Dogura, Idom, & Street Fighter V: Arcade Edition discussed on Capcom’s second Wake Up Wednesday recap show

A review of what happened in the world of Capcom competition over the past week.

Michael Martin is back with another Wake Up Wednesday, courtesy of Capcom Fighters, to bring us all up to speed on the CPT-related events of the past week. In this installment, Martin chats about the announcement of Street Fighter V: Arcade Edition, anime-warrior Cyclops Osaka|Dogura’s first SFV CPT victory at TWFM 2017, Idom’s CPT Online win, and more — including Echo Fox|Tokido’s now-famous viewing-distance tech.

Source: Capcom Fighters

Street Fighter V: Arcade Edition discs will include codes to download the character DLC

A possible inconvenience for the future.

This news will not be an issue for most players, but a select few could get burned. Based on the Street Fighter V: Arcade Edition Japanese webpage, the physical edition of the game will include codes to redeem for the Season 1 & 2 character DLC, rather than having it included on the disc.

sfvae code site sample

Presuming this remains true when the game arrives in 2018, it’s not a real surprise: it makes some sense under a modern production/distribution standpoint to just pack in a “vanilla” copy of the game, and let the Arcade Edition upgrades get patched in when you launch it, and tying that content to a single CFN user. This has no bearing on new players picking up a digital copy in January, but it is something to watch out for if you’re a gamer that likes to pick up used games, as a resold copy of SFVAE would be no different than the basic original release of Street Fighter V, leaving a newcomer with a lot of DLC to catch up on. A potentially greater inconvenience: it will also prevent tournament organizers from swapping around up-to-date SFVAE discs, making it trickier to ensure each station has the full roster available at a given event.

Street Fighter V: Arcade Edition hits stores and arrives as a free upgrade to existing users on January 18, 2018.

SFV Arcade Edition

Thanks to NightmareSteam for the tip.

Sources: Street Fighter V: Arcade Edition (Japan); NeoGAF

Classic SNK fighting games for PC are 75% off this weekend at GOG.com

Classic fighting fans, here’s a chance to fill up your PC fighter collection.

Fans of SNK’s old-school library of fighting games — who like to play on PC — have a chance to grab some of SNK’s classic titles on GOG.com for a whopping 75% off this weekend. Head over to the SNK Fighter Pack page on GOG.com to check out the selection, each only $1.49 USD (down from $5.99)…

  • Art of Fighting 2
  • Garou: Mark of the Wolves
  • Real Bout Fatal Fury 2: The Newcomers
  • The King of Fighters 2000
  • The King of Fighters 2002
  • The Last Blade
  • Fatal Fury Special
  • Samurai Shodown II
  • Samurai Shodown V Special

… or grab them all for $13.41 USD, down from $53.91. Discounts of up to 75% on other SNK arcade titles are also available in the SNK Action Pack and the SNK Arcade Pack, as well.

These discounts will last until 3:00 PM PT on October 9th.

Source: GOG.com

The SRK Rollback: Best of September 29 to October 5, 2017

Welcome to the Rollback: a frame-by-frame look back at our past week’s most notable news — and our favorite SRK articles — from September 29 to October 5, 2017!


Zavian “mushin_Z” Sildra, Editor-in-Chief:

Frame 1:
senko no ronde 2 teaser logo
Senko no Ronde 2 impressions: A shoot ’em up that’s also a fighting game

I’m a big fan of strange mash-ups and experimental game concepts, so this unusual fighter/shooter hybrid has definitely got my attention.

Frame 2:
Gundam Versus Release Datew
Shoryuken review: Gundam Versus is a great — if slightly impenetrable — introduction to the Gundam Vs. series

This game is a blast. Check out our review from Trilby, then go try it for yourself!

Frame 3:
SFV Arcade Edition
Street Fighter V: Arcade Edition launches on January 16th, 2018

So “Super Street Fighter V” wasn’t a fairy-tale after all. With a host of of both cosmetic changes and gameplay additions — including the long-desired arcade mode itself — this could be the shot in the arm SFV needs to pull out of its PR slump. I’m rooting for ’em.


Sam “Trilby” Foxall, Assistant Editor:

Frame 1:
dbfz_18_vs_tien_GI_scanDragon Ball FighterZ will allow players to collect all seven Dragon Balls in actual matches

Shown off as part of Game Informer’s month long coverage of Dragon Ball FighterZ, a new mechanic has been added which sees players gathering the mystical Dragon Balls during a match. We’ve no clue what they do just yet, but expect more over the coming month!

Frame 2:
the_Atom_comicsThe Atom is coming to Injustice 2

Revealed on the CW, shrinking superhero The Atom is coming in Injustice 2‘s Fighter Pack 3. His fighting style has him shrinking down to sneak behind opponents, and then returning to normal size to deliver a savage beatdown.

Frame 3:
mvci_spider-man_level_3Capcom is aware of Spider-Man infinite in Marvel vs. Capcom: Infinite, currently investigating solutions

Fret not MvC:I fans, Capcom is well aware of Spider-Man’s Web Ball/Reality Stone infinite. They are currently looking for a solution, so expect a fix to come along with the first pack of DLC characters on October 17th.


Keegan “Interrobang!?” Spindler, Features Editor:

Frame 1:
nidhogg 2 promo art logoShoryuken interview: Mark Essen of MESSHOF on Nidhogg II’s development and inspiration

Nidhogg has been one of my personal favorite party games for the last few years, and seeing the new one was something of a shock. It’s a very different-looking beast, and SRK EiC mushin_Z has found out exactly how it came to be.

Frame 2:
black panther vs monster hunter mvciRumor: Monster Hunter and Black Panther were ready months before Marvel vs. Capcom: Infinite’s release

Are Capcom back to their old tricks with MvC:I’s DLC? With three characters ready to go less than a month after the launch of the game… who knows? It’s a concerning rumor, but hopefully there isn’t any truth to it.

Frame 3:
fight of gods jesus vs buddhaThe winner of Revolution 2017’s Fight of Gods tournament will take away a golden crown of thorns

I can’t even begin to explain how much I love this. It’s tacky, mental, and a whole lot of fun — just like Fight of Gods! I can’t wait to see who walks away wearing those golden thorns.


Extra Frame:
SFV MenatA new arcade version of Street Fighter V, based on a Taito board, will be playable in Japan on October 21 and 22

Appearing just before the announcement of Street Fighter V: Arcade Edition for PlayStation 4 and PC players, it looks like SFV will earn the “Arcade Edition” moniker in the wild, with some help from Taito components.

Ultra-bloody & ultra-goofy indie fighter GUTS launches October 31, has a free demo available now on Steam

You can now try dismembering opponents (on live TV) for yourself.

Flux Game Studio’s bloody indie fighter GUTS had an early showing back at Evo 2017, allowing attendees some hands-on time with the strange, gory, and goofy comedy fighting game. Now, all Steam users can give this unusual game a try via a free demo.

In GUTS, dismemberment is a central mechanic — but losing a limb seems to be little more than a minor inconvenience, as contenders continue to fight even as little more than bloody stumps. From Flux Game Studio’s description:

Set in the year of 2067, GUTS is a deadly reality TV show that feeds the blood lust of a dystopian Earth. Players compete in bloody arenas to earn fame and fortune as the world’s next fighting idol. In order to be the best, players must master special combination moves, learn the ropes of the different move sets that change according to how many limbs they still have left, time their severing attacks and evade their opponent’s deadly blades.

If you want to join in on this bizarre limbs-optional, blood-spurting splatfest, head over to the game’s Steam page to download your demo now. Playing the demo will apparently grant access to exclusive weapon skins and other add-ons in the release version. The game will launch on Steam on October 31, 2017, for $19.99 USD.

Sources: press release, Flux Game Studio, GUTS (Steam)

Shoryuken interview: Mark Essen of MESSHOF on Nidhogg II’s development and inspiration

A look into what went into the inception and evolution of the Nidhogg series.

With the kooky and brutal tug-of-war fencing fighter Nidhogg II now out in the wild and available for PlayStation 4 and Steam players, we caught up with MESSHOF co-founder and creative director Mark Essen to talk about the new game — and the design choices behind both the original Nidhogg and its sequel!

Answers have been edited for clarity.


Zavian “mushin_Z” Sildra: Going back to the original inspiration: what led to the initial choice of a fencing/dueling game? How did the multi-screen tug-of-war system come about?

Nidhogg_20170815121952Mark Essen: I was interested in weapon-based games that dealt with the awkwardness of holding a weapon, and getting it to do what you wanted. Bushido Blade was an inspiration, as was the fencing game, Great Swordsman, which was all about blocking and poking with a fencing foil. I thought that game was super funny! One-touch-kill games are great because you can’t mash buttons; if you miss any attack, chances are you will die to the counterattack. There’s a lot of tension in trying to read your opponent without “playing” the game like you might with a game like Street Fighter, where you can slowly chip away an opponent’s life bar.

I was playing a lot of Great Swordsman with friends, and it’s such a simple game anyone can pick it up; though it frustrated me that the game was single-player against the computer, so I started making my own fencing game with a multiplayer focus. The animation looked a lot better smaller on screen, so it ended up being these little fencers in a very wide frame. That meant they could end up being very far apart, so I added a running mode if you held one direction for a while (instead of tap-tap-tapping to skip around like a fencer), and then if you have someone running in a game, you have to try adding jumping. Pits and high ground/low ground made for interesting levels.

At a certain point I just tried panning the camera rather than switching between different screens, and that just kinda naturally made a tug-of-war mechanic. At the time I was thinking it would be like one player was playing a beat-em-up as the hero, and the other player was playing the enemies — and if the hero died, the enemy character would be the new hero going the other direction… or something like that.

mushin_Z: How much of the original concept started with mechanics alone, and how much was the style and setting?

Essen: It was purely mechanics in the concept and prototype, though my prototype basically kept getting upgraded with more and more detail and animation frames as time went on.

mushin_Z: Why the Níðhöggr?

Essen: My roommate at the time, Andy Kopas, suggested that a nidhogg eats you at the end — though I don’t remember why that came up. There was also a rock-climbing section and plans for nidhogg jousting. Originally, fencing was just going to be one part of each battle.

Nidhogg 2_20170815123759

mushin_Z: What design process led to Nidhogg II‘s revamped, cartoonish aesthetic?

Essen: It was mostly to try something new! Kristy [Kristy Norindr, MESSHOF co-founder] and I were also keen to grow the team. I was most interested in the design end, as well as playing around with new tech and visual effects, so that meant that we needed more help with programming and especially art. We found Toby Dixon during our search for a pixel artist and fell in love with his work.

Nidhogg 2_20170815123031
Nidhogg 2_20170815125002
Nidhogg 2_20170815124053

mushin_Z: Was the addition of new weapons driven by the desire to widen the original concept’s scope — or was the original design goal always to have multiple combat options, and the first game simply limited by time and resources?

Essen: I dreamt of adding a couple more weapons to the original game, but just never had time to get very far with any of them. There was too much else to do, and we wanted to release in under a decade.

mushin_Z: What brought about the change from the axe mid-development, to the broadsword?

Essen: The axe didn’t feel like the right shape. It was short, so it only worked at close-range, which felt awkward being both shorter and slower than the rapier. The axe was also unblockable when thrown, which was confusing.

Nidhogg 2_20170815123709

mushin_Z: A number of different — and very talented — musicians provided the soundtrack this time; were the tunes made for the game itself, or borrowed from their existing work?

nidhogg 2 ost coverEssen: Kristy found all the music — some were existing works that were licensed, while others — such as the Doseone track — were made for the game. The general way we created levels was to all talk about what kinds of environments would be cool, then figure out some unique set pieces to go on each screen, build a rough version of that level, and then find a track. If it couldn’t be found, we’d try to find something that had elements of what we were looking for, and then ask for modifications.

 

mushin_Z: There have been a number of patches on PlayStation 4, and the online matchmaking (aside from direct invitation matching) still seems a bit problematic. What are the challenges in setting up the online infrastructure?

Essen: The biggest problem we see right now is that once people find each other on matchmaking, they might play a series of games lasting 10 minutes each, or more. That’s then divided by some searching in Ranked mode, and some searching with other filters set. We are in the process of redesigning the flow of matchmaking to get everyone into the same pool of people, match them based on skill whenever possible, and shorten the standard time limit. We are hoping that with these new settings people will cycle in and out of the matchmaker search more, breathing a little more life into it. You’ll still be able to use all the match modifiers like weapon order, time limit, and cheats in online mode when inviting a friend, just not in matchmaking. We’re also hard at work implementing rollback networking, which your readers are probably familiar with — smoothing out the occasional FPS hit by guessing your opponent’s controller input when the actual inputs are late to arrive. If the guess was wrong, the game backs up, applies the new inputs, and fast forwards to where you were. Pretty neat.

mushin_Z: Tell us what it was like having the game featured in the PAX West Omegathon, and about the creation of the PAX Place stage.

Essen: It was amazing! Ryan Hartman and Travis Eriksen reached out to us to see if we were interested in having the game be a part of the Omegathon. We were trying to think of how to make the event even more one-of-a-kind, and eventually decided on making a new level that had a bunch of Seattle and PAX elements, like the PAX Place sign, booths, gum wall, and space needle. We gave Toby some direction, and he made a bunch of new assets. We had music ready to go from Osborne. It all came together pretty quickly — too quickly it turns out, as I forgot to add in a Sudden Death screen.

Nidhogg 2_20170915135122

Nidhogg 2_20170915135216
Nidhogg 2_20170915135306

mushin_Z: The player customization options are a fun new addition; will we see new accessories added to the game in the future, or a means to “bookmark” our favorite avatar builds?

Essen: Yes, we have a favorite avatar feature in our internal build that will go live with the rest of the matchmaking changes. We have a good amount of new costume pieces nearly ready for you, too!

mushin_Z: Any hints at what new content Nidhogg II fans can look forward to?

Essen: Big items coming up are those matchmaking updates and new cosmetics. We’re also launching on PS4 in Japan soon (published by NIS). We wanted to localize the text for that, but ended up also localizing it to 15 other languages. Oops. Localization will be in the next update for PS4 in other regions, as well as on Steam. Looking forward, we plan to add a couple more levels as well as weapons.

mushin_Z: Any tips on how to use the multiple weapons, for aspiring warriors?

Essen: Try to avoid going on tilt and just throwing whatever you spawn with. You will be much more intimidating if you can stand your ground and turn your opponent’s attacks against them! Bounce arrows, parry swords, disarm with the longsword, and block those high stance knife throws!

Nidhogg 2_20170815123052


You can read our own review of Nidhogg II here.

Additional source: Nidhogg Official Site

Yoshinori Ono thanks players for their support of Street Fighter V, and talks Arcade Edition details

Ono (and Blanka) offer some grateful words to Street Fighter fans from New York City.

Following on the heels of the official reveal of Street Fighter V: Arcade Edition, Street Fighter Executive Producer Yoshinori Ono has sent a personal message from New York City thanking players for their support of Street Fighter V through its first two (somewhat rough) years — and expressing gratitude for fans’ dedication to the Street Fighter franchise as a whole over the past three decades. He also discusses the additions coming to SFVAE (such as the heavily-requested Arcade mode, of course), and clarifies that the title will be available for new players both as a digital download and a physical disc, as well as a free upgrade for existing users.

SFV Arcade Edition

Source: Street Fighter

New event “CRISIS on Infinite Gaming Communities” seeks to unite NorCal in epic multi-title battles

Fighters from multiple gaming universes clash in NorCal this November.

Crown of Gaming is starting a new event series entitled “CRISIS on Infinite Gaming Communities”: on November 18, 2017 in Santa Clara, CA warriors will be able to confront their rivals in three of the biggest fighting games available: Street Fighter V, Marvel vs. Capcom: Infinite, and Super Smash Bros. for Wii U. Many other titles — including games from outside of the fighting genre — will be available to compete in as well. Game demos, food and drink, and prize giveaways will be offered. Head to the event page on Facebook for more information.

You can also vote to add which of the many side titles you would like to see added to future CRISIS events. Head to their Google form to cast your vote, before October 8th. Registration is open now on smash.gg, with early bird pricing ending on October 14th.

Source: CRISIS on Infinite Gaming Communities (smash.gg)

Capcom launches new weekly CPT/Battle for the Stones recap show: Wake Up Wednesdays, featuring Michael Martin

Catch up on the past week’s battles in this new recap program.

Capcom Fighters is bringing you a new way to stay informed on the developments of Street Fighter V‘s Capcom Pro Tour and Marvel vs. Capcom: Infinite‘s Battle for the Stones circuit: Wake Up Wednesdays, a new recap show on their YouTube channel, hosted by Capcom’s new Esports Social Media Manager Michael Martin. The show is planned to feature weekly news and highlights from both games’ ongoing professional events.

This week, the show looks at Mousesports|Problem X’s win at EGX in SFV with his powerful M. Bison, as well as results and highlights from Dueling Dragons Dojo, Treta LATAM Championship, Northwest Majors, and Milan Games Week, including the Soul Stone stop for MvC:I!

Source: Capcom Fighters

Black Panther and Sigma join the fight in the latest Marvel vs. Capcom: Infinite trailer [UPDATED]

Following up on Monster Hunter‘s reveal from Tokyo Game Show, Capcom has now shared some gameplay footage of two more of Marvel vs. Capcom: Infinite‘s upcoming DLC fighters: the defender of Wakanda Black Panther, and Mega Man X’s arch-nemesis Sigma. Black Panther wields his claws as effectively as one would expect — with flurries of slashing attacks — while Sigma brings energy beam and bladed attacks to bear, and a mind-hacking Hyper as well. See the trailer below:

The trailer closes promising the arrival of Monster Hunter, Black Panther, and Sigma on October 17. This is confirmed on the Capcom-Unity blog, which also clarified that each DLC fighter will cost $7.99 USD if purchased individually, including a premium costume.

black panther mvci premium costume
sigma premium costume mvci
monster hunter premium costume mvci

2017 Character Pass holders will receive all six of the first-run DLC fighters automatically.

Source: Marvel vs. Capcom via MVC: Infinite (Twitter); Capcom Unity