As the 2.1 patch recently landed on consoles, Guilty Gear Xrd REV 2 enthusiasts have been busy studying the changes, and figuring out new attacks and possibilities for every fighter. Baiken is certainly a popular character, who had a rather weak entrance in her Xrd itineration.
Baiken received several welcome buffs in the 2.1 Guilty Gear patch, and Baiken community mod NitroNoodlez, recently streamed an overview of the changes. After setting up a bit, he starts by going over a few pokes and mentions the increased defense modifier at about 18:00 or so (which is 1.12 right now). At about 22:00, he starts to talk about 5HS, which has had its hitbox increased. It can lead to more damage because it hits airborne opponents. He shows some examples combos with it. NitroNoodlez then goes over her anti-air, the 6P. Her jS (jump Slash) also comes out faster. Another big buff is that Youzansen allows comboing on counter hit without spending Tension.
Check out the full video below:
If you prefer to see a more focused selection of combos, I would highly recommend checking out Kellen’s Twitter timeline, where he posts combos regularly.
Arc System Works has given plenty of media interviews last month, during their visit to the United States. GamesBeat posted their lengthy interview with Toshimichi Mori, the producer of the BlazBlue series, and Daisuke Ishiwatari, director of the Guilty Gear games. The focus is on BlazBlue: Cross Tag Battle, and there are a couple of interesting questions about the game’s engine and netcode that should be of prime interest for fighting game aficionados.
After posing a few queries about differences in 2D and 3D design — including the use of Unreal engine in games like Guilty Gear Xrd REV 2 and Dragon Ball FighterZ — GamesBeat asks about networking technology. Mori states that it’s their in-house code. Ishiwatari continues by saying, “As much as we’re tired of hearing about GGPO, we are interested, and we’re researching that. But for this title, we used in-house technology.” Mori then expands on the answer:
With our in-house technology, if players are within a close distance, there’s no latency. However, with longer distances, we’re still testing, because there’s a possibility that players will experience some latency. But in any case, we do have the American and European audiences in mind. Latency is a problem we’re working hard to solve.
What we’re trying to do is, obviously we’re using our in-house technology, but we’d like to take some of the good stuff from GGPO and create a combination out of that.
The interview also talks at length about the complexity of game mechanics, and making BBTAG more accessible to a general audience. The auto-combo system is an evolution of the feature that appeared in previous games. Mori discusses some overall differences between Western and Japanese players, noting that Asian players tend to be more dexterous than US gamers.
Read up on the rest of the interview over at GamesBeat — and in case you missed it, also check out our BlazBlue: Cross Tag Battle developer interview as well.
There’s some pretty big news for indie game developer Blue Mammoth Games, creators of Brawlhalla. Last week, the studio announced that they are joining Ubisoft — an international triple-A game publisher. BMG shared the news on their blog.
“Last year, Brawlhalla was growing, the community was growing, esports was growing, the studio was growing, everything was going great,” Matt “Matterhorn” Woomer writes in the Brawlhalla blog. “But as we grew up and up, we also began seeing the ceiling for a scrappy, never-say-die indie studio. We realized that to complete our plan and take this crazy game to the next level, we were going to need help. So we went out looking for a partner.”
The studio talks about the benefits of this partnership — which will obviously result in support that will help them steadily grow, expand their budget, and add more features to the game. Woomer assures that the game will always stay free-to-play, and that Ubisoft is committed to that philosophy as well.
Maybe the cynics will predict a rampant increase in DLC in the game, but either way, this is huge news for an indie FGC studio.
Bandai Namco posted a showcase of the latest confirmed fighter in SoulCalibur VI, Nightmare. The behind the scenes video briefly talks about the flagship bad guy of the series, explaining a developer perspective on creating the grand return of the Soul Edge wielder.
Narrating the video is producer Motohiro Okubo, who states that SCVI is a game with light and dark elements — with Nightmare obviously representing the dark side. Many fans also speculate whether Siegfried will show as his own character (despite his human form being visible if certain parts of Nightmare are broken). Furthermore, Okubo mentions how much polish and production value is going into the character, so from his point of view, the game is ending up “absurdly cool.”
It was quite a momentous birthday for one of the most famous female fighting game characters in the world, Chun-Li. Originally appearing in Street Fighter II: The World Warrior, March 1st marked the Chinese Interpol officer’s 50th birthday.
Happy birthday, Chun-Li! You certainly have a leg up when it comes to fighting crime! pic.twitter.com/4sB9uyMKZR
Also, last year, XusesGB made a “History and Evolution of Chun-Li” video that showcased her different looks and attacks across the library of games she starred in:
And finally, from the Shoryuken staff, we wish the warrior with the strongest thighs in the world a happy 50th birthday and many, many more opponents to kick down in the future.
French Bread, in collaboration with Aksys Games and Arc System Works, has finally brought the Late[st] version of their Under Night In-Birth Exe games to Western audiences. While the successor to Melty Blood has enjoyed a niche following for quite some time, it has indeed been a long wait since for Late[st], as it cultivated its arcade scene for about two years.
Shoryuken has had a unique opportunity to speak to the developers of French Bread to learn more about their design philosophy and some of the decision-making that went into making the consumer version of UNIST. Their newest title comes with extensive Tutorial and Mission Modes that allow anyone to self-learn the game, two console newcomers Wagner and Enkidu, and a Chronicle Mode that tells the origin of the fighters. We asked as many questions as we could — it’s hard to overstate what a rare opportunity this is. The questions were answered by French Bread’s battle designer and planner, Kamone Serizawa.
The interview has been translated from Japanese as a courtesy of Aksys Games. It has been edited for clarity and length.
Woocash: The console version is much bigger in size with an addition of tutorials as well as scenarios, especially in comparison to the previous game. What was the thought process in planning the console port of the Late[st] version?
Kamone Serizawa (French Bread’s Battle Designer): As this game is the first console version in a long time, it was a great opportunity for us to capture the attention of new players. For that reason, we put the utmost importance on offering a substantial amount of gameplay and the feel of a new game. We are fortunate enough to have many fans outside Japan, so we wanted to make this game something special to hype up the series both domestically and internationally.
Woocash: The tutorial mode is quite extensive, and it actually teaches many advanced mechanics (like options selects, etc.) Can you talk about creating this mode? Did you source any help from competitive players?
Serizawa: We did not have competitive players go over it or ask for advice from them while working on the Tutorial Mode. A team of two planners created it themselves by cramming all of their knowledge they can muster on fighting games into it. Our planner team has been actively battling it out with real players at arcades which must have helped them see things from the players’ standpoint to make the Tutorial Mode they would want to see. So, in that sense, yes, you could say we sourced help from competitive players indirectly by battling them.
Woocash: Similarly, there’s also Mission Mode that teaches combos. How did you go about creating it?
Serizawa: Our initial goal for the Mission Mode was to have practical tips available in the game that can replace Wiki pages or online walk-throughs. As the game has had several updates, we suspect it’d be difficult for players to find up-to-date information online, which we thought new players would find challenging if they want to try out the game. To alleviate that, we came up with a list of tips and information we would want to see if we were new players.
As for the combos, we focused on common parts of available combo recipes; we wanted to try and make the recipes easy to remember, so we had certain parts of combos shared among them, even if that meant the amount of damage they can deal would diminish a little bit [there are many similar combos made from different starters, like Assault C or 2A — Woocash]. That might have made the majority of combo parts feel redundant, but we honestly think being able to practice useful combo parts would help them the most in actual matches.
Woocash: Can you talk about your process for balancing the game? Additionally, how do you decide which characters have a reversal move and which ones don’t? Assault attacks have been made faster, why is that?
Serizawa: When balancing the game, we normally try and make it so that it would give depth to how the players can enjoy the game by making changes the players would be happy with regardless of whether they use a weak or strong character. For relatively big updates, we also take into account all players’ battle results, etc., from the arcade version. For a pair where one player may have significantly big advantages over the other, we often find out in most cases it stems from incompatibility between the characters at the priority/concept level, so we often end up making detailed modifications on hitboxes to alleviate this gap.
As for reversal moves, we kept the numbers of the characters who have them handy at a minimum in this game, as reversal moves that omit guarding don’t go very well with the GRD system where guarding is the key. However, reversal moves are one of the most crucial elements in fighting games which can make the gameplay significantly more enjoyable, so we decided that only the characters such as the protagonist that new players will most likely choose should have reversal moves while more technical characters don’t.
Assault attacks were made faster to help bridge a gap in skill level between experienced and novice players, as one of the highlights of this game is reading each others’ Assault, Throws and Shield. The more experienced players are, more skilled they are at defense techniques and as a result, Assault attacks are no longer very effective at breaking guards, so we didn’t want to create a situation where players (especially new ones) lose matches without enjoying the game how it’s intended just because they didn’t know how to use Assault attacks to break guards.
Woocash: Tell us about the new characters, Enkidu and Wagner. How did you come up with their battle concepts? What kind of archetypes were you looking to fill, if any?
Serizawa: The concept of Enkidu is to make a character where “reads” and “footsies” will play important roles. We wanted him to be a character where the old school fighting techniques such as distance management during the ground game can be utilized.
Wagner’s development started from making the image concept of “advance and crush.” We expressed her persona in combat by allowing her to forcefully overcome the issue of her situationally predictable attack due to its straightforwardness through strong priority of her attack.
Woocash: How do you gather feedback about the game? For example, if US players wanted to reach you or give feedback, what is a good way to go about it?
Serizawa: For the console version, we mostly rely on the questionnaires we collect through our official website. For example, the specifics of this game, such as game modes, etc. are based on the responses we received in our questionnaire on the previous game, Exe:Late. When it comes to the game balance, we normally learn from what we observe at arcades as well as from the feedback available on the internet. We investigate exactly what the users are unhappy about first, then try and modify the battle balance from that point of view for all characters. There is a handy contact form (http://inbirth.info/contactform) available on the portal site, so if you can send your feedback to us that way, it’d be great!
Woocash: A lot of players are curious about the PC version of the game. Is that planned? And any time frame on that?
Serizawa: We understand there’s a demand from all over the world for PC version in general, so if we get enough support/requests on that for this game as well, we would definitely love to try and make it happen. I personally want the PC version myself as well which would allow me to enjoy the game more casually.
Woocash: Can we expect any more patches or support for UNIST? Any more characters?
Serizawa: There’s nothing concrete we can talk about right now, but we’re constantly on the lookout for how we can improve the game better and we think adding new characters would be a very important update as well; some characters have been added to the roster thanks to their popularity from the previous games, such as Wagner. We’re grateful to see fan art, as it helps the fans stay hyped up about the game as well!
Woocash: There’s a glitch in the game with Assault attacks. If done quickly enough, Assault combos do not scale damage (as in, their damage becomes the same as that of regular combos, this is a known bug). It hasn’t been fixed though, any plans for that?
Serizawa: Fixing this particular bug will put the game rules back to how they’re supposed to be, so we’d definitely like to have this issue addressed when the timing is right, but we also need to keep in mind that the fix may not necessarily improve the game balance and there would be less things that can be done (e.g. combos) as a result. Also, from the perspective of expanding the community, we feel we should be responsible for the updates we release once they go out, so we did not take immediate actions to get it resolved. We would definitely make the fix after taking into account the overall balance of the game as well as how we can offer new ways to enjoy the game.
Woocash: Mika doesn’t have a Vorpal Trait, why is that [a character specific buff during Vorpal]?
Serizawa: Vorpal traits are originally intended as characters’ hidden elements to be explored, so for a character like Mika who doesn’t like to keep secrets, it’s natural to not have a Vorpal Traits… we’re just kidding! They’re just simply not ready for Mika yet. We’re definitely making Vorpal Traits available for Mika in the future.
Woocash: What exactly is Kuu? [Linne’s familiar/dragon]
Serizawa: It’s something sent by her older brother, Kuon, that is responsible for watching Linne closely. Kuu certainly doesn’t pose any immediate danger or restriction on Linne, but it finds her no matter where she may run and positions itself right next to her at all times.
Woocash: What’s next on the deck? Will we see any more additions to this series?
Serizawa: We are not able to make any immediate announcements at this time, but we’d very much like to keep this series going. Now that the backbone of the characters has been revealed in the Chronicles Mode, we’re finally able to proceed with the scenario.
There are no big announcements we can make at the moment, but we’d appreciate your continuous support and love for the series!
Big thanks to Aksys Games for making this interview possible. Be sure to read our Under Night In-Birth Exe:Late[st]review to learn more about the game.
Though we knew that the latest update for Guilty Gear Xrd REV 2 would be live in Japan today (on March 1st), the company kept quiet about the US (and other regions) — until yesterday. This week’s ArcLive — the company’s now-regular Twitch show — brought special guests Tasty Steve, Sajam, and Mike Engler from Aksys Games. They shared some exciting patch notes with the Western community.
The patch for the PlayStation 3 and 4 versions of the game already has gone live, so eager users were trying it out last night. There is no concrete date for the Steam version update (often preferred, due to smoother online connections). The patch rebalances the game and adds some new tools to certain characters. During the stream, Tasty Steve and Sajam went over the REV 2 patch notes and tried out certain characters in Training Mode. They also did a couple of Versus Mode matches.
Other than that, the episode featured some BlazBlue: Cross Tag Battle matches, they played Damascus Gear Operation Tokyo for the Nintendo Switch, and discussed the fighting game community (the footage was separated into episodes).
Anyone who’s serious about fighting games needs to hit the books — or rather, get a good grasp on frame data, which is essential to understanding the structure of any character. Thankfully, you don’t have to carry a library around, as there’s an app for that.
We’ve previously covered GunFrame, which added BlazBlue: Central Fiction frame data last year. The latest update just went live, appropriately changing the app’s name to GunFrameZ and including some Dragon Ball FighterZ frame data. As of now, the frame data is fairly preliminary; it mostly shows startup of moves and their frame advantages or disadvantages. You can also see characters’ health and jump start values.
The iOS version update is coming next week, according to the developer, AnBi. The app also now notes that certain frame data for some games is outdated: Under Night In-Birth, Injustice 2, and BlazBlue: Central Fiction. Including frame data for DBFZ has been made possible by resources from asciux, MTLxSpider, and KuroganeHammer.
It’s time for the second part of our interview with Arc System Works! As we mentioned in the previous article, this year marks the 30th anniversary of the fighting-game-focused company. We had a great opportunity to talk to Daisuke Ishiwatari of Guilty Gear, Toshimichi Mori of BlazBlue, and Minoru Kidooka, the CEO of the company.
While the first part focused a lot more on the upcoming BlazBlue: Cross Tag Battle, this time, we turn more to Daisuke Ishiwatari, asking him what’s next for Guilty Gear. The future isn’t clear yet for the series, as we do not know what’s coming after Guilty Gear Xrd REV 2. We discuss the latest patch for the game, development philosophy, and how Ishiwatari feels about the series’ direction; the others chime in with final comments.
The following conversation was live-translated by an ASW interpreter, and has been edited for clarity and length.
Woocash: Switching to Guilty Gear, I know there’s a patch out now, but fans are still eagerly waiting for the next thing. What’s next for the series?
Daisuke Ishiwatari: As for Guilty Gear’s future… I think, for the franchise, one of themes of it is preserving the feeling you’d get while playing the previous versions. But what that does at the same time, is it creates a prerequisite for new consumers or fans who want to join the community, it creates a large wall. One large theme that I have right now is that previously, I wouldn’t mess with that sort of fundamental feeling or structure of Guilty Gear, but I’m experimenting a little bit with how we can explore a way to kind of level the playing field for new fans who might want to be part of the community.
I don’t have anything specific to tell you right now, but it is a current theme of mine, and investigating and exploring what we can do to make everyone happy. As developers of the Guilty Gear franchise for so long, I think it’s safe to say we understand fully what Guilty Gear is and what it represents and what we want fans to feel when they play it. But in transitioning to the next era of Guilty Gear even, what we strive to do is making especially a lot of older fans feel when they first hold the controller is: wow, is this really Guilty Gear? Am I playing GG right now? But upon diving deeper, they realize: okay, this is GG.
So I think we want to go for a little bit of that freshness, and that’s kind of the [goal] right now.
Woocash: A little bit of old and a little bit of new?
Ishiwatari: Yeah, I’m really trying to go back to the origin, derive GG’s fundamental core and rethink how it should be presented. Not just the core of GG, but the core essence of fighting games in general, and rethink GG from that perspective.
Woocash: You’ve said before that the budget for REV 2 was one new character and one old character. Is this sort of philosophy still active for the future, bringing a mix of old and brand new characters?
Ishiwatari: I don’t know if I would necessarily confine it to one old/one new character, but of course, with any project, there is the issue of scheduling and budget. If I were able to do anything I wanted to, I don’t know if I would ever finish the game. So, with that in mind, I try to always create the best combination that I think fans want to see and enjoy based on the constraints I’m given.
Woocash: I have to ask, specifically, because many fans are asking about this (even though he’s not my favorite character, my favorite is Anji, I hope he makes it in!), but people really want to know about Order Sol and A.B.A.
Ishiwatari: Of course, the prerequisites of any further development is for the game to perform well in the marketplace. So as much as I want to say, hey, we’re going to put every single character in the game, but I think we really need to assess where it stands. As creators, I also want to present something in its best, possible, completed state, which doesn’t necessarily always mean having all the characters as much as possible. In Japan, Bridget is the hot pick right now [laughs]!
Woocash: I know that Ishiwatari-san is not the balance expert, but I still want to ask about the newest patch and its aim. Some people have sort of mixed reactions to it, and these are very early impressions; such as Faust getting many new things, Johnny getting new things while he is already considered a strong character, perhaps Answer is not getting enough, etc.
Ishiwatari: I think with any patch or update in a game that’s so sensitive and dependent on balance, there are going to be reactions when things change. Some may be very polarized, and of course, as you’ve said, I’m not super hands-on with the design of the balance of the game. That being said, the team that I work with that adjusts the balance and looks at all these elements, always tells me, “Wait for three months from now and see what people are saying.”
Immediate reactions are always going to be very polarized, but the balance team is always thinking about the long-term longevity of the game and insisting that we’ll see what the users say after three months — that will be the true determiner of how this patch is to be received.
With GG, of course there are a lot of subtleties and minuscule changes that can affect the game. I think that first impressions of a patch don’t always see the entire picture, so to speak. I think once the patch is out there for three months, people will start to understand the intent behind the balance changes, and what they were designed to do.
Woocash: Some companies, like Blizzard, when releasing a patch, do “developer commentaries,” short explanations along patch notes. Is there any thought to do something similar?
Ishiwatari: I think that a large part of fighting game community culture that we’ve grown up in and are developing is the aspect of discovery. As players play the game, they’ll uncover new elements. I think that there’s joy in that process of discovery. Maybe if the current climate is changing and what Blizzard is doing is the right answer, or maybe it’s about communicating to fans and giving them hints or something close to the answer while not taking away that joy of discovery; maybe there is something to be learned from how they are releasing patches and adding commentary to them.
Woocash: How do you gather feedback from players? I’m sure that’s easier in Japan, from arcades, but for example, what is a good way for US players to reach ASW to tell them something? What are your strategies? How can players convey how they feel about game balance and updates?
Ishiwatari: Currently, at least in the Japanese ecosystem, we use social media as a large source for collecting feedback; our development team is also very close to the top players in Japan, so we get a lot of feedback as to balance gameplay mechanics there. In terms of overseas feedback, I think that’s a large part of what ASW-America is designed and intended to do. I would actually like to ask the rest of my team at ASW about how that’s going to look if you go to the home page, talk to us on social [media], or on ArcLive [their Twitch stream]. There’s a lot of sources that can start building that channel of communication.
Mori: I feel the same way.
Kidooka: Again, going back to our conversation at the beginning of your interview, which is the entire purpose of ASW-America, I know a lot of these responses may seem a little fuzzy to you right now, but that’s because I think, to a large part, they are — we don’t know exactly how it’s going to behave, it’s going to be a creature of its own. Where the channels of communication are going to be built and how we’re going to interface with the fans is still to be seen. A large part of why we’re here and doing this interview is an extension of that intent. We’ll find out, so reach out to us on any channel and we’ll see where it takes us.
Woocash: We’re starting to see companies like Capcom bring out their old games in Anniversary Editions, and this is ASW’s 30th year. Are there any plans for something along those lines? For instance, there’s still a very active GG Accent Core community, but there’s no PlayStation 4 version. Fans would love to see that game specifically done in GGPO netcode.
Kidooka: As you mention, it is the company’s 30th anniversary, not so much highlighting or singling out one game, but it is important to have some kind of celebration of what ASW is. That might be Accent Core, but not necessarily. But the exact date of the anniversary is May 12th, so we would like to have something to present of some news by that point in terms of anniversary editions, etc.
Ishiwatari: Please stay tuned!
Woocash: A fan was asking about GG light novels. Are there any plans on expanding merchandise offers in countries outside of Japan?
Ishiwatari: In Japan, it’s easier to forecast the demand for these types of goods. The cost to develop a similar type of merchandise in the US still remains to be seen, and there’s a lot of research that needs to be done; we’re not sure if it will sell 10 copies or a million. So, it’s one of those things that we need to, again, feel out with the community and the audience and begin to hone in on what people want and [see whether] there is an opportunity or a way to bring some of those contents over to the US.
Woocash: One fan was curious — I guess they want some music recommendations! — they’re asking what are some recent music that you guys have been listening to?
Ishiwatari: Of course, I’ve been listening to a rock band, they’re not necessarily metal: The Struts. I don’t think they have a second album yet, but that being said, they’re a very melodic, old-fashioned rock ‘n’ roll.
Mori: Miss Android and Egoist. They’re a group that originally showed in the Guilty Crown anime. They’re starting to pop up more in real life too, and it’s a very interesting transition I guess.
Woocash: Open floor to you, what would you like to say to Shoryuken readers and ASW fans?
Ishiwatari: I rarely get the opportunity to come to the US, and most of the time that I do, I come for the purpose of media interviews or some kind of event. You know, it’s a very common thing to be asked, any comments for fans, and I always say the same thing, but I’m going to spin out of that mold for this. With the invention of BBTAG, it’s becoming more and more normal and acceptable to have a bunch of different franchises collaborate in one universe. You see that with all the superhero movies as well.
As an extension of this, instead of having one franchise and asking other people or making a game based on characters from one franchise, I think it would be really cool if there was some fighting game platform where franchise or IP holders would come to us and say, “Hey, please let our character join your fighting game tournament,” and just have this platform where characters would come to our door to participate. I think that would be a really cool format to create a fighting game.
And of course, my long-term goal with that is to have Family Guy participate some point.
Mori: With the formation of ASW America and celebrating BBTAG, going back to what Mr. Kidooka said about closing the gap between ASW and the fans and the community as the first step of that — not just with social media and everything that we’re doing — is ArcLive. We launched ArcLive broadcasts to interact with fans. So building upon these foundations and extending the channels in which fans can communicate with us as a team is really important to us. When I say building the community, I don’t want to make a community that’s very inward-facing and has a high barrier to entry. The idea is to share this with people and that is something I want to make sure is conveyed correctly and truly. It’s our intent to have people understand where we are as developers, and open the doors and have people join us and celebrate fighting games as opposed to having just a very tight-knit, hardcore community.
Kidooka: Marking the 30th anniversary of ASW, really looking back, we started out as a very, very small company, and I think it’s safe to say the growth was very slow. Here we are 30 years later, finally forming a US branch. I know I’ve said “stay tuned” many times throughout this interview. Now what I want to say with that is “Don’t stay tuned for the next one or two years,” but look at it as a span of long-term growth. Of course, BlazBlue and Guilty Gear are the flagship games of ASW, but there are many other games we are developing and many other areas we want to explore. In doing so, we also want fans to learn what ASW is and hear the story behind all the products. As a business, of course, it’s easy to say we work to make profits, and that is a part of what we’re doing, but more so than that, it is also to see why we create certain games, what we’re trying to do with this game. With the first ArcLive, we had Daisuke and Mori featured and interviewed, but I want to set up other developers and have the US community hear their story and perspective on what they think gaming is and why we’re developing certain games.
And that’s all, folks. Once again, a big thanks to Arc System Works for the interview and translation. Remember to refer to the Part 1 of our ASW interview, in case you missed it. And if you want to hear even more from Ishiwatari and Mori, read up on our Evo 2017 interview.
While the New York Times is no complete stranger to covering video games, the renowned newspaper hasn’t touched esports very much. That’s why it’s all the more exciting to see them highlight the grassroots community in a recent piece.
Next Level is a competitive arcade situated in Greenwood Heights, Brooklyn, a borough of New York City. In their neighborhood section, journalist Matthew Sedacca explored what makes the arcade great. Most gamers around the world know about it thanks to Team Spooky, the dedicated streaming group. Sedacca talked to FGC mainstay NerdJosh about how Next Level allowed many gamers hone their skills and improve competitively in a welcoming environment, whether they want to play Street Fighter Alpha 2, Capcom vs. SNK 2, or more modern titles. Sedacca also notes the trading card game culture at the venue, as well.
Though it’s a relatively short feature, it is encouraging to see a major publication cover the fighting game scene. Hopefully, this paves the way for even more recognition in mainstream sources. See the full piece on the New York Times website.