Does Brawlout scratch the itch for a Super Smash Bros. game on Nintendo Switch?

In the long absence of a follow-up from Nintendo, what’s a platform-fighting fan to do?

The Nintendo Switch console has recently hit its first anniversary, and it completed a year on the market without any confirmation that we’d be seeing either a port of Super Smash Bros. for Wii U, or an all-new entry in the Smash series on Nintendo’s current platform. By all appearances, Smash 4 looked to be following in the footsteps of its Melee predecessor: locked onto an outdated piece of hardware… until March 8th’s Nintendo Direct teased that there will indeed be some version of Smash heading to the Switch this year.

Of course, being stuck on the old GameCube (or original Wii console, as an alternative) has done little to deter the Super Smash Bros. Melee community — if not the opposite, as loyalty to their title is still strong enough to warrant a place on the Evo main stage alongside its sequel. And it’s unlikely it will have any real impact on Smash 4, either — except that Smash players have been stuck in a limbo of waiting to see when (or even if) Nintendo would offer an updated alternative. The new announcement of a move to the Switch platform will now shake things up a great deal — but until we know for sure exactly what Smash on Switch will look like, Smash 4 still ensures that Wii U consoles stay in the living room — and at tournament stations.

Meanwhile, just as imitation of Street Fighter II: The World Warrior spawned a myriad of games in the ’90s — kicking off the fighting game genre and giving us many classic games and new franchises that still stand today — platform fighters have risen to offer alternatives to Smash. While Rivals of Aether was first out of the gate to make a significant impression, and has started to earn a regular side spot at Smash-related events, others have not grabbed quite as much interest yet; among these, Brawlout is the first to land on a Nintendo system.

Brawlout, as a follow-up to the Super Smash Bros. platform fighter style, is a promising title; we were provided a test copy of the Switch version to try out, and you can immediately see a lot of care and creativity went into this game. It’s got a vibrant visual style that immediately grabs you, and its overall design and menu layout looks fresh and inviting. The overall sound design is also great (but there is an issue there, more on that later).

Once you get into the gameplay, the game will immediately feel completely familiar to anyone that’s picked up a Smash title before: the basic controls and game mechanics are lifted almost verbatim from Nintendo’s template, with a notable exception in the removal of shielding, replaced instead by a dodge. There’s no guarding in Brawlout, which definitely gives the gameplay an ever-so-slightly more frenetic edge. Like its spiritual predecessors, you can play with up to four fighters on screen at once — it seems like the character models are zoomed-out more than necessary, though. They perpetually seem rather small.

brawlout-chief-feathers-vs-sephira
Brawlout Screenshot_Volt_Electricity

There is a fairly robust selection of gameplay modes — basically your usual variation of the online/offline options we’ve seen before. The game uses a quasi-lootbox system in which gameplay earns you in-game currency to unlock new characters, stages, etc. In these areas, Brawlout does just fine — it also has a good tutorial mode for beginners, and gets some extra points from me for even including a hitbox viewer in its training mode. (We did have a recurring problem with the software crashing, however — enough that it warrants mention as something that needs to be addressed.) It plays well on-the-go as well, with a variety of potential control configurations available, whether you’re playing on the Switch itself, or docked.

The character selection gets a little more interesting — the cartoony style is unsurprising for this type of game, it seems to suit the genre. And the visual character design is excellent — providing a variety of animal-themed fighters to choose from, all with very distinct looks, with lots of style and attention to detail put into their models. In terms of gameplay, they each have some variation to their attacks, adding some flavor to this brawl. While the game plays well, and is certainly oozing with visual personality, the characters fall extremely flat in the audio department — you don’t realize how much the voice acting adds to a fighter until it’s gone, and there is no voicework for the Brawlout characters mid-fight. With the only audio reduced to the generic sounds of pummeling and punching, without any vocal output from the characters themselves, it feels very empty. It seems like these character designs are being sabotaged by the absence of this crucial component.

brawlout promo

And that’s a big deal, because when you’re competing for attention against Smash, personality goes a long way. Smash is a franchise that stands on the pillars of Nintendo’s own long-beloved characters (and many loved/hated guests from other publishers, of course). The draw of those characters will be the sole attraction for many casual players, before the gameplay is even a consideration. Brawlout‘s strangely silent warriors, despite a lot of great design and a solid gameplay base, can’t compete with Mario or Pikachu, or Sonic or Cloud.

This is really too bad, because there’s a fun game to be had here, maybe even a competitive future. But Angry Mob Games has their work cut out to drag consistent attention and dedication away from its target market… and now that Nintendo has revealed its own official return to the ring, Brawlout‘s time in the Switch limelight is drawing shorter. I still recommend any fans of the burgeoning platform fighter genre give this game a look. A lot of love has clearly gone into it, and it still is receiving support in the form of bug fixes and new modes. We’ll have to see if the audience that it’s accumulated during its run on Switch so far will stick with it in the long run.


Additional source: Angry Mob Games (YouTube)

Dasvergeben reveals more details and possible release window for rumored JoJo’s Bizarre Adventure game from French Bread

Earlier this week, we reported on a new set of leaks and rumors by Dasvergeben, concerning SoulCalibur VI, Dragon Ball FighterZ, and — most surprisingly — a supposed JoJo’s Bizarre Adventure fighting game developed by Soft Circle French Bread. And it looks like we have even more information that points towards this title’s existence (and would undoubtedly make Old Joseph exclaim, “OH MY GOD!”).

After hearing back from the original source, Dasvergeben has updated his reddit thread, noting that there will be a 36-character launch roster. In addition to the previously reported cast (Jotaro Kujo, Johnny Joestar, Jolyne Cujoh, Yoshikage Kira, and DIO) it will feature:

  • Jonathan Joestar
  • both Young and Old Joseph Joestar
  • both Josuke Higashikatas from Part 4 and Part 8
  • Koichi Hirose
  • Gyro Zeppeli
  • Jobin Higashikata
  • Noriaki Kakyoin
  • Muhammad Avdol
  • Jean-Pierre Polnareff
  • Iggy
  • Giorno Giovanna

He also states there will be six DLC characters as of now, four of which will be Baron William Anthonio Zeppeli, Weather Report, the Diego Brando from Another Universe, and Lisa Lisa.

Lastly, the thread claims the game will be revealed at E3, and will be released this winter for PlayStation 4, Xbox One, Nintendo Switch, and PC. This release will be alongside the Part 5: Vento Aureo/”Golden Wind” anime adaptation. These new developments certainly raise the possibility of this title hitting our consoles with a steamroller later this year, but don’t forget to take all of this with a pinch of salt — it’s still a rumor.

What do you think of this updated news? Would you be excited for a new JoJo’s fighter developed by French Bread? Or would you prefer if Capcom took the reigns again? Sound off in the comments section below.

Source: Dasvergeben (reddit)

Street Fighter Carnival X continues with Fighter’s History Dynamite, The King of Fighters ’97 tournaments

Street Fighter Carnival X is Mikado Arcade’s currently-ongoing multi-game tournament series for a wide variety of classic (and sometimes, obscure) arcade titles. To see the beginning of these high level Japanese tournaments, go here!

We’ve got two tournaments from Mikado’s feed today: there’s the old school, footsie-heavy Data East fighter Fighter’s History Dynamite (which is known as Karnov’s Revenge in some markets)…

And then there’s The King of Fighters ’97, which introduced the “Advanced Mode” meter mechanic to the series.

You can follow the action of SFCX by subscribing to Mikado’s official YouTube channel. For the night owls in the US, you can even try to catch them when they livestream.

Source: Mikado Arcade

BlazBlue spin-off rhythm game “EAT BEAT DEADSPIKE-San” is coming to the Nintendo Switch eShop

Back in February 2015, we reported on the release of a BlazBlue spin-off rhythm game for iOS and Android known as EAT BEAT DEADSPIKE-san, which sees players take control of Ragna The Bloodedge’s signature attack. Deadspike-san drags Ragna around various stages from the game, gobbling up various food items in order to increase its strength as it marches along to iconic tracks from the series.

Earlier this week, Arc System Works announced that the game would be making its way to consoles via the Nintendo Switch eShop. A total of 20 different songs are available to play through with the full track listing as follows:

  • Rebellion II
  • Bullet Dance II
  • Condemnation Wings II
  • Cactus Carnival II
  • Reppuu II
  • Oriental Flower II
  • Queen Of Rose II
  • Susanooh II
  • Endless Despair II
  • Lust SIN II
  • Gluttony Fang II
  • MOTOR HEAD II
  • Marionette Purple II
  • Plastic Night II
  • Active Angel II
  • Variable Heart
  • Alexandrite II
  • Science Fiction
  • True Blue
  • MUST DIE

If you’re not a fan of Ragna but still want to enjoy the game, have no fear — you can also play as the duos of Ouroboro/Hazama and Nirvana/Carl Clover.

EAT BEAT DEADSPIKE-san will be available on Thursday, March 22nd for $6.99 as a single-player Nintendo Switch download title. You can see the trailer below, and visit the game’s official website here.

Sources: arcsystemworks; arcsystemworks.jp

“Did You Know Gaming?” delves into JoJo’s Bizarre Adventure titles’ legacy and references

Uncover the Joestar family secret technique and Stand Proud!

Did You Know Gaming? unlocks facts and trivia surrounding the JoJo’s Bizarre Adventure line of video games, and there’s plenty to discover for fans of all genres. Not wanting to spoil all the fun, here are a few things to look for in the recently-published video.

One JoJo title is the only licensed video game to be awarded a perfect score from the popular Japanese magazine, Famitsu. Street Fighter icons Guile and Dhalsim are also heavily inspired by characters and concepts from the JoJo series. Also, Joseph Joestar did his own impression of Tommy Wiseau from The Room back in JoJo’s Bizarre Adventure: All-Star Battle. Find all of these facts and more in the video below!

(Also, as a side note, when is the Vento Aureo anime adaptation getting announced, already…?)

Source: Did You Know Gaming

Who is Falke? VesperArcade speculates about the next DLC fighter for Street Fighter V: Arcade Edition

While most of the new characters coming to Street Fighter V: Arcade Edition are returning from previous installments, there are two new characters in the mix. One of these is Falke, the mysterious female Neo Shadaloo member, first seen in Ed’s ending and again beside him in the new SFVAE opening cinematic. (The other is “G.”)

VesperArcade and Mir now take a look at Falke, and try to figure out who she is based on what little material we have on her. Most of the talk revolves around how she relates to Ed, and how she joined Neo Shadaloo. In addition to this, they also focus on the fact that Falke does carry a staff with her, and whether or not this means she has some link to Rolento (who fights with a similar baton). After all, the majority of the new characters in Street Fighter V have some relation to older characters in the series. On top of this, this could relate to her possibly being a “rekka” style character — a playstyle that has yet to properly be represented in the game.

Source: VesperArcade

Shoryuken interview: More details on RED BULL CONQUEST from Jimmy Nguyen, the National Tournament Director

Are you ready to RISE, RALLY, & CONQUER?

Red Bull esports kicked off March with the reveal of their new US-based competitive circuit for 2018: Red Bull Conquest. Featuring competition in three titles — Street Fighter V: Arcade Edition, Tekken 7, and Guilty Gear Xrd REV 2 — in 15 qualifying events across the USA, this will be a fight to remember!

You can catch more details about the circuit in the announcement post here. To delve deeper into the details of this new circuit, we grabbed a chance to pose some questions to Jimmy Nguyen, National Tournament Director for Red Bull Conquest. See what they had to say below!

Replies have been edited for clarity.


Zavian “mushin_Z” Sildra: How does this new circuit fit into the overall plans for Red Bull events this year, particularly in relation to Red Bull Proving Grounds? Is this a replacement, or a parallel series?

Jimmy Nguyen (National Tournament Director for Red Bull Conquest): Red Bull Conquest is the evolution of Proving Grounds and Battle Grounds, and it continues our plans to cultivate the FGC. If you recall, in year one, we focused on individual growth. In year two, we focused on team growth. This year, we are focused on regional growth. Each year is a progressive step in learning, goal-setting, and working with the FGC to figure out how to best support this incredible community.

mushin_Z: What prompted the decision to feature competition in TEKKEN 7 and GUILTY GEAR Xrd REV 2, in addition to STREET FIGHTER V?

Jimmy Nguyen: The fighting game community is so much more than a single fighting game. With many games spanning multiple genres, what we wanted to do this year with Conquest is start with games that have a long history and are deeply rooted in each of the fighting game genres: 2D, 3D, and anime. This allows us to highlight players and their passions throughout the country across all genres.

The communities of these genres are sometimes perceived to be siloed, which isn’t exactly the case. In fact, there is a lot of cross-pollination between the communities, and that is why we chose to introduce a multi-genre team tournament finals. What we wanted to do is squash those perceptions, and give the players the opportunity to show and grow the teamwork and comradery that is prevalent across the genres in all of the FGC.

mushin_Z: How were the qualifying stop locations decided?

Jimmy Nguyen: The list of qualifying stops is a combination of last year’s US stops mixed with some new ones. While the previous two years focused on attracting and developing new players within some of the larger and concentrated regions in the FGC, this year, we’re continuing to do the same but in addition, we are looking to cultivate and grow smaller regions that have been looking for an opportunity to do just that.

We looked at many regions and evaluated community history, needs, population, and drive. Even though we couldn’t include all of the regions we looked at, there is a very good chance they can be included in future circuits.

mushin_Z: Was the scope of this circuit always intended to be USA-only, or were stops considered for Canadian cities, or internationally?

Jimmy Nguyen: Red Bull is established in many countries in the world, and each has its own esports initiatives. Conquest is a Red Bull US initiative, and will begin its maturation starting in the US. As Conquest continues to grow, there will be potential of the circuit being adopted in other countries.

mushin_Z: Please tell us a bit more about the RISE/RALLY/CONQUER theme, and how it came about.

Jimmy Nguyen: You may not have known, but the principal of RISE, RALLY, and CONQUER has been a part of our lives since, well, forever. It just hasn’t yet been explicitly used in the same context we are establishing.

Every trial and journey we go through in life, it requires us to RISE up to the challenge, gather ourselves (RALLY), and learn to acquire knowledge and experience (CONQUER).
When applying this principal to the FGC and Conquest, what we are communicating to everyone is:

RISE within your communities and take a stand.

RALLY together to grow, learn, help each other, and determine who will represent your region.

CONQUER all others and claim the title of best fighting game region in the nation.

mushin_Z: Are there any more circuit surprises we can look forward to from Red Bull in 2018?

Jimmy Nguyen: If I told you, it wouldn’t be a surprise anymore! However, stay tuned for more details and announcements about the Conquest Finals in Washington, D.C. I think everyone will be super hyped when they hear what we have to announce.

The only other surprise I have to tell you is to keep an eye out for the rising stars that develop during Conquest throughout the year. Every year, we have had a handful of players make a name for themselves. Expect the same for this year.

RED BULL CONQUEST poster


Additional source: High Score eSports

More of Grøh’s background revealed in the latest SoulCalibur VI developer highlight video

Bandai Namco posted their next “Character Introduction” video, this time for the SoulCalibur VI newcomer, Grøh. Though these videos don’t spoil too much of the game, intrepid hunters of even the smallest lore tidbits should enjoy this closer look at the brand new character.

Considered to have more of an “anime” aesthetic, many fans have been speculating which country Grøh hails from. The game’s producer, Motohiro Okubo, reveals that it’s Norway, which fits Japan’s perception of the northern regions of Europe, he says. Then Okubo moves on to the Agent in Black’s fighting style, revealing that his weapon is called “Double Saber.” As we know, its unique feature is that it can split into two. Okubo also praises the graphical side of the game, commenting on how Unreal Engine makes clothes sway in battle.

At the end, Okubo asks the audience to stay patient for more news. We have yet to see Ivy and Zasalamel gameplay, who have been confirmed for the roster recently. Check out some Grøh gameplay to see him in action.

Source: Bandai Namco Entertainment

Rising Up: Season 3 — New V-Triggers and important changes for Akuma, Kolin, Ed, Abigail, Menat, & Zeku

It’s been about two months since Street Fighter V: Arcade Edition was released, and players seem to have gained a good grasp of how the balance changes have affected the overall feel of the game. Nevertheless, it’s very important to learn each individual character’s changes so that you know how to fight them. In light of this, I’ve done a series of videos on ShoryukenTube showing off the most important gameplay adjustments for each character. I made one video a day in this series, and I’ve officially covered all characters.

I looked at the characters based on the order they appear on Capcom’s official patch notes. The order seems to be SFV’s twelve returning characters, the four new characters, the first season of DLC, and then the second season of DLC, in order of release. This week I’ve covered the second season of DLC characters: Alex, Guile, Ibuki, Balrog, Juri, and Urien. These characters for the most part saw the fewest changes, probably because they were the newest characters, and thus the most volatile.

Continuing with last time, I also made a video covering each character’s new V-Trigger II. These new V-Triggers significantly affect gameplay, and they have a lot of intricacies that are not well-defined in the game’s demonstration mode. So, I look at each character’s new V-Trigger in detail here, and explain its uses.

With this latest wave of characters, I’ve finally finished the series! Check out my previous videos here:

Rising Up: Season 3 — New V-Triggers and important changes for Ryu, Ken, Chun-Li, Cammy, & Nash

Rising Up: Season 3 — New V-Triggers and important changes for M. Bison, Vega, Dhalsim, Zangief, & Karin

Rising Up: Season 3 — New V-Triggers and important changes for R. Mika, Birdie, Necalli, Rashid, Laura, & F.A.N.G

Rising Up: Season 3 — New V-Triggers and important changes for Alex, Guile, Ibuki, Balrog, Juri, & Urien

Finally, here’s the playlist with all videos in the series in one convenient location.

I’ve really enjoyed making this series, and this isn’t the end of my SFV tutorial content. Keep an eye on the ShoryukenTube YouTube channel, so you don’t miss out!

The Guilty Gear Xrd REV 2 2.1 patch is now available for Steam users

Taking the “when it’s ready” strategy for the PC version, Arc System Works didn’t announce a release date for the latest Guilty Gear Xrd REV 2 patch. Well, that date turned out to be today — because as of now, Steam users can download the 2.1 version update, which mainly rebalances the cast and fixes a few minor bugs.

The REV 2 Steam update post talks about a fishing bug, but the main object of interest for players will be the balance updates. Every character received not just small tweaks, but generally some sort adjustment that changes their game or combos significantly. You can read up on the full, community-translated REV 2 2.1 patch notes on Shoryuken.

Users are reporting that the “Steam join” function is broken and doesn’t work with this version; joining rooms via passkeys still works all the same.

Shini, who ports the game to Steam, said that the issue will be fixed soon:

Meanwhile, online warriors, it’s “Heaven or Hell” time for you! If you happen to play Baiken, the best character, check out the NitroNoodlez tutorial on Baiken 2.1 changes.

Source: Steam; @KantaKun; Shini