturer and burgeoning competitive gaming organization Red Bull. A short teaser video hinted that the affair would involve Ultra Street Fighter IV, but nothing indicated whether this would be a traditional tournament or some sort of high-profile “beat the pro” promotion.

Fortunately, new details have emerged revealing it to be the latter.

Red Bull Kumite will join the growing number of invitationals by bringing together fourteen of the world’s strongest Street Fighter competitors, gathered from Japan, Singapore, the United States, Brazil, the United Kingdom, and France, and allow them to do what they do best. The bracket will be supplemented by two additional players, decided the day before through an open tournament.

At this point in time, the only confirmed participant is Razer’s Ho Kun Xian, but rumors point towards Darryl “Snake Eyez” Lewis also receiving an invite.

Red Bull Kumite is scheduled for March 28 in Paris, France. We’ll be sure to pass along more information as soon as they become available, but for now, feel free to check out the official website and Facebook event.

Sources: Red Bull Kumite via MarkMan, Red Bull Events via NeoGAF

UltraChen TV Streaming Live – Frosty Faustings VII, Mortal Kombat X, and More

UltraChen TV is back with yet another broadcast, and a whole new slate of topics to discuss. Tonight, UltraDavid and James Chen will be discussing a variety of topics, including Frosty Faustings VII, KAKUTOP League, Mortal Kombat X, Killer Instinct, Pokkén Tournament, and more.

The stream will be live in this article, but you can also visit Twitch to join the chat.

Watch live video from ultrachentv on www.twitch.tv

Source: UltraChen TV, featured image courtesy of Kara “Karaface” Leung

Pokkén Tournament’s Cast Shines in Beautiful Screenshots

Although Famitsu provided a great look at the mechanics in Bandai Namco Games’ upcoming Pokkén Tournament last week, the stream quality left quite a bit to be desired. The game looked alright, but it was pretty obvious we weren’t receiving the fullness of its graphics through Niconico.

Fortunately, a handful of new screenshots were recently released that get up close and personal with all the Pokémon announced for the title thus far. Suicune’s upgraded fur textures, Pikachu’s electric attacks, various special effects, and more pop beautifully in the image gallery below. Give them a look and let us know what you think.

For more information on Pokkén Tournament’s gameplay, head back to our original report on the Famitsu broadcast. Replays for each of the matches played on the show can be found here.

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Pokkén Tournament is set to launch in Japanese arcades sometime this year.

Source: Siliconera

Tune Into Tekken Crash Returns Later Tonight for Your First Look at Tekken 7’s Shaheen

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Tekken Crash…wow, it’s been some time since we’ve heard that name. As Tekken Tag Tournament 2’s tournament support dwindled over the past few years, programs dedicated entirely to the popular series went the way of the buffalo as well, but that’s all going to change thanks to Tekken 7.

Later tonight, Tekken will once again find a home on television via the aptly named Tekken Crash Returns. Twelve of South Korea’s strongest competitors (split into four teams of three) are set to make appearances at Nexon Arena in Seoul to compete in the seventh mainline installment of Bandai Namco Games’ long-running franchise.

Some of the players you can expect to see include Knee, Help Me, Chanel, JDCR, and Saint.

Not only will Tekken Crash Returns give the greater community its first look at high-level Tekken 7 play, the show will also mark the debut of newcomer Shaheen, the Saudi Arabian cast member revealed by Katsuhiro Harada last month. Very little has been divulged regarding the character besides his appearance, so don’t miss out on this opportunity to see what he’s all about.

Tekken Crash Returns is scheduled to begin at 4 PM KST (or 11 PM PST, 1 AM EST tonight). Fortunately, access to Korean airwaves won’t be required thanks to an official online broadcast through YouTube. Bookmark the stream below and get ready for the next battle!

Source: Avoiding the Puddle

Killer Instinct’s Omen Launch Bundled with Numerous Balance Changes

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Similar to previous character releases, Omen’s Killer Instinct debut will becombined with a number of changes to both the core gameplay mechanics and balance adjustments for the rest of the cast. Iron Galaxy Studio’s Kraig “Klaige” Kujawa recently took to the Ultra-Combo forums to share these tweaks with the players who congregate there, providing a nice look at how the title will change later this week.

While a number of bugs are addressed in the patch, it also includes quite a few interesting updates, including a new way for Jago to earn a bit more Instinct meter, increases to the Potential Damage doled out by Fulgore’s Devastation Beam, and more. The full list can be found below.

Killer Instinct 2.3 Update Changes

System Changes

  • White health healing rates will increase over time if you aren’t hit, letting you heal large amounts of white health faster if you play safely.
  • If throws and projectiles/attacks hit on the same frame previously, the throw would take priority. Now, the projectile/attack will take priority. This should eliminate a number of inescapable setups on wakeup across most characters.
  • Previously, when a combo ended with the opponent standing after a KO, there was 1 frame in which that character could still be hit and a new combo would start. This has been fixed, removing “deadbody” infinites from the game.
  • Characters can now tech out during Blowout reactions if their opponent attempts a Counter Breaker.
  • The window for performing an Auto Double after a jump in attack is now checked dynamically, so it should no longer be possible to perform a blocked Auto Double after a jump in. If it isn’t going to combo, you’ll get the neutral version of the button you pressed instead.
  • Fixed a bug that caused character’s gravity values to get stuck when getting hit out of the start of their Counter Breaker attempt by an opponent’s projectile.
  • You are no longer allowed to use Ultra Enders during a Grab animation, as this was breaking the attacker out of the animation while the reacting player just got slammed around.
  • Fixed a bug that allowed players to perform unbreakable combos by canceling into shadow enders during an attack’s hitstop. This may make some of your cancels hit a frame or two later than you are used to but was necessary to avoid unbreakable combos.
  • Fixed a bug where non-comboed sequential wall splats resulted in a blowout.
  • Fixed a bug where characters could not perform an Ultra following an Opener that started a combo.
  • Fixed a bug where starting a combo with projectiles lead to not being able to perform and ultra.

Jago

  • If Jago completes one revolution of his Around the World auto double series, he generates a little bit of instinct meter for himself.

Sabrewulf

  • Fixed a bug where Shadow Eclipse was breakable as an ender following a manual.

Glacius

  • Fixed a bug preventing Shadow Hail projectiles from destroying themselves properly if Glacius used a Counter Breaker.
  • Victims of Glacius’ throws are no longer vulnerable to attacks until after Glacius plays his throw damage event. This prevents a game crash that occurred if a projectile hit before Glacius did.

Thunder

  • Lowered vulnerable boxes on a number of moves to fix Thunder being able to jump out of Riptor’s Flame Carpet, or avoid its combos.
  • Fixed a missing kara cancel window for Shadow Call of Earth.
  • Fixed a bug where Thunder’s enders were higher priority than shadow moves when canceling a manual attack.

Sadira

  • Fixed a bug that prevented Sadira from doing Linkers after Manuals if the combo was opened with an Instinct Web.
  • Fixed a bug that was preventing Sadira from attempting a counter breaker during the super freeze startup of Shadow Linker Blade Demon.
  • Blade Demon moves had a bugged amount of hit-shake on block in some situations, causing some characters to vibrate out of control.
  • Fixed a bug preventing players from inputting their next move as early as other characters during a heavy punch auto double.

Orchid

  • Lowered vulnerable boxes on a number of moves to fix Orchid being able to avoid Riptor’s Flame Carpet.
  • Orchid now has collision when falling from her airthrow to make follow ups more consistent.
  • Orchid can no longer summon Firecat when falling down from an air counter breaker, preventing a few safe counter breaker setups.
  • Fixed a bug that was preventing Orchid from attempting a counter breaker during the super freeze startup of Shadow Linker Fire Cat.

Spinal

  • Fixed a bug that prevented Spinal from doing Linkers after Manuals if the combo was opened with a Heavy Searing Skull.

Fulgore

  • Devastation Beam deals additional Potential Damage on hit. It also deals this Potential Damage on block! Devastating!
  • During Instinct Mode, Fulgore can press HP+HK to perform a Reactor Charge, gaining 1 pip.

TJ Combo

  • Fixed a bug that let TJ get medium manuals off of a light Spin Fist Linker.
  • Fixed a bug that caused enders to be blockable after Light Punch manuals.
  • Fixed a bug that was preventing TJ from attempting a counter breaker during the super freeze startup of Shadow Linker Flying Knee.
  • Fixed a bug that prevented Heavy Auto Doubles from comboing in some situations off of Tremor and Flying Knee linkers.
  • Made it possible to combo into Level 4 Powerline Ender and Level 3 Tremor Ender from a crouching light kick manual.

Maya

  • Lowered vulnerable boxes on a number of moves to fix Maya being able to avoid Riptor’s Flame Carpet.
  • Fixed a bug causing Maya to play the wrong animation when being thrown forward by another Maya.

Kan-Ra

  • Fixed a bug where Kan-Ra’s level 2, 3, and 4 Scarab Swarm enders would not face the opponent if Kan-Ra changed sides mid combo. This frequently happened following a Shadow Dervish.

Riptor

  • Run Back HP is no longer counted as airborne until frame 3. This used to allow her to guarantee that, at worst on wakeup, she would take an air hit, meaning only a character with a bit forward moving recapture could punish her.
  • Increased block pushback on Riptor’s crouching flame breath and instinct crouching frame breath to prevent a block infinite.
  • Fixed a bug that allowed Riptor’s heavy shoulder charge and level 2 run to absorb multiple hits with superarmor.
  • Fixed a bug where Riptor’s Shadow Shoulder Charge was not punishable by shadow counters.
  • Fixed a bug that prevented the ground bounce from Jumping Heavy Kick from working on a crouching opponent.
  • Ultra Ender is now unblockable to fix a rare case where it could be blocked.
  • Adjusted the cancel window on Standing Close HP to be closer to the active frames so it feels more natural.
  • Fixed a bug where Riptor could cancel her Shadow Talon Rake Linker into other linkers, which is forbidden by the combo system.
  • Fixed a bug preventing Riptor’s Level 3 Tail Flip Ender from leaving the ground.
  • Fixed a bug where Riptor’s Level 4 Tail Flip Ender could whiff the first hit.
  • Adjusted proximity boxes on Riptor’s predator stance moves to follow the rules for other attacks.
  • Fixed a bug that caused the ground version of Tail Flip to not ever have attack boxes while cursed by Kan-Ra.
  • Fixed a bug that caused players to blow out during Riptor’s stage ultra.
  • Fixed a bug that forced players to break Tail Flip attacks with the wrong strengths.

Killer Instinct will be updated to ver.2.3 this Friday, January 30. Season 2 Ultra Edition owners will be able to play Omen on the same day, but folks who stuck with the Combo Breaker pack will have to wait until February 5.

Source: Ultra-Combo

Jason “Mew2King” Zimmerman Finally Leaves Empire Arcadia

Jason "Mew2King" Zimmerman (right) with Empire Arcadia's Isaiah "Triforce" Johnson (Image courtesy of Robert Paul)

Jason “Mew2King” Zimmerman (right) with Empire Arcadia’s Isaiah “Triforce” Johnson (Image c/o Robert Paul)

Sound the trumpets, alert the people, Jason “Mew2King” Zimmerman has parted ways with Empire Arcadia.

This news comes from the man himself, posted via Reddit and describing the circumstances that led to this decision. “I told [Isaiah “Triforce” Johnson] I was leaving [Empire Arcadia] because I wasn’t paid on time (and much less than promised when I was),” he describes. “I consider myself a very nice person (although also a very misunderstood one) but even I have my limits on patience and fairness. I guess he didn’t think I would keep my word.”

Details of the split first surfaced last night courtesy of a tweet from Empire Arcadia themselves. Zimmerman notes in his story that he was planning to announce the news himself after Apex 2015, but had his hand forced by what he sees as a public relations move on the organization’s part.

Zimmerman first joined Empire Arcadia back in 2009, sticking with them over the years and accepting additional sponsorships from groups like CLASH Tournaments and Play-4-Keeps periodically, though the latter was less than beneficial. “[Play-4-Keeps] was also a total scam,” he mentions later on in his post. “I never got anything from them. I have definitely learned some life lessons from all of this. Unfortunately, my bank/wallet paid the price for my being too nice/dumb.”

As one of the most dominant players in Smash history, with tournament victories in every game the series offers, Zimmerman has long been thought of as one of the scene’s “gods,” comprising the upper echelon of competition alongside Joseph “Mango” Marquez, Juan “Hungrybox” Debiedma, Kevin “PPMD” Nanney, and former Empire Arcadia teammate Adam “Armada” Lindgren.

While each of those aforementioned players have found homes at prominent competitive gaming organizations, Zimmerman has continued to flounder even though his skills are far from diminishing. The most recent exhibition of his strength came from Kumite in Tennessee 15, which saw the veteran take home first in Super Smash Bros. Melee, Super Smash Bros. for Wii U, and Project M.

Of course, no one can say for sure what Zimmerman’s future entails, but this is obviously a very important first step in achieving the same success as his contemporaries. We expect he won’t stay a free agent for long.

Source: Mew2King

Reptile Returns in Mortal Kombat X

Who’s next? Reptile, that’s who!

After recently appearing in DC Comics’ Mortal Kombat X comic, the franchise’s green-garbed ninja is ready to bring his particularly nasty form of combat to the latest installment. All of the basics are here, including a slide, swamp bubbles, acid attacks, and a particularly elastic tongue, but we’ll have to wait until more information is released by NetherRealm Studios to find out how he will differ between variations.

In the meantime, check out Reptile’s reveal trailer below; if you’re a Chrome user, bump up that quality to see the veteran’s punishing repertoire in glorious 60 frames per second.

Mortal Kombat X is scheduled to launch for PlayStation 4, Xbox One, PlayStation 3, Xbox 360, and PC on April 14.

Source: IGN via NeoGAF