Brand new Supers, glimpses at the Story Mode and much more feature in this Dragon Ball FighterZ gameplay blowout

Last Friday, press from around the world got a chance to go hands-on with the latest version of Dragon Ball FighterZ. While we at Shoryuken may have missed out on going, many outlets were able to get direct capture footage of the game, showing off previously-unseen features like the game’s tutorial, its Training Mode, more gameplay of Goku Black, Hit, Beerus and much more. There is a lot to go through here and it’s in several different languages so you better be taking notes!

First off, we’ve got some direct capture footage from Gamespot, showing off Goku Black, Hit, Beerus and Gotenks. The first match takes place on the Outer Space stage, with the second match happening on Doomed Namek.

From Spain, Vandal.net shows us a little bit of everything — some match footage, Story Mode cutscenes, character trials, the lot.

Also from Spain, MeriStation gives us some more match footage, along with a breakdown of all the Supers for the most recent batch of characters — being Adult Gohan, Kid Buu, Hit, Beerus and Goku Black. The coolest thing in this video has to be Gohan’s Family Kamehameha, which sees the half-Saiyan teaming up with his little brother Goten and Goku for his Level 3 super.

To round off, Game Clips and Tips has some videos showing both Dragon Ball FighterZ‘s arcade mode, along with its online hub and some more of Story Mode. One thing you’ll notice in this is a shot of the final Dragon Ball FighterZ roster, which has a suspicious looking space open below Beerus’ character portrait. When you also consider that SSB Goku and Vegeta are missing — presumably because the demo units hadn’t finished Story Mode — it stands to reason that the space is left open for a possible third unlockable fighter. My bet is still on Android 21 being the final fighter, but it could be anyone.

Don’t forget about Bandai Namco’s Dragon Ball FighterZ livestream later today! Expect loads more information and extensive character breakdowns coming from that stream.

Sources: Gamespot; Vandal.net; MeriStation; Game Clips and Tips

The Dragon Ball FighterZ open beta runs from January 14-15, with pre-order customers getting access on January 13

The Dragon Ball FighterZ news just keeps on coming, as Bandai Namco have just announced the dates for the game’s open beta session. Strategically placed just before the launch of Street Fighter V: Arcade Edition, this beta is open to everyone from January 14th-15th.

For those who have pre-ordered Dragon Ball FighterZ, you can get into the beta that little bit earlier. Pre-order customers will gain access to the beta on January 13th, giving you a full day of lab time before everyone else joins in on the fun. At present, we don’t know how many characters will be present in the beta, or if you’ll be able to go into Training Mode to test stuff out, so await more news from Bandai Namco within the next few weeks.

Just to get you that little bit more excited, Bandai Namco have also released a version of the Jump Festa trailer with English subtitles. In case you were getting worried, Dragon Ball FighterZ will indeed have an English voice dub, courtesy of the Funimation cast.

Source: Bandai Namco Entertainment Europe

Esports Arena present the Smash Masters League, with a special livestream on December 19th

A major part of not only SoCal’s, but the North American Super Smash Bros. scene, Esports Arena is looking to expanding their influence in 2018 with the Smash Masters League. While it is set to be a global competitive league for both Super Smash Bros. Melee and Super Smash Bros. for Wii U, we still don’t know a whole lot about how this circuit is going to work.

Luckily, the team over at Esports Arena are planning to host a live AMA on Twitch next Tuesday to answer questions about the Smash Masters League. If you’re itching to find out more about this potentially game-changing league, make sure to tune in on December 19th at 5pm PST, over on the ESA Smash Twitch channel.

For those looking to be a part of the Smash Masters League — whether it’s as a TO, a player or an influencer — register your interest over on its official website.

Source: Smash Masters League

Beerus, Gotenks, Goku Black and Hit all feature in this Dragon Ball FighterZ gameplay demo from Jump Festa

It’s turned into quite the weekend for Dragon Ball FighterZ fans, as tons of information has come out from Japan’s Jump Festa event. Following the trailer reveal yesterday, we’ve finally seen a live gameplay demo of Dragon Ball FighterZ, complete with new characters Goku Black, Hit, Gotenks and Beerus. Not only that, but this footage shows how DBFZ’s Dramatic Productions play out in real-time.

In the livestream, the combination of Goku and Freeza as point characters and the match taking place on the Planet Namek triggered the “Awakening Super Saiyan” Dramatic Production, with the match opening re-enacting how Goku gained the power of Super Saiyan. Following Freeza’s defeat by Goku at the end of the match, DBFZ instantly transitions into the Dramatic Finish, where Goku finishes Freeza off as he escapes the exploding planet. By the looks of it, you need to have triggered the Doomed Namek stage transformation to get this finish — but expect confirmation of this nearer DBFZ’s launch.

Enough about Dramatic Productions, we all want to know about the new characters. Beerus is the character that gets the most screen-time during this footage, as we see both his Level 1 and Level 3 supers, as well as his unique projectiles. As shown in previous screenshots, his unique projectiles are his Cataclysmic Orbs — energy spheres which orbit around Beerus. Similar to Guilty Gear’s Venom, Beerus can attack these projectiles to move them into specific positions, allowing the God of Destruction to set up some devilish traps. He can create up to six orbs at once, and can move them at will — they do disappear after a short while if they do not connect with a foe.

His Level 1 super is his trademark Sphere of Destruction, where he throws a giant, sun-shaped projectile at the opponent. By spending another super bar, Beerus can detonate the sphere for added damage. His Level 3 is the Hakai, a command grab where he pulls the enemy close and then blasts them with destruction energy. If the opponent dies from this Level 3, they disintegrate into pure energy.

Being an evil version of Goku, it makes sense that Goku Black revels in blindsiding the opponent with tricky moves. Along with his trademark energy blade and Black Kamehameha, Black can call upon Zamasu to restrain opponents for a second, so he power up an attack. As for his Violent Fierce God Slicer Level 3, it can be performed both on the ground and in the air, with Black firing out a energy slash from his giant scythe.

Unfortunately, we don’t see much of Hit and Gotenks’ moves, as they are too busy getting beaten up. Hopefully, we will get extensive live character breakdowns from the special Dragon Ball FighterZ livestream this coming Monday.

Source: 876TV

Dragon Ball FighterZ’s developers talk esports, control schemes and more in these 4Gamer interviews

We’re going through another Dragon Ball FighterZ information blowout at the moment, with Jump Festa currently happening in Japan and the game’s launch just over a month away. From picking potential fighters to a discussion about DBFZ’s core systems, these 4Gamer interviews covers some of the changes that have been made to the game’s engine since the closed beta. Originally in Japanese, thanks must go to HiagoXYZ on Twitter for translating these interviews into English.

Responding to the feedback from the beta, Arc System Works have upped the amount of damage that combos do. At present, you can “deal about 30~40% of a character’s HP in a single combo using no meter.” When you add in supers mid-combo, players can do “at least 50% damage” from a single exchange, with Arc System Works trying to balance DBFZ at around “2 combos per character kill.” With Level 3 Sparking Blast activated, a Level 3 super should do around 70% damage at the very least. The interview also revealed that while in Sparking Blast, holding down the Vanish button will have you teleport behind the opponent without doing a kick — giving you new ways to surprise the enemy.

Previous Arc System Works games have added in a Simplified control scheme so brand new players can jump in straight away and start doing cool-looking combos. Seeing as Dragon Ball FighterZ has a simple control scheme to begin with, there will be no alternative control scheme in the full release. You’ll of course be able to remap buttons and so forth, but there’s no set simple control method. Speaking of remapping and changing things, this interview has confirmed that characters will only have “a single assist skill”, rather than selectable assists like in Marvel or Skullgirls.

As is the case with any big fighting game nowadays, the esports potential of Dragon Ball FighterZ was asked about. While the team have of course entertained the idea, producer Tomoko Hiroki stated that the team are”fully focused on the game’s development and haven’t bothered putting effort on that yet.” The team “wanted to concentrate [on] developing a game everyone can acknowledge as a competitive one,” rather than going in with their sights set on DBFZ being the next major esport.

The interviews go into more detail about creating interesting fighting game characters from Dragon Ball’s rich history, designing a game that’s fun to both watch and play, as well as some hints about the game’s Story Mode.

Source: 4Gamer via HiagoXYZ

See Hit, Beerus and Goku Black in action with this Jump Festa trailer for Dragon Ball FighterZ

With Jump Festa currently going on in Japan, Bandai Namco have finally released the long-awaited fourth Dragon Ball FighterZ trailer. Along with showing gameplay of Hit, Beerus and Goku Black, this action-packed trailer shows off some of the ‘Dramatic Productions’ that were teased in this week’s V-Jump.

Let’s tackle the new characters first. Hit is the close-combat specialist of the trio, using his Time Skip to close the gap against his opponents. He has a special counter move, which allows him to soak a single hit before striking back, while his Pure Progress Level 3 super has him freezing his foe in place, before unleashing a barrage of Vital Point Attacks.

As was seen in his screenshots, Goku Black can call upon Zamasu to help with certain attacks. Not only does the evil Kaioshin restrain enemies for certain specials, he assists Goku Black in charging up specific Ki attacks. This trailer unfortunately doesn’t reveal much else about Black’s play-style, besides the fact he has a divekick which has him kicking the opponent into the ground and using their body like a surfboard.

Beerus looks to be the trickiest of the three recently revealed characters — which makes sense, what with him being Universe 7’s God of Destruction. Along with his Sphere of Destruction super, Beerus can summon smaller Cataclysmic Orbs which he can actually kick towards his opponent. I can already foresee some evil Beerus setplay, with players creating a Cataclysmic Orb minefield on screen.

Recreating select scenes from the anime, Dragon Ball FighterZ‘s Dramatic Productions can happen at both the beginning and the end of a match, depending on the character match-up. The very first one in the trailer recreated Goku going Super Saiyan for the first time, following Freeza’s murder of Krillin. Some of the other Dramatic Productions in the trailer showed Gohan awakening Super Saiyan 2 for the first time, Goku killing Kid Buu with the Super Spirit Bomb, Chiaotzu sacrificing himself to kill Nappa and the ending of Goku’s fight against Beerus from the Battle of Gods movie. It’ll be interesting to see just how many of these Dramatic Productions will be in the full game, and what exactly triggers them.

Elsewhere, this trailer confirms various small things like Piccolo appearing in Gotenks’ Level 3 if he is on your team and the cave where Goku and Beerus fought in the Battle of Gods movie being a stage. The trailer’s end card also promoted the special music pack which adds songs like Cha La Head Cha La, We Gotta Power as well as BGM from the original show into Dragon Ball FighterZ. I wonder if Western fans will be able to get a music pack, featuring the Bruce Falconer music from the Funimation dub.

Source: 876TV

Fighting on: Killer Instinct’s battle to survive

Killer Instinct is an oddity within the timeline of modern fighting games. It was ahead of its time in some ways – the best netcode in the business, a great tutorial, the first fighter with a seasonal structure and the lowest input lag of any other contemporary fighter – yet it somehow became reviled by many of its most dedicated players. It did so much to keep its players engaged, yet its legacy is tainted by negativity. As someone who only started playing during Killer Instinct’s controversial third season, this complicated history was something I wanted to better understand. So, four years on from Killer Instinct’s initial release and with its future uncertain, I’ve talked to some key figures in the community about its past and what it needs to do to stay alive.

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But first, here’s a quick history lesson for those who aren’t clued up on their Killer Instinct lore. After languishing in Rare’s back catalogue since 1995 and with a new console on the way, Microsoft revived Killer Instinct in 2013 as a launch title for the Xbox One. Rather than being developed by Rare, Killer Instinct was given to Double Helix Games, a studio made up of former staff from The Collective and Shiny Entertainment. Before KI, Double Helix’s resume was made up of licensed games like GI Joe: Rise of Cobra and franchise spin-offs like Silent Hill: Homecoming – so it wasn’t exactly the first studio you’d think of when developing a brand-new Killer Instinct. The first game to be developed in Double Helix’s new HEX engine, Killer Instinct released as a free to play title, with players being able to buy new characters as they released or as a whole via a character bundle.

While releasing on the Xbox One acted as the first black mark against its name, there was a healthy fan base surrounding this revived Killer Instinct. Along with seasoned players like Justin Wong, PR Balrog and Filipino Champ, a swathe of new players entered the scene, with Killer Instinct acting as their entry point. You only need to look at the results from Evo 2014 to see how new names there are compared to the old guard. The number of established names would lessen as time went on, leaving a community of mainly new players to chart Killer Instinct’s destiny.

Cut to 2014 and Double Helix were bought out by Amazon to become part of their own game studio. With the original developer gone, Iron Galaxy became the custodians of Killer Instinct and started development of Season 2. Unlike Double Helix, Iron Galaxy had a fighting game pedigree, working on titles like Street Fighter III: 3rd Strike HD Online, Marvel vs. Capcom: Origins, Darkstalkers Resurrection and the greatest fighting game of all time, Divekick. Besides adding returning fighters like TJ Combo and new faces like Aganos, Iron Galaxy overhauled much of Killer Instinct’s core combat system in Season 2. From adding a recapture mechanic, increasing the damage on pokes, making Shadow Enders scale with your combo level and adding air combo breakers, Killer Instinct Season 2 was a different beast to its predecessor – one that focused less on unbreakable/one chance break combos, and more on footsies and punishing unsafe approaches.

This resulted in the first shift for Killer Instinct, with there being “2 different ‘generations’ of players with S1 and S2-3”, according to Dayton “UA Wheels” Jones. It is in Season 2 where the majority of Killer Instinct’s most prominent players come to the fore and it is this season that is often quoted as the golden era for KI – for one reason in particular. “Every character on the roster had something super cheap, making the game balanced”, says Darnell “Sleep” Walker, who became one of the leading lights of Season 2 with Kan-Ra and ARIA. Wheels agrees, stating that “almost every character was so strong to the point where I thought the game was balanced” while Kenneth “Bass” Armas was “super happy with the game” and didn’t even “want a Season 3”. Looking back over the patch history for Season 2, every character in the roster had a moment where they were top tier material. Whether it was Spinal and his oppressive corner pressure and meter denial, Maya’s guaranteed unbreakable damage or Kan-Ra’s inescapable set-play, the power creep of Killer Instinct Season 2 ensured a sort of chaotic equilibrium – you’d get your shot to do your damage if you held on for long enough. Among some, the consensus was that Killer Instinct was pretty much done. “The level of competition was high” says Wheels, with Bass thinking that the game was in a perfect position bar “some necessary touch ups to the current build” and the addition of missing characters like Gargos and Tusk.

Killer Instinct Season 3 Gargos 750x400

While it was fun for the players, this boom and bust balance cycle did not bode well for the future of Killer Instinct. As Calvin “Storm179” Phelps puts it, the wilder elements of Season 2 “would have been insanely broken long term” if Iron Galaxy hadn’t reined things in with Season 3. Given time, the more degenerate strategies would have been exploited to the detriment of the whole game, or so reckons Storm, so an overhaul was needed sooner or later.

March 29, 2016. Killer Instinct Season 3 launched with a huge balance patch, along with the addition of Tusk, Kim Wu, Arbiter and Rash. The goal: to re-tune the risk/reward of the combo and Combo Breaker system, while also giving players tons of new toys to experiment with. No character was spared, with each fighter receiving changes – whether it was new moves, buffs or nerfs. Along with this, some severe engine changes were made, like the removal of “unbreakable” combos and combos after an Air Counter Breaker, plus the addition of the new Flip Out mechanic and more. It was such a drastic overhaul to KI’s systems that Iron Galaxy even asked players “not to panic” in the patch notes, and to view the changes as part of a greater whole.

The response was not a positive one.

For Sleep, “the game balance changes and bugs were so outrageous that it wasn’t even the same game anymore.” While Bass was initially impressed by the changes, “the game had changed to something I didn’t love anymore.” No matter what Iron Galaxy did to refine Killer Instinct or fix lingering problems, the answer remained the same – this is not the KI that the community fell in love with.

“The scene seemed to actively reinforce negativity about its own game,” laments Storm, with some community members “spending all their time complaining about all the faults of the game (both real and imagined) instead of just playing the game and having fun.” This naturally effected the relationship between developer and fanbase says Storm, as the discourse was set by a group of people that reckoned that Iron Galaxy “should do exactly what they wanted” when it came to patching. Rather than looking at the game’s long-term balance or adapting to the new changes, sights were set on reverting Killer Instinct back to a game that only existed within players’ heads.

Marvel vs. Capcom: Infinite is going through this struggle at present, with a subset of vocal naysayers relishing a chance to run the game down. Unlike with Killer Instinct, the relative silence from its developers – combined with its treatment at PlayStation Experience – do not aid the perception of it being a “dead” game. However, key Marvel players are actively speaking out against negativity and doing what they can to champion their game – something that was drastically needed during Killer Instinct’s rough patch.

Unlike Street Fighter V’s second season, where the lure of Capcom cash and big events counteracted the pockets of fierce negativity, the double whammy of Microsoft’s waning support for Killer Instinct and a loud and pessimistic echo chamber did irreparable damage. Despite Iron Galaxy attempting to fix community issues like guess-breaking, adding new characters and always explaining their reasoning for changes via patch note breakdowns and video updates, the well had already been poisoned by those who should have been inviting people to drink. With Street Fighter V approaching its third season, it will be interesting to see how the largest game in the FGC handles its own seasonal shake-up.

killer-instinct-season-3-battletoads-confrontation-750-400

But despite all this, Killer Instinct endures. While a large portion of its top player base has moved onto different games, they have left behind one of the most unexplored fighting games of recent memory. “There is so much to discover in its many creative systems” says Infilament, creator of the complete Killer Instinct guide, with “many of the things that we do know about not [being] regularly implemented, even during high level play.” Unlike other fighting games where there are tech monsters slaving away to innovate, many characters in Killer Instinct have yet to see their potential unlocked – partially due to players writing them off as terrible during the start of Season 3 and then never going back to experiment with their new tools. Take a character like Sadira, who was thought to be bottom tier during the early stages of Season 3. With some practice, UA Kalypso managed to take Absolute Battle 8 with her, defeating players like Circa|Nicky, LetalisVenator and ThrashHeavy – a win that would have been written off as unthinkable earlier on in the season.

Just as characters are being innovated upon, a new generation of players is coming up through the ranks, now that the old guard has moved on. Always a strength of the title, Killer Instinct’s online community has remained lively. You can always get a game no matter the time of day, there are still players competing for Pro Stars on the leaderboard and efforts like regular Discord tournaments, KI Singapore and KI Brasil League prove that the fire of competition still burns. With development of Killer Instinct looking to be complete, the current community can now enjoy the game for what it is, rather than what it used to be.

And it is working. In the case of KI Singapore, the embryonic nature of the scene means that players are coming to the game without exposure to the negativity of the past, and embracing the game wholeheartedly. “[Killer Instinct] turns heads and has people asking ‘how do you play this?’” says Storm, who is currently living in Singapore. The scene is still small, but the players there are determined to see the game endure and hopefully grow.

But more needs to be done. The community needs to “think of real solutions on how to keep the game alive and well, both offline and online” says Bass, as the wait for a new Killer Instinct is going to be a long one. Having a thriving online scene is great, but there needs to be a presence at offline events to show the wider FGC that Killer Instinct is still alive and well. “Show up to offline stuff, from locals to majors, to support and get a feel of the actual FGC,” Bass implores, as Killer Instinct never fails to get the crowd going – just look at Combo Breaker finals from this year. Infilament echoes this thought, stating that community focus should be on “stamping out the residual negativity that [the scene] has harbored” and showing the world “what makes KI so great and unique.” If nothing else, both Wheels and Combo Breaker 2017 champion Rob “Valoraxe” Doherty encourage existing players to take a break and try the plethora of other fighting games out there. Burnout seemed to be a major contribution to the negativity surrounding Killer Instinct, so time away from the game will do everyone some good. Should Killer Instinct get a sequel, it is imperative that the community “take losses on the chin and attempt to actually learn and improve, instead of blaming developers for their shortcomings”, as this is what hamstringed this iteration. “Be a community. Show the rest of the FGC why your game is great,” says Bass and there will be a future for Killer Instinct.

Shin Hisako Killer Instinct

Killer Instinct acts as a cautionary tale, both for its community going forward and for the FGC as a whole. Despite struggling to get going, the third season of Killer Instinct is arguably the best the game has ever been – with some of the coolest characters in fighting games to date and plenty of things left to discover. Sure there are glitches that need fixing and it is looking ragged at the edges, but it’s still immensely fun and inviting for newer players. Combined with the resilience of those players and fans who have stuck around, KI’s future remains hopeful. Events like Combo Breaker, Frosty Faustings and of course Killer Instinct World Cup are all happening in 2018, so let the coming year be a renaissance for KI. Sticking up for your game now is the only way to guarantee a community for the future.

Here are all the official side tournaments for Evo Japan

Just like its progenitor, Evo Japan is looking to have a eclectic mix of side tournaments to compliment the games on the main stage. Whether they are old classics, obscure gems or just games that narrowly missed out on the main fight card, Evo Japan boasts 24 official side tournaments for players to get involved in.

The list is as follows:

  • AQUAPAZZA -AQUAPLUS DREAM MATCH- (arcade)
  • Vampire Savior (arcade)
  • Vampire Hunter (arcade)
  • Ultra Street Fighter IV (arcade)
  • En-Eins Perfektewelt (arcade)
  • Capcom vs. SNK 2 (arcade)
  • Chaos Code: New Sign of Catastrophe (arcade)
  • Guilty Gear XX Λ Core Plus R (arcade)
  • Catherine (PS3)
  • Samurai Shodown V Special (arcade)
  • Street Fighter III: Third Strike (arcade)
  • Street Fighter Alpha 3 (arcade)
  • SoulCalibur V (PS3)
  • Daemon Bride (arcade)
  • Nitroplus Blasterz Heroines Infinite Duel (arcade)
  • Blade Arcus from Shining EX (PS4)
  • Marvel vs. Capcom: Infinite (PS4)
  • Yatagarasu: Attack on Cataclysm (arcade)
  • Ranma ½: Hard Battle (Super Famicom)
  • Garou: Mark of the Wolves (arcade)
  • Gōketsuji Ichizoku: Senzo Kuyō (arcade)
  • Touhou Hisoutensoku (PC)
  • The Last Blade II (arcade)
  • Koihime Enbu (PC)

That’s a lot of tournaments! For details on when and where each one takes place, check out the official Evo Japan website. There may still be events for other games going on during Evo Japan, but they may not be a part of the official side tournament list — so check around for your particular game.

Source: Evo Japan

Bullet hell, anime fighters, and the Smash series: Earth Romancer’s developer discusses the game’s influences

As it enters the next stage of its Fig campaign, Earth Romancer‘s sole developer Thomas “BlankMauser” Luvan has released a short interview, talking about his goals with Earth Romancer. With it taking inspiration from multiple genres — not just from other fighting games — Luvan is hoping that Earth Romancer will be a true evolution of the platform fighter, rather than just it iterating on Super Smash Bros. Melee or Super Smash Bros. for Wii U.

Based on the complexity of its systems, Earth Romancer is clearly aimed to please the hardcore competitive crowd. While other fighting games are pursuing accessibility with mixed results, Luvan is aiming to provide a huge creative sandbox that players can go wild experimenting in. It should still have the “pick up and play” feel that Smash has, while also providing that mechanical depth for dedicated players to immerse themselves in. The ultimate goal of Earth Romancer is “helping people understand the joy of playing a complex fighter.”

While some may have been turned off by the initial two character designs, not all of Earth Romancer‘s cast is made up of anthropomorphized animals. The full game will feature solar-powered cyborgs, water valkyries, rabbit time lords and even a space pirate boxing champion — so there’s something for everyone. When you also consider each character has two movesets thanks to Earth Romancer‘s Red and Blueshift system, platform fighter fans have got plenty to sink their teeth into, should Earth Romancer be funded successfully.

If you wish to hear the whole developer interview, check out the video below. Along with Luvan explaining more about the game (and showing off some never before seen characters), it has brief interviews with GRAPHT’s Gllty and famed Melee commentator prog about Earth Romancer‘s potential.

Source: Lunar Hare Studios

The rights to the X-Men and the Fantastic Four return to Disney, following its acquisition of 20th Century Fox

Good news for Marvel fans and true believers, the X-Men and the Fantastic Four are coming home — for all intents and purposes. In a deal that’s been quite a few months in the making, Disney have acquired 20th Century Fox for a whopping $52.4 billion. As part of this deal, the House of Mouse gains full ownership of 20th Century Fox’s TV and film studios, along with cable networks and its back catalog of franchises.

This means that not only do Disney and Marvel regain the film rights to Deadpool, the Fantastic Four, and the X-Men, they also now own the rights to the Avatar series, the Simpsons and brands like National Geographic. As a result of this deal, we could see Wolverine, Storm, Magneto and Cyclops making their grand return in Marvel vs. Capcom: Infinite.

For all the celebration though, this deal only outlines Disney’s growing monopoly on pop culture. With it already having Star Wars, the Marvel Cinematic Universe, and now the Simpsons as part of its portfolio, it’s looking like it’ll only be a matter of time before Mickey Mouse owns the entirety of the American entertainment industry. On the plus side, it does mean we could possibly see Homer Simpson, Yoda, and Donald Duck as future guest characters in MvC:I…

Source: Disney