Golden Week on the PlayStation Store discounts Japan-inspired titles

This week in Japan, there’s a special holiday for everyone: Golden Week. As Nihon celebrates, there obviously has to be some kind of video game connection… PlayStation owners can thus look forward to large sales on Japanese-themed selections from the PlayStation Store. Here’s what you can find on the PSN Golden Week sale, when it comes to fighting games (amounts shown are the slightly cheaper PlayStation Plus prices):

PlayStation 4

  • Naruto Shippuden: Ultimate Ninja Storm 4 Road to Boruto ($37.49)
  • Naruto Shippuden: Ultimate Ninja Storm 4 ($17.99)
  • BlazBlue: Central Fiction ($23.99)
  • BlazBlue: Chronophantasma Extend ($14.99, also on Vita)
  • The King of Fighters XIV ($35.99)
  • Samurai Shodown VI ($7.49)
  • Dead or Alive 5: Last Round ($15.99)
  • Garou: Mark of the Wolves ($5.99, bundled with Vita version)
  • The Last Blade 2 ($5.99, bundled with Vita version)

PlayStation 3

  • BlazBlue: Central Fiction ($19.99)
  • Street Fighter II Turbo HD Remix ($2.49)
  • Capcom vs. SNK 2: Mark of the Millenium 2001 ($2.49)
  • Super Puzzle Fighter II Turbo HD Remix ($2.49)
  • Arcane Heart 3: LOVE MAX!!!!!! ($4.99, also on Vita)
  • Aquapazza ($11.99)

Other notable, non-FG titles include NieR: Automata, Final Fantasy XV, Gravity Rush 2, God Eater 2: Rage Burst, and many more. The sale ends at 8:00 AM PDT on May 9th.

Source: PlayStation Store

Super Steam Xrd Exhibition League: DEB faces BxA|dotNova, while Dead Spike duels LTL

It’s May, and even though Guilty Gear Xrd REV 2 releases this month, we still have some great Super Steam Xrd Exhibition League matches to get through. This time, we’re going to see the “Potemkin Traitors” face each other in a FT7. That’s DaEvaBeato and BxA|dotNova, now Sol Badguy and Jack-O’ mains, while the other match is between Dead Spike and LTL.

Let’s learn a little about each candidate, and see what they think of their respective opponents.


DEB

ggxrd-revelator-sol-portrait

On the match: “I’m very excited to play in an exhibition like this, as I don’t really go out that much for tournaments, so opportunities like this are really, really appreciated. I hope to put on a really good show for any Sol players as well! The matchup is pretty interesting, and the presence of her minions can change everything from neutral interactions to the pace of the match, but Sol’s reward off intelligent decisions is something that will keep the match going back and forth for sure. It’ll be a lot of pressure on both of us to keep consistent and clean, but I’ll do my best!”

On his opponent: “Me and Nova actually have a pretty long history! We both used to be Potemkin players, and funny enough, when I was new to Potemkin, he gave me quite a lot of help with getting stronger both as a player and as Potemkin. Additionally, we were both on the Potemkin team for CEOtaku 2016’s team tournament! Our playstyles are very different, but I can always see the genius in aspects of his style whenever I see him play. He is for sure one of the strongest Jack-O’ players in North America, and it’s impressive to see him channel his talents from Potemkin to a character like Jack-O’. Overall, I think he’s a very strong player, and definitely not one to sleep on–not that most people would with his tournament placings!”

On his own playstyle: “I would personally describe my own playstyle as “boring,” ha ha. I am not one of the Sol players who does a lot of flashy or cool things, and I try to avoid taking risks unless I feel like I must. I really look towards risk-reward for a majority of the things I do, and I try to structure my gameplan off that. I would probably describe my greatest strength with Sol as my neutral, although I am generally leaning towards a defensive playstyle, which I consider a strength! Above all, I really try being clean with my play. My time as a Potemkin player has for sure helped influence my decision-making and mindset, and I hope to show some strong patience and decision-making through the set.”

dotNova

ggxrd-revelator-jacko-portrait

On the match: “I feel it can go either way. Regarding the match-up, Jack-O’ can definitely excel in neutral as she can give Sol a difficult time when he tries to approach. However, Sol’s grounded buttons can definitely compete with Jack-O’s and the reward he gets on trades and counter-pokes is insanely high. I feel it’ll all depend on who adapts quicker and stays on top in neutral as either character can definitely run the other one down. Hopefully, my decision-making and reactions on defense are on point.”

On his opponent: “He’s definitely a solid player. Very good ground game and is more patient compared to most others I have played. As expected of a former Potemkin player! I fought him several times online since getting Steam and as long as both our connections stay stable (Northern Canada to Georgia) this should be a very enjoyable set.”

On his own playstyle: “Since picking up Jack-O’, I’ve been adjusting from a read-heavy style (thanks, netplay) to a much more reactive and controlled playstyle. Since she has much less health than Potemkin and even trades will spell the end of the character, I’ve been trying to maintain a proactive approach while taking as few risks as possible. I still have very bad habits I’m aware of and my execution needs a lot of work, but, win or lose, I’m positive this set will further improve my gameplay.”


Dead Spike

ggxrd-revelator-ky-portrait

On the match: “I’m excited about the match, no strong feelings otherwise.”

On his opponent: “Don’t know him personally, and I don’t hear too much about Canadian players either. He seems like a genuinely nice guy though.”

On his own playstyle: “Not sure. Frequently been told I’m patient/defensive (with Ky).”

LTL

ggxrd-revelator-leo-portrait

On the match: “I’m feeling confident that I’ll do well, I’ve done a lot of matchup and player studying to help me, and I do feel confident that I’ll win.”

On his opponent: “I talked to him a couple times, he’s a really cool dude and I plan on placating him a lot more after the exhibition. He plays a really solid/respectful gameplay style which I like.”

On his own playstyle: “I’d like to think of myself as aggressive, with a fair amount of reads, and a good understanding of blockstrings the opponent will do, and good matchup knowledge.”


Now that we know a little about our Daredevils, the stage is set for more hype FT7s. Later tonight, tune in to Silva_hime’s Twitch channel starting at 9:30 PM EST/8:30 PM CST/6:30 PM PDT. Silva and Havoc_Noah will get on the mic this time.

Missed last week’s Super Steam Xrd Exhibition League matches? Check out the video below for duels between Sway an Keeponrockin’ as well as Kami and Hotashi.

Sources: interviews; Silva

A quick look at Elphelt’s changes in Guilty Gear Xrd REV 2

As the Guilty Gear Xrd REV 2 demo just dropped in North America, console owners finally can get a taste of the latest arcade version. As we’re eager to test out changes for all characters, let’s take a quick look at Elphelt, one of the most hated/loveliest brides in fighting games.

The Prince has provided a quick breakdown video which shows Elphelt in action. We see some hitbox and hurtbox tests as they try out various normals on Sol. One change that really stands out is the ability to now do a command roll into the Shotgun stance. It seems to be a fairly effective reversal, so this should boost the bride’s defensive options a bit.

Here are the translated REV 2 patch notes from one of the loketests, but keep in mind that there are more changes that aren’t listed.

ELPHELT VALENTINE

  • Defense decreased.
  • No longer projects phantom hurtbox before active frames of 6P, increased stagger on 6P.
  • jS initial proration removed, hitbox shrunk.
  • jH hitbox increased.
  • jD can be YRC’d before active frames and a mid-hitting projectile will be generated.
  • Rifle takes longer to become unblockable.
  • Rifle crosshairs can be moved during RC flash.
  • Shotgun H pushback increased slightly.
  • Roll into shotgun stance added, command is 236K.
  • Judge Better Half command changed to 236236K.

Source: The Prince

Guilty Gear Xrd REV 2 is coming as a free demo to PlayStation Plus subscribers on May 1st

After a series of painfully cryptic haiku-style tweets, the All-Aksys Twitter account finally let some Answers loose. As we’ve all been eagerly awaiting the demo–which most likely was going to be a pre-order bonus–the actual news is even better than we hoped.

Arc System Works and Aksys games have announced that a free Guilty Gear Xrd REV 2 demo will be available to any PlayStation Plus subscribers; this is for PlayStation 4 users only, as there will be no demo for PlayStation 3 or Steam users, confirmed by the company previously.

This early availability will surely help prepare faster for certain tournaments that will run REV 2 instead of -REVELATOR-. There’s also some extra time to get ready for the Evolution Championship. Unfortunately, there’s no word yet on the demo’s availability in Europe. That’s dependent on the European publisher, PQube.

Tell your friends and get the free demo on May 1st, and read the REV 2 demo announcement on the Aksys website. The full game launches on May 26th (May 25th in Japan).

Earlier today, Arc System Works also confirmed that REV 2 is coming as DLC for the Steam version on June 1st.

Source: All-Aksys

Tekken 7: Fated Retribution video montage showcases Story Mode gameplay

Eager to know how Story Mode plays out in the upcoming Tekken 7: Fated Retribution? It’s actually more interactive that one would assume.

In a gameplay montage from GameSpot, we see a couple of plot points that already have been revealed, like training between Child Kazuya and Heihachi (which serves a bit as a tutorial). Nina Williams briefly shows up on the screen before the action switches to Heihachi kicking soldier butt. There’s also some father-son bonding time over destroying a horde of Jack-4s. It’s good to see English and Japanese voice-overs working in tandem.

Interestingly, the Story cutscenes involve some quick-time events. Get ready to encounter new “press X to throw Kazuya into the volcano” memes.

Source: GameSpot

Guilty Gear Xrd REV 2 overview video released, confirms Steam DLC release date as June 1st

As we near the official release of Guilty Gear Xrd REV 2, we’re slowly starting to see some Answers to many pending questions: when are we going to get a demo, what about the PC version, and so on. There’s a little bit of great news to share on both counts.

First, Arc System Works released a new overview video. The description mentions the Steam version of the game, and states June 1st as the release date, just a few days after console (May 25th for Japan, May 26th in other parts of the world). It’s really good news for those who prefer the PC version (and many do, particularly for the better netplay).

Shini also confirmed in another tweet that there won’t be a demo for the PC version. Demo news may be coming soon, however (very soon, look closely…):

With that out of the way, enjoy the overview video below, which is a great way to introduce newcomers to the world of Guilty Gear (though only in Japanese, currently). The video introduces Baiken and Answer, and extensively goes over the expanded and improved online lobby features.

Sources: Arc System Works (YouTube); All-Aksys (Twitter); Shini (Twitter)

Check out impressive Johnny Burst grabs and combos from A3Religion in Guilty Gear Xrd -REVELATOR-

Some players are practiced enough in Guilty Gear that their matches look like combo videos. When you get that sweet Burst grab, a high-damage combo, or a setup into an Instant Kill, you know you’re feeling yourself. If it happens often enough, why not make a “combo” video out of it?

A3Religion shows his impressive command of Johnny’s combos–as well as great reads–in a real match compilation that looks no different from typical combo videos. Divided into three sections, the first shows impressive Burst reads and grabs. After that, say hello to highly damaging combos that brought A3Religion from the brink of losing to victory. The last section displays corner setplay, coupled with Instant Kill finishers.

Source: A3Religion

Slice, Dice & Rice review: One swing, one kill

It’s tough to create a fighting game and carve out even a small slice of a dedicated community. Indie devs, even more so than triple-A studios, face big obstacles: netplay being practically a requirement, a steady stream of content or balancing, and–most of all–a compelling, standout system. Slice, Dice & Rice from Dojo Games made its initial mark with a unique name and loose inspirations from PSone-era Bushido Blade. But can comparisons to big names alone attract players to give this dueling game a try?

slice dice & rice logo white

Hell-themed SDR, sprinkled with Japanese names and references, pits its fighters in lightning-quick duels to the death. Everyone has the same basic attacks: a quick horizontal slash, a powerful heavy attack that can’t be parried, and an anti-air vertical slash. Everyone can jump, air-dash, parry, as well as dash-cancel or parry-cancel their attacks before they come out. Sounds broken? In practice, it just turns the game into a sudden death dance. Not every strike ends the duel, though. If hit with a tip of a blade or otherwise nicked, ‘tis but a flesh wound. It’s possible to get wounded enough to be unable to jump, but it’s quite rare to occur.

The cast includes eight characters. You’ve got your standard samurai with a sword and a large parry window, speedy bird-like Tengu, fist-fighter Benkei, and creepy deathlord Shinigami. All in all, the cast is diverse, distinct, with unique appeal. Whichever character you play, the duels turn into series of baits, parries, cancels, and missed strikes, but they have the potential to end in one decisive blow. There is a bit of an Arc System Works air-dasher feel, as all characters can jump and air-dash, almost in slow motion a la’ House of Flying Daggers.

There is good character diversity, despite the lack of a special attacks. Benkei has only fists and a two-hit combo, which feels a little pointless, since the second attack can still be parried anyway (it does open up possibilities for mindgames, though). His parry is actually a counterattack. However, he needs generally more hits to score a kill, so he feels very underwhelming as a character. Why pick him when you can go with someone who can more easily score a decisive blow? Sexy fighter Tomoe feels much more viable with her quick dashes, though her divekick looks awkwardly animated as it auto-corrects and switches sides at the last moment. It also felt like the designers couldn’t decide which air moves stop momentum and which keep it up. Her normal air slash awkwardly makes her go backward if you air-dash forward.

The only issue with the matchups is that counter-picking would be a problem in a competitive environment. It seems that some characters can beat each other so cleanly, it’s easy enough to boost one’s chances just by switching. And while the fighters feel distinct, it’s not really difficult to just play another one, since there are no moves to learn. Either blind-picks or accepting the fact that everyone will counterpick each other is the reality Slice, Dice & Rice faces in a competitive environment. Why pick a character who sometimes needs to land multiple strikes over someone who is much more likely to end the duel immediately?

slicediceandrice

For example, I pit Yojimbo against Yoketsu. Yojimbo carries his sword sheathed, and his moveset seems to suggest a high-skill-ceiling character. He has one of the slowest air-to-ground “helmbreaker” slashes and a very short window on his parry. Yoketsu wields her huge sword like Siegfried from Soul Calibur, can easily backdash his charging attack and punish. It seems like a painful match-up for Yojimbo, who does have a fast slash, but many weaknesses. Yoketu’s parry is also unique in that it also hits, so even if you miss a parry, you always interrupt a slower attack. It seems really strong. She also has super armor on one of her slashes. It feels as though there are a lot of beneficial mechanics are piled up on her.

Online play is a glaring omission, especially since the fighting game community is so scattered. It wouldn’t be too difficult to bring a laptop to casuals and ask some people to check it out, but quality online play is a big factor in keeping it the game alive. This should help counter-picking (at least in game one). Simultaneously, without a near-perfect connection, duels might turn out messy lag-fests and lose out on the calm precision of local duels. Dojo Games wants to see how the community will receive the game first; netplay is something they said they are considering.

Story Mode is mostly an Arcade Mode with entertaining, poetic passages between fights and occasional basic dialogue between fighters. Rice does actually play a role in the tale… and it’s pretty ridiculous. There are a couple of interesting fights, with some “boss” versions of existing characters, some unlockable in-game.

It also introduces us to Unagi, the only “resource” in the game. When the enemy is about to strike, there will be a red warning circle, and the game slows down a bit. The slowdown is a bit unwarranted because it only messes up the typical parry timing that you might have practiced. It was hard to tell sometimes if it was Unagi slowing my game down, or small performance hiccups.

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Performance, sadly, is a bit of an issue. I tested on my mid-range laptop, and overall the game runs fine (apart from some random crashes which happened to occur a lot, just when I took the device to a local gaming venue). There’s a way to reduce graphics quality, though it doesn’t feel like the visuals get noticeably worse. The visual and audio aesthetic is really well done. SDR is made in Unity, which is known to be a bit of a resource hog.

What hurts the game more are strange hitches in framerate. Maybe this would be less of a problem (and I initially didn’t realize that Unagi slows down the game a bit, so some of this is probably in the mix as well) if I had a more powerful device, but a smooth framerate and performance is something the creators should strongly prioritize. If Dojo Games imagines players bringing their game to locals or tournaments, it’s not going to work well because mobile computers often don’t have the same capabilities as stationary machines. Games like Divekick or Nidhogg, SDR’s most direct competition, can run on toasters with Windows XP. Adjusting the settings does help a lot, though.

As this was a beta build of SDR, hopefully, some of the performance issues can be smoothed out. There are still a few obstacles in the game’s way to popularity–like lack of netplay, characters that seem a little unbalanced, and some performance issues–but Dojo Games can work it out, with some polish. If you’re into similar dueling games, but wanted something a little more technical than the speedy Nidhogg, you’re probably going to like Slice, Dice & Rice. I’d recommend at least giving the game a shot, because the potential is there–but it needs more polish and better clarity in the game mechanics it’s trying to implement.

Slice, Dice & Rice is out on Steam today for a limited-time discounted launch price of $8.79 (20% off of the full price of $10.99).

Under Night In-Birth Exe:Late[st] will have one more console character, according to Amazon Japan listing

As we reported, the update to Under Night In-Birth Exe:Late[st], will include a new character, Enkidu. As information slowly trickles out before its Japanese release on July 20th, the Amazon Japan pre-order listing unexpectedly included an interesting tidbit.

The Under Night In-Birth Exe:Late[st] Amazon Japan page states that “a total of 4 characters will enter for the first time.” Phonon and Mika are two, Enkidu is the third character, and the fourth has yet to be revealed. Speculation circles around Uzuki and Erika Wagner.

unielerika
Erika Wagner
Story-uzuki
Uzuki

In addition, the page confirms some of the gameplay modes we’ve seen from UNIST screenshots: Tutorial, Mission, and Chronicle Modes. Pre-ordering the game also includes the soundtrack as a bonus.

Stay tuned, until French Bread officially confirms the character.

Sources: Amazon.co.jp; Sourenga (Twitter)

A Street Fighter player’s guide to Guilty Gear: learn about the air-dasher’s defense mechanics

At a glance, Guilty Gear Xrd -REVELATOR- looks like a game that’s hard to read. Complex usage of meters and cancels meets strong pressure and a lot of unique abilities from throughout the cast. It seems like one character can run a train on the other after one knockdown.

TheoryFighter, who is back with their video series on learning Guilty Gear from a Street Fighter perspective, talks about defensive options in the Arc System Works fighter. Contrary to appearances, those who don’t sleep on defense have quite a few options–“it’s filled with conscious choices.”

While Faultless Defense was brought up in the previous episode, this one explores Instant Blocking in detail. By reducing block stun, this opens up a wealth of possibilities to break up pressure either by jumping out or even attacking back. After mentioning throws, the duo brings up option selecting as another defensive technique, which the duo also explains. Backdashing is also a useful option in many situations.

The previous lesson covers universal mechanics in Guilty Gear Xrd.

Source: TheoryFighter