Does ARMS have a competitive future?

With the release of ARMS quickly approaching, there are still plenty of mysteries about Nintendo’s clever take on the fighting game concept. Perhaps the most commonly-asked questions revolve around the competitive future of ARMS. Does it have depth? Does it take skill to win, or can you just throw hands and hope for the best? Does ARMS have the competitive legs to go the distance?

Last week I got the opportunity to get my hands dirty, spending a full day with ARMS at a Nintendo UK event, learning how to play and taking part in a pre-release tournament that allowed me to see for myself how ARMS holds up when players do whatever it takes to win. And, I have to admit, I came away surprised.

Nintendo are the masters of looking at a genre and taking it apart, rebuilding it, and making something magical. Splatoon was as deft and intelligent a breakdown of the Shooter as you will ever see, and continues to play host to a competitive community that is steadily growing. ARMS is, without a doubt, just as impressive a pastiche of the Fighter–complete with punny naming conventions and all the fighting archetypes you expect from a hardcore fighting game.

In Min Min and Helix, ARMS presents us with two versions of the zoner. Helix has slow movement, but makes use of a shield arm and powerful projectile to keep opponents pinned down and suffering. Min Min, on the other hand, is engagingly mobile. Her dodge acts as a parry, and she moves around the stage comfortably while peppering the opponent with attacks from long range.

ARMS min min

Ninjara and Kid Cobra suggest that Nintendo can also build rushdown of a sort, again in different styles. Ninjara is rapid, and attacks predominantly from blind spots for the opponent, while Kid Cobra is less mobile but can instead be totally oppressive with slapping and freezing ARMS.

There are grapplers too, along with more straightforward brawlers and characters seemingly designed to work best from the air. The variety is impressive, as is the clarity with which they have been created. Each character effectively plays the role they are designed for, with each apparently being given the tools they need to succeed–even if it is not always easy to see for some fighters, like Helix.

Most impressively, you can change the ARMS that each character has available to them, meaning that you can mix and match tools to work at the very peak of their abilities–or to build a character that suits your own style more effectively. With some ARMS having special abilities when charged, like breaking an enemy’s guard or freezing them in place, the decision-making gains even more weight.

This is vital because, and there’s no getting around this, ARMS is slow. It doesn’t have the same sort of pace many modern fighters exhibit. No one is expecting ARMS to keep up with Guilty Gear, but the pace is significantly more considered than other modern titles: reminiscent more of Street Fighter II than Street Fighter V.

nintendo switch arms tornado

This is by no means a bad thing, as it gives each move a gravity and weight that forces you to think about every move. With only two weapons on hand –your left and right ARMS–using both at the same time feels like a heavy commitment. It is the most effective method of locking your enemy down, forcing them to move in a certain direction with one ARM and following their movement with the other, but doing so leaves you very open, which is scary. The same goes for grabs, which are ponderously slow and easily broken. Using one in neutral is an almost unforgivable commitment, as it leaves you open to heavy punishment.

The ability to cancel any move into Rush–the ARMS equivalent of a super–mitigates the risk slightly when you have Rush available, but there are risks there too. Almost invariably, he who activates Rush first wins when Rushes clash, so if your opponent gets a read on your plans, you could find yourself at a heavy life deficit and out of a Rush to boot.

Because attacking feels like a heavy commitment, much of ARMS’ neutral is played out without ever throwing a punch. Each character moves uniquely, but has access to a couple of universal options; a dash, a jump, and an air dash. These options are augmented depending on your character: Ribbon Girl has multiple jumps, while Twintelle can use her ability to charge in the air to feed into multiple air dashes. Mechanica can float in midair, giving her good mobility in the air that contrasts her poor grounded movement, while Kid Cobra has far better movement on the ground than in the air.

Often it feels like he who punches first loses, as the majority of the game is played in neutral, dancing around the stage and trying to bait an attack from the opponent. Like in Tekken, movement is the first law of ARMS, and the first thing that will be optimized if a competitive scene does arise.

Arms for the Nintendo Switch - Screenshots - Ribbon Girl Side Stepping Attack

One barrier to that competitive scene gaining weight is that, more often than not, ARMS feels janky. Punches can clash with each other, leaving that ARM disabled for a time, and throws can be knocked from the air seemingly randomly, leaving you completely open. Because it is played out at such a distance, there is very little impact to a successful hit–and I actually feel ARMS does as good a job is possible under the circumstances–which in turns makes landing a good hit ultimately unsatisfying. Accordingly, losing can feel particularly frustrating, as it can sometimes feel you lost without ever getting a good hit in, even if the match was close.

The undeniable depth of the game might overcome that, though. I’m not going to pretend we came close to understanding everything on offer at the event, with deep levels of strategy left unplumbed. After a brief learning phase, ARMS quickly settles into feeling like a match between two players reading each other, with strategy and counterplay coming into effect in the space of single match thanks to ARMS glacial pace.

In many ways it feels like a fighting game taken from the playbook of David Sirling, who has long espoused the idea of fighting games as a mental battle between the two players on the sticks. It’s hard not to see the parallels between this and his own Fantasy Strike and Yomi games, where the emphasis is on the player to read their opponent.

ARMS mechanica

The question that remains; will ARMS grow a competitive community? Many of the problems people have with ARMS have been addressed–the movement controls are not mandatory (and I played on the okay, but workable physical controls throughout the event), and it is without a doubt skill that plays a deciding factor in who wins a match.

However, it is janky. You can rest assured that there will be mountains of salt mined over the next few months. It’s easy to find excuses for losses in ARMS, and it’s particularly easy when something weird happens–and it does, often! In the end, the ambition of ARMS might be its downfall, as at times the tracking or curving of ARMS works strangely. You can throw out a punch that looks the same as many others, only to have it miss when the others hit.

So will ARMS blossom as a competitive game? I’m not convinced. It’s not just me, either. I talked to other members of the FGC also present at the event, who said they were expecting to see ARMS as a side event rather than on the main stage. There may be a core of players who are passionate about the game on the competitive level, but expect many to fall away because of the jank and confusion.

In the end though, none of us can know for sure. What I can say for certain, is that ARMS is an excellent game. It’s good looking, it’s fun, and it feels like a fighter at heart. All that remains is to see whether it has the legs to build a competitive community when it releases this month.

Want to get into Injustice 2? Check out Sajam’s Recipes to learn how

Injustice 2 is finally out in the world, and there are a lot of people very excited to dive in. But if you don’t know the game, learning what’s good and what’s not can be very difficult, especially if you’re new to NetherRealm games as a whole.

Thankfully, Stephen “Sajam” Lyon is on the case. Somehow finding time during his travels to get his claws into Injustice 2, he has put together several short guides that not only teach the very basics of a character, but also how to approach the process of learning Injustice 2.

Starting with Firestorm, Sajam explains what to look for when picking up an Injustice character:

With Deadshot, he shows off how to get to grips with a character’s playstyle, and how to approach playing in a different style:

In getting to grips with Dr Fate, he explains something of Injustice’s neutral game, and approaching a character with attributes that don’t necessarily leap out at you.

Finally, he digs into Scarecrow, following the same process he explained through his other videos:

The importance of training mode is reiterated throughout the series, which is conducted entirely in Injustice’s flexible training room. So hit the lab, this time with some recipes in tow.

Source: Sajam

Shoryuken review: Is Injustice 2 the hero we deserve?

When you start up Injustice 2 for the first time, it offers up a tutorial. Serving as your introduction to both the world of Injustice and the mechanics of a NetherRealm fighting game, it walks you through exactly how to play the game. It is careful to fully explain each of the mechanics that separates Injustice from other titles. Some will be familiar to veterans of the first installment–like character traits and the clash system–where you wager meter to restore health or inflict damage. Others are new, including the ability to spend two bars and air tech, removing yourself from a juggle situation.

Throughout the tutorials, there is a sense of care and attention, even in a section that can sometimes feel like an afterthought, that serves as the best introduction to Injustice 2 that you can possibly have. This is quite clearly a game designed by a team full of passion and excitement, and it shows.

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And nowhere is that more clear than in the story mode. The first Injustice had a fantastic story mode, and Injustice 2 builds on those successes to create a story that is fun and just outright enjoyable. Continuing a few years after Injustice left off, there is a new threat to face. The earliest stages do a strong job of establishing the consequences of the story of Injustice: Gods Among Us, before forging on with a whole new tale of danger and intrigue.

New to Injustice 2 are sections where you can choose which member of a duo you will control, with small dialogue and cinematic changes based on the character you choose. This is also a branching storyline, where the decisions that you make ultimately change the outcome of the story, a nice touch that is executed well–though the ending I preferred is clearly not considered canon.

There’s plenty of story too–it took a good five or six hours of play to clear the full story and find all the endings and dialogue tweaks from different decisions. After finishing it for the first time, you are rewarded with the tale’s main villain, Brainiac, and a whole host of loot to go with the items earned in that first playthrough.

When you’re done with the story mode, there is still more single player content to be had, in the shape of the Multiverse. More prominent in the first Injustice than the second, it is nevertheless clear that the heroes of Injustice have the ability to hop into different versions of their own dimension. The Multiverse takes advantage of this concept to present an ever changing set of worlds, each with their own crises. These are resolved by taking on missions, which are only present for a limited duration, and defeating a gauntlet of foes with various modifiers. There’s always something new to do, and success is rewarded with both loot and experience.

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And it’s the loot that is one of the most fun aspects of Injustice 2. Despite my fears, loot boxes are readily available, and each contains a handful of items related to random fighters. These could range from new colors to unique gauntlets, and there are dozens of each to be found. They include stat boosts that are come into play in the Multiverse and multiplayer matches but don’t worry–there is a competitive mode, where all stat boosts are turned off, and Ranked makes use of that style of play. You won’t be getting cheesed out by a hyper strong Superman in a tournament match any time soon.

And Ranked play is well-implemented, so you may well be spending plenty of time there. The netcode of Injustice 2 is particularly eye-catching, in that it is only really noticeable when it goes very wrong. For the most part, online play is smooth and comfortable, and you’ll have little trouble landing your bread and butter combos. When it does go wrong, however, things are much more difficult, with huge stutters and long pauses in action. Thankfully, these are very much the exception rather than the rule. The only real issue with Ranked play is the lack of best of three sets. When it was omitted from Street Fighter V there were plenty of complaints, so don’t be surprised if you hear some grumbling about the lack from the NRS community.

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The same care and attention that so defines the rest of Injustice 2 extends to the fighters themselves, with a good mix of new and returning characters. The returning cast are, for the most part, a familiar lot–both in makeup and design. The usual suspects make their return, and so do many of their most fundamental strings. A Superman or Batman main from Injustice: Gods Among Us could likely pick up the game and start his old gameplan without missing a beat.

Others have been given new character traits, like Harley Quinn, who now summons hyenas who charge across the screen, or new special moves, like Green Lantern, who can now set up midscreen traps and reverse momentum with glowing green walls.

It’s the new characters who really shine, however. It’s quite clear that a huge amount of time and thought has gone into making unusual characters work; the likes of Poison Ivy and Captain Cold are difficult to bring to life as brawlers, but NRS have done a fantastic job of ensuring they feel authentic while remaining fun to play. Some, like Robin, have huge shoes to fill in replacing other popular characters, but do so admirably. And characters who could have easily become semi-clones of other fighters–like Supergirl and Cheetah–have been clearly differentiated and play in their own unique way.

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And though, at times, fights can turn a bit dry–*cough* DEADSHOT *cough*–Injustice 2 is for the most part very enjoyable to play. NRS have clearly learned from their mistakes in Injustice: Gods Among Us, which had a very zoning-orientated meta. Now, characters who might have suffered against that style of play have been giving options to force their way in. Zoning is still unmistakably strong, but no longer as entirely oppressive as it once was–no matter how broken Echo Fox|SonicFox makes Deadshot look.

At the end of the day, it’s tough to play Injustice 2 without catching some of the enthusiasm that has so clearly been a part of its development. There is such a great depth of thoughtfulness and care that has been put into the creation of hundreds of clash quotes, intros, and thousands of lines of dialogue for the story mode–and it shows.

Plus, despite the huge amount of content, there’s more that I didn’t get the chance to explore. Guilds, and Guild-specific Multiverses, add a social aspect where you work together with your friends to gain extra loot and experience, and King of the Hill matches make a return once again to add some variety to the online experience.

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And though there are some small issues–most noticeably the occasionally flaccid sound design–Injustice 2 is setting a high bar for the likes of Tekken 7 and Marvel vs. Capcom: Infinite to follow. Replete with content and fun combat, combined with a fantastic story, you’re never going to feel short of stuff to do. And thankfully, despite the risk that it could have turned out horribly, the loot boxes even feel like a fun addition to the game.

Oh, and it looks wonderful. There were worries during the initial reveals, but the final product is one of the most attractive fighters that I’ve played. It’s not perfect, but it is certainly an incredibly enjoyable game that I will be playing for the foreseeable future. If you’re a fan of NRS titles but you’re on the fence, don’t be. And if you are thinking about trying it out, I can honestly say that it is a lot of fun.

Score: 8/10

The wheel of fate is turning: Weekly BlazBlue European Community Cups are on the way to your PS4

Although the upcoming release of Guilty Gear Xrd REV 2 might be grabbing all the headlines, BlazBlue players don’t need to worry about being forgotten about. BlazBlue’s European publisher PQube have announced a partnership with Sony and ESL to host weekly events directly from your PS4 dashboard, with the results contributing to ESL’s leaderboard. The best in Europe will no doubt be duking it out every Sunday for the top spot, and PQube are planning to reward the winner with a special prize – though we don’t know exactly what that will be yet.

A big bonus for those hoping to take part is just how simple it will be to sign up, since you can sign up online or directly on your PS4. According to PQube, all you need to do is to:

  • Have an active EU PS Plus Subscription
  • Go to the ‘EVENTS’ tab at the top of the PS4TM menu
  • Select ‘TOURNAMENTS’
  • Select an upcoming ‘BLAZBLUE CENTRALFICTION’ tournament
  • Select ‘REGISTER’
  • Create an ESL account if you haven’t got one already and link it with your PSN account
  • Remember to check-in shortly before tournament start in order to participate
  • Check the brackets to identify your assigned opponent
  • Follow the tournament directions to start your match

For those not able to compete – whether that’s a time or location constraint – the tournaments will be streamed live thanks to London’s leading anime fighter enthusiasts Nth Gen Interactive, who will be streaming the events on their Twitch channel every week.

blazblue community europe

With the first tournament taking place this very Sunday – May 14 – BlazBlue players can jump right into the action and start racking up points. It’s time to find out who the best BlazBlue fighters in Europe are.

Ketchup and Mustard become masters of their own (Dr.) Fates in this Injustice 2 “Getting Started” tutorial

As one of the new additions to the cast in Injustice 2, we’ve seen relatively little of Dr Fate so far. Thankfully, PND|Ketchup and Mustard managed to get their hands on the character in a pre-release build, and have put together an extensive beginner’s guide.

Since they only had a couple of hours with the character, don’t expect any enormous strings or gamebreaking tricks, but the Getting Started guide does a fantastic job of getting into the nitty-gritty of the character. Starting with his basic strings and moving on to the unique properties of his special moves, the video ends on some suggestions for a basic gameplan. If you’re planning to dig into the wielder of the Helm of Fate on release, this is absolutely a must-watch video.

Source: PNDK&M

ARMS gets experimental with a new character announcement: Helix

After a quite spell, Nintendo has become quite chatty about ARMS, their Switch-exclusive punch ’em up. The other day they gave us some more information on colors and weaponry, and now they’re showing off some of their trademark creativity with the newest character in the ARMS roster: Helix.

Having been created at ARMS Laboratory Inc–suggesting some story connections–Helix can change shape at will with his fluid body. He’s a strange-looking character, but appears to have some powerful weaponry in his arsenal, including strong zoning tools. Watching him bounce around the place in a variety of forms is also good fun, though may prove to have a strategic purpose too: this guy looks hard to hit!

With Nintendo seemingly happy to open up about ARMS as we approach its June release date, here’s hoping for a few more reveals in the weeks to come.

Source: Nintendo

Badass grapplers, taking on the world, and becoming the best Cinder: A chat with Valoraxe

At the last Killer Instinct World Cup, the top 16 was generally business as usual. However, there was one name that we weren’t used to seeing: Valoraxe. Finishing at 9th, this Cinder from the UK made sure that though his was a new name, it was one you won’t be forgetting any time soon.

Since returning from the World Cup, Valoraxe has continued to hammer home that he is one of the best players around, consistently doing well at events throughout Europe. SRK caught up to him at Hypespotting 6 in Scotland, where he had already taken victory in both the single and team Killer Instinct tournaments.

Keegan “Interrobang!?” Spindler: You were the main EU force at the KI World Cup. When you went out there, how did you feel Europe stacked up against everyone else?

Valoraxe: Well basically at the World Cup, the Europeans were the bottom of the pack. There was a feeling of “We’ll be polite to them, we’ll give them a chance.” There was much more excitement about the Japanese, with players like Domi and Rat, who were the guys expected to surprise people.

But we had Le Chat Noir, a French player, and Itamaster, an Italian online player. Itamaster unfortunately didn’t adapt to the offline environment, but Le Chat Noir did quite well. He took out a Canadian player, but that was about it. As for me, I just went in and did whatever I wanted. It worked out.

Interrobang!?: Apart from you, the European representatives didn’t do amazingly. How does Europe get up to the same level as the American players?

Valoraxe: What we need to do to get better? Honestly, it’s mostly because the Killer Instinct scene is quite shallow here. For the UK in particular, we are mostly online. There’s a couple of tournaments in the year where people are coming together and playing offline, but there aren’t enough. The main reason we’re not up there is that we don’t do big offline tournaments, our guys don’t travel. I am the only guy in the UK who really travels right now. Smash King used to travel around the country–not even to Europe and America. Nobody travels.

KI is underrepresented as well, so prize money is not up there. Lots of people think “if there’s no big prize money, why bother?”

Interrobang!?: Is that how you would get more people involved? Bigger prize pools?

Valoraxe: Prize pools would definitely be a start. You know, get more eyes turned in that direction and the bigger the prize money, the bigger the attention. But I think the game is in a different spot right now. It’s constantly changing, which is a good and a bad thing.

It’s good because it’s up to date and people are on top of it. It’s also bad though, because it can discourage people from getting involved. I know some people in the UK, Smash King included, who didn’t really like the change to Season 3, and it put people off playing.

Part of the problem is that it’s a coin toss, you know? Either your character gets lucky and gets buffed, or it gets nerfed, or there’s a mechanic that you don’t like or makes your character redundant–which makes you feel redundant. It’s just luck of the draw I guess.

Interrobang!?: Like you said, the game is changing all the time. How do you feel about your character, Cinder, after the changes to Potential Damage?

Valoraxe: Cinder is a lot stronger. People seem to think that Cinder is broken, at the moment, because the potential damage change means that Cinder can get a lot of white life on you and when you break, only half goes away. It’s still a sizable chunk if he burns you out properly. It means that you can go straight into a level 4 or massive damage combo. Or, if he wants, he can just reset the fire and keep you in white life for the whole round and afraid to push a button. So people are terrified about that, but they really shouldn’t be.

Cinder has very limited ways to open you up. His grab game is weak, he only has one grounded overhead–and it’s very slow and easy to counter. The only thing he can do to open you up on the ground is either frame trap you, throw or tick throw you, or try and go for a cheeky air combo. Cinder really struggles to open people up on the ground. He has to do crazy things, crazy setups, and have constant resets. He has to be constantly thinking ahead to get something started, and a lot of people don’t seem to realise that. A lot of people only see the full screen low infernos, the massive white life cashouts, the safe DPs–which is not safe, it’s actually minus six, people just don’t know how to counter it. That’s their problem, not mine.

I think the character is fine. He’s actually very well balanced. I do think the white life change is very strong on him though. At the end of the day, Killer Instinct is a funky game with a lot of funky characters. If you can’t adapt to it, that’s your problem.

Interrobang!?: Speaking of adaptation, what would you like to see going into Season 4 of Killer Instinct?

Valoraxe: Honestly, I don’t really want to see another Season of Killer Instinct. I’d really like to see a new KI, since I think that this one is getting a bit bloated. There’s too much going on, too many changes and glitches now. I really think that they need to hit the reset button with a new KI, get a big marketing push, throw some money behind the game and really show people that they should be playing Killer Instinct.

Having said that, I’d like to see a powerhouse grappler.

Interrobang!?: Because you play Zangief in Street Fighter V.

Valoraxe: Yeah, I play ‘Gief in SFV. I only do it because I can’t be bothered to learn combos, so I just SPD people. Because that’s easy. To be honest, I just say powerhouse grappler because I think its cool. I just think it would be cool to see a guy with a battleaxe who plays a bit like Astoroth, where he hits you with the axe and it turns into a command throw. I just think it would be badass. That’s just what is cool to me.

As for Cinder, what would I want to see? Personally, I’m happy with Cinder as he is. I think the only two changes I would recommend would be his shadow Trailblazer, which is the EX Flame Tornado forward, I would like to see it have the principle of Fulgore’s cyber dash, a fullscreen that hits five times. And the reason why is because you can’t do unbreakable Ultras then, since you will always do the five hits after the low inferno into it. Also, it will give Cinder options on the ground, especially against strong zoning characters. It may take him over the edge though, but then you could take a couple of things away from him. Make the DP more minus, maybe. Why not? Minus enough that you can always punish with crouching medium. I think that’s fair. Cinder is fine though. He’s fine as he is. He has clear weaknesses, but he’s fun to play.

Interrobang!?: Interestingly, over the last few months you’ve used a bunch of different characters in tournament. Have you settled down on Cinder now?

Valoraxe: Yeah, Cinder’s always been the one. I’ve been using other characters because I wasn’t confident in the mirror. ShadowKageNinja was the guy who made me change characters, because I was sort of like, oh okay, maybe I shouldn’t play the mirror. I should’ve though. I should’ve just played the mirror and got it over and done with. But now I’ve learned that lesson.

Having said that, I’m in the process of picking up a couple more characters properly. I’m thinking about Eyedol, because a fast, in-your-face character like Eyedol is seriously fun. I’m learning Tusk as well, because a Viking with a big sword. That’s awesome right? And then Raam too. Because, well, ‘Gief.

Interrobang!?: I love Raam, but there’s not many strong players for him.

Valoraxe: LetalisVenator. He went to the World Cup, picked Raam and did work. But it’s the same with Cinder, really. There’s only a couple of players who really know how to play Cinder. Properly. They see all the Trailblazers and all the air juggles and yeah, that’s one part of his play. But you’re not thinking about the mindgames involved, the frame traps. Cinder has so much kit, it’s just about finding different ways of opening it up. There aren’t many players who can do that at the moment.

But I think that’s true of nearly every character in the game. They have a lot of potential, but don’t have anyone making use of it and doing work.

Interrobang!?: Do you have any EU players we should keep an eye on this year?

Valoraxe: Coopstar. Coopstar is one of the best in the UK right now. He’s definitely got some chops on him. He won VSFighting last year. That tournament was a real learning experience for me, but Coopstar definitely earned the win.

Interrobang!?: So are you heading back to the USA for any events?

Valoraxe: Yes! The Killer Instinct World Cup is on again next year in San Antonio, I should be there for that. I’m also heading out to Combo Breaker in May to compete in KI, and CEO in June. Those are the two big majors that KI is announced for, with a nice prize pot, so I’ll be down there representing the UK. If anything else is announced for Europe or America, I’ll probably be attending. I’m just hoping to do us justice, to show off that the UK has really strong players.

I also want to prove that I’m the best Cinder in the world. There’s some argument about it, but I figure that as long as I keep beating people, no one will be able to argue for long.

Interrobang!?: Lastly, what about pineapples on pizzas?

Valoraxe: They can f**k off.

Sources: Ultra Arcade; Turbo Tuesdays. Feature image courtesy of Stephanie Lindgren

See Marvel vs Capcom Infinite in motion thanks to five minutes of new footage

Although there was plenty of excitement yesterdat about Marvel vs Capcom Infinite thanks to the reveal of the release date and confirmation of eight new characters, there was one thing notably missing from all the hype: footage of the new characters in action.

Well, thanks to GAMES MASTERS, you no longer need to worry. Their gameplay video includes all eight of the characters announced in yesterdays reveal, including plenty of footage of the only new character announced, Ultron.

Although the video was quickly taken down, a savvy member of the FGC managed to grab a mirror. With almost five minutes of footage, there’s plenty to feast your eyes on. Dive in with the video below.

Source: teagone (via reddit)

Brawlout announces their final character and Steam release date

With the announcement of the sixth and final member of their roster–Volt–Brawlout developers Angry Mob have included an extra shock: Brawlout’s Steam release date.

Volt, the final member of Brawlout’s six-member cast, will be hoping to bring the thunder–he is, after all, Brawlout’s “Electrifying Shaman,” with electricity-themed moves that includes a few nods to Blanka–another spiny electric brawler. Check out the video below for a glimpse at his moveset, along with some dizzying camera angles, and the surprise announcement of Brawlout’s arrival on Steam Early Access.

Brawlout will be available to purchase on Steam Early Access on April 20, and will be making an appearance on Xbox One and PS4 later this year.

We got the chance to go hands-on with the game while it was still in development. If you’re unsure of whether or not this particular platform fighter is for you, why not check out what we thought of it?

Source: Angry Mob Games

Get ready to Rock (Howard) with the last of King of Fighters XIV’s DLC announcements

It seems the rumors were true, as King of Fighters XIV producer Yasuyuki Oda has today announced on the Playstation Blog that the fourth and final DLC character for KOF XIV would indeed be Rock Howard. A fan favorite and lead character in Garou: Mark of the Wolves, Rock’s appearance in KOF XIV will be his first visit to the main King of Fighters series. That’s not to say that he is going to feel out of place though–apparently the team has made a big effort to make sure that he feels like a good fit for KOF XIV’s engine.

There’s other good news for fans of Geese’s estranged son: Oda is adamant that he is not going to be among the weaker members of the case, as he was in Garou.

Rock Howard was actually fairly weak and considered low-tier in Garou: Mark Of The Wolves. I can say with all confidence that is not the case with his appearance in KOF XIV!

Rock is joined by Whip, Yamazaki and Vanessa, all of whom will be available on April 5. And even if you don’t pick up the DLC characters, you’ll get free stages and background music on April 5 too!

For a glimpse of Terry Bogart’s adopted son in action, and to see some of how his style draws from both his adoptive and biological fathers, check out the reveal trailer below.

Source: Playstation Blog