Samurai Shodown embraces the next generation as it releases optimized for Xbox Series X/S this winter

Hopefully, this relationship continues when KOF XV rolls around.

As a part of the Tokyo Game Show 2020, SNK and Xbox announced that Samurai Shodown (2019) (Also known as Samurai Spirits in Japan) launches optimized for the upcoming Xbox Series X and Xbox Series S consoles this winter. While additional details are scarce, Samurai Shodown on Xbox Series X/S will fall in line with the other “optimized” titles, featuring “unparalleled load-times, heightened visuals, and steadier framerates at up to 120FPS”. Whether or not the current Xbox One version of Samurai Shodown will transition to a Smart Delivery title or if it will be a standalone release remains to be seen.

There appears to be some contention regarding the release date for the Series X/S optimized title, however. Xbox Wire originally stated that the optimized versions would be available at the consoles’ launch on November 10, while SNK states winter as the release window in the description of their recently uploaded announcement video. While we wait for more info, take a look at the crisp visuals and smooth animations in the announcement trailer below!

Xbox is putting a large focus on Japan this generation by decreasing the price of the Xbox Series S in the country and ensuring more Japanese titles make it on their platform. You can find all of their announcements from the Tokyo Game Show 2020 here!

What other titles do you hope get the “optimized” treatment and make their way over to the next generation? Share your thoughts in the comments below!

Source: Xbox Wire

Samurai Shodown embraces the next generation as it releases optimized for Xbox Series X/S this winter

Hopefully, this relationship continues when KOF XV rolls around.

As a part of the Tokyo Game Show 2020, SNK and Xbox announced that Samurai Shodown (2019) (Also known as Samurai Spirits in Japan) launches optimized for the upcoming Xbox Series X and Xbox Series S consoles this winter. While additional details are scarce, Samurai Shodown on Xbox Series X/S will fall in line with the other “optimized” titles, featuring “unparalleled load-times, heightened visuals, and steadier framerates at up to 120FPS”. Whether or not the current Xbox One version of Samurai Shodown will transition to a Smart Delivery title or if it will be a standalone release remains to be seen.

There appears to be some contention regarding the release date for the Series X/S optimized title, however. Xbox Wire originally stated that the optimized versions would be available at the consoles’ launch on November 10, while SNK states winter as the release window in the description of their recently uploaded announcement video. While we wait for more info, take a look at the crisp visuals and smooth animations in the announcement trailer below!

Xbox is putting a large focus on Japan this generation by decreasing the price of the Xbox Series S in the country and ensuring more Japanese titles make it on their platform. You can find all of their announcements from the Tokyo Game Show 2020 here!

What other titles do you hope get the “optimized” treatment and make their way over to the next generation? Share your thoughts in the comments below!

Source: Xbox Wire

Shoryuken interview: Red Bull’s Hoa “Anakin” Luu discusses his “Class in Session” video series, playing online during the pandemic, and his thoughts on the future of Tekken 7

How a Tekken pro filled a need in the community by giving more options for education

A longtime Tekken pro player, Red Bull‘s Hoa “Anakin” Luu has had quite the pedigree throughout the franchise’s growth in recent years. According to Liquipedia, Anakin, hailing from Atlanta, Georgia, has consistently placed in the top eight and top 16 of every major Tekken 7 tournament he has attended with quite a few first-place victories on his resume. He was also the number one ranked Tekken 7 player in the United States in 2018-2019 and ranked second overall globally right behind his fierce longtime rival Jae Min Bae also known as “Knee” from South Korea according to the Tekken World Tour standings.

Unfortunately due to the COVID-19 pandemic that has greatly affected various sectors of societies as well as the fighting game community worldwide, most if not all major tournament events that include Tekken 7 in their main lineups have been canceled for the rest of 2020 and possibly beyond. As a result, we won’t get to see pro players such as Anakin in high-level tournament play for a while. However, that’s not stopping Anakin from continuing his Tekken 7 training and creating content. In fact, with his latest video series in collaboration with Red Bull Gaming titled “Class in Session: Anakin’s Tekken Academy,” Anakin is sharing his knowledge and wisdom of basic and advanced Tekken 7 training to help new as well as experienced players who want to learn and get better at the game at a competitive level.

In this SRK interview, Anakin talks about how the idea for his recent video series originated as well as how he’s staying busy during the pandemic situation. He also discusses his thoughts on the upcoming fourth season of Tekken 7, the Tekken World Tour, and what his plans are for the foreseeable future.


Marcos Blanco: First of all Hoa, thank you for taking the time to do this interview. Due to what’s going on with the COVID-19 situation, a lot of fighting game community events and tournaments have either been put on hold or outright canceled including things that were upcoming for Tekken 7. Has the pandemic affected your ability to practice or play competitively and how are you coping with these societal changes? Also, what are your thoughts on how the pandemic affected not only the Tekken 7 community but the FGC as a whole and what the future holds after this unfortunate situation subsides?

Anakin: The world is definitely going through a lot right now. The pandemic has affected our ability to gather and compete live, and that’s something that I surely do miss. However, I think esports are better suited to adapt to these challenging times than other sports/live events. Online gaming already accounts for a big part of the FGC and gaming in general. These days, there are numerous regional online events players can enter on a weekly basis. That will definitely help satisfy players’ competitive drive until we can one day attend live events again. I have no doubt that we’ll be back stronger than ever next year. I’m sure all the gamers are eager to get out of the house once it’s safer. Who would’ve thought?!

MB: Regarding the videos you and Red Bull Gaming have collaborated on recently titled “Class in Session: Anakin’s Tekken Academy“, how did the idea come about to do this series? What was the process like and what do you hope viewers, especially those who don’t know much about competitive Tekken, take away after watching these videos?

Anakin: The idea spawned back when COVID-safety precautions were ramping up and it was recommended that people stay in their homes except for essential needs. Between people all of a sudden having a lot of extra time on their hands at home and the popularity of Tekken 7 increasing even though it’s been released for over three years, it seemed like a perfect idea. I hear all the time about people wanting to learn the game, but not having enough time to practice or having a good community to teach them. With “Class in Session,” I did my best to break down the game piece by piece for beginners, so they could tackle the game at their own pace week to week.

MB: The Tekken series has been long considered a franchise that is difficult to compete in at a high level. However, the developers have made strides to make Tekken more accessible in the mainline series with mechanics like Rage Mode, Rage Arts, and Rage Drives. What do you think about these changes made to the Tekken formula? Do you feel Bandai Namco has struck a good balance making the series more accessible to new players while still maintaining the depth that seasoned vets such as yourself appreciate? Why or why not?

Anakin: It’s no secret that Tekken is known as a difficult game to pick up. Even though the developers eased up on some of the difficult mechanics, the game still isn’t easy. That’s why it’s so important to add Rage Attacks and Slow-Motion. Now, spectators can watch and enjoy the game without being bothered to learn about all the intricacies of the game. More spectators will eventually lead to more new players. It’s a perfect balance for sure and I think all long-time fans of Tekken appreciate the changes that have helped out community grow in a way nobody thought possible.

MB: Bandai Namco has recently announced the fourth season for Tekken 7 with new characters, stages, mechanics, moves for some of the roster, and balance changes on the way. What changes and mechanics would you like to see implemented into the game personally? Anything you wish for your main man Jack-7 to have in future updates? Which characters would like to see return? Do you have any ideas for a brand-new character to be added to the Tekken lore?

Anakin: When it comes to new releases/seasons/content, I like to have little-to-no expectations so I can be surprised and excited when the releases do happen. But with that said, my Jack-7 is known for using a lot of different attacks, even some of the lesser-used ones. It would be really sweet to just receive any attack that Jack-7 players can incorporate in competitive tournament matches. Sometimes characters receive new attacks that don’t have a purpose or real practical use. As long as Jack gets something I can hit people in the face with, I’m good! As far as characters, I’m a big fan of Mokujin. I play a lot of characters and can’t decide sometimes so Mokujin is perfect for that. I want Mokujin, Baek, and Roger Jr.

MB: If the COVID-19 situation starts to normalize by either the end of this year or sometime next year, what are your goals as far as competitive Tekken 7 is concerned? When the Tekken World Tour starts up again, are there any changes to the format you would like to see happen to benefit pro players such as yourself? Also, should we expect more Tekken 7-related content coming from you?

Anakin: I think the competitive Tekken 7 scene has come such a long way since the start of Tekken 7, I really can’t see how things could get much better for now. Each year it seems that the TWT takes one step forward in terms of format, and that’s why the 2019 competitive season was the most exciting and unpredictable so far. Hopefully, the organizers continue to do a good job of highlighting lesser-known regions in the Tekken community, such as South America, the Philippines, and Pakistan. One thing I would like to see, perhaps in a future Tekken sequel, would be the ability to advertise TWT/official Tekken events somewhere in-game similar to how Street Fighter advertises their DLC and CPT stuff.

I’ve been active on YouTube recently, especially with all the extra time on my hands. I’ll continue to create Tekken-focused content on my channel because it seems like a lot of people are learning from my vids!

MB: Any final thoughts or shout outs you want to give? Thank you for your time once again.

Anakin: Shoutout to all the local scenes & organizers who have taken the initiative to run weekly online tournaments for the community during these challenging times. I’ve been able to still get my fix of watching tournaments. I watch as much as I can. It’s awesome!


If you want to learn more about Hoa “Anakin” Luu and how to get better at Tekken 7, follow him on his Twitter and Twitch channels. You can also catch the rest of his seven-part video series “Class in Session” on Red Bull Gaming.

Sources: Red Bull Gaming; Liquipedia; Tekken World Tour

Master Roshi brings his experience and techniques to Dragon Ball FighterZ in September; Bandai Namco releases National Championship and community content outline for the rest of 2020

He’s no Jackie Chun, but he will do.

Bandai Namco announced Master Roshi as the next character to be included in FighterZ Pass 3 during the Dragon Ball FighterZ Show stream last Saturday. Players were also given a brief outline of what to expect from the game in terms of its official National Championship and additional Dragon Ball FighterZ Show streams. While viewers were told upfront that the character reveal wouldn’t occur until an hour into the stream, there was still a fair amount of information presented to keep them interested throughout the wait.

With all major competitions transitioning to online, players have been asking developers for revisions to the online system in many fighting games. The hope is that instead of simply updating their standard delay-based netcode, developers would replace it with a more stable and efficient rollback netcode. Unfortunately, at least for now, Dragon Ball FighterZ will not receive any rollback updates in the near future, as confirmed by Tomoko Hiroki, the game’s producer.

While sure to disappoint those hoping for better online capabilities, Hiroki did announce additional balance updates coming to the game, with a large focus on the Z-assist mechanic. Hiroki noted that while previously adding three assists per character allowed for more experimentation, there are still many characters with assists that go unutilized. The hope is that with additional balancing, more assists will become viable for competitive play.

To work around the current online connectivity issues with players at long distances, the team is planning the Dragon Ball FighterZ National Championship. This online regional tournament puts players from selected nations against others in their country with the playoffs bringing the winners together at the end of the year. The nations include; France, Spain, Japan, and the United States. The US starts out split between the west and east coasts and narrows down in later matches. More details are to be revealed in the future as once the players reveal takes place in September.

Dragon Ball FighterZ Calendar 2020

Speaking of September, that’s when the Turtle Hermit, Master Roshi himself, arrives in Dragon Ball FighterZ as the third character in FighterZ Pass 3. While we got our first look at Master Roshi during the stream, it was incredibly brief, and for some, myself included, not worth the wait. The portion of the trailer that showcases Master Roshi only includes an auto combo and a victory animation bringing his total showtime to about 13 seconds. While Dragon Ball FighterZ trailers have been historically short, this is a new experience altogether.

Understandably, development for games and all media needed an adjustment period for the current pandemic, but with this being the last bit of information for the game since Ultra Instinct Goku’s inclusion in May, it would have been appreciated to have gotten something more substantial. Even the artwork for the two remaining characters would have helped bring more excitement to the stream than what was presented, especially considering fans were aware of the Master Roshi announcement since July, even if Bandai Namco tried to play off otherwise. We don’t even have an exact date for when Roshi will release, but if the past is any indicator, it will be one of the last days of September.

All we learned from the first look is that Master Roshi uses the Evil Containment Wave or Mafuba as one of his super moves and that for some reason, his Dragon Ball Super design was chosen instead of one of his more traditional appearances. No turtle shell, no orange shirt, no Jackie Chun alternate, and no swole install (at least for now). All we know for sure is that we get the old man in a tank top and a pair of brown pants. Players won’t have to wait too much longer to learn about the character though since there will be a specific Master Roshi showcase featured in the next Dragon Ball FighterZ Show also planned for sometime in September.

The road for Dragon Ball FighterZ DLC announcements has always been a long one. Little did we know that the first FighterZ Pass would be the most plentiful one, with the highest number of additional characters and releases done in pairs instead of one at a time. Since then, updates have been in short supply with announcements typically leaked from issues in Shonen Jump and not spoken of by the game’s own channels for an undetermined amount of time with each release.

While these Dragon Ball FighterZ Show streams seem like a step in the right direction, only getting 13 seconds of new character content in the first entry does not instill much confidence. Perhaps it would have been better to hold off any announcement until the character was ready for a substantial showcase. It will definitely be interesting to see how the future of the game is handled with later events.

What do you think about Master Roshi in Dragon Ball FighterZ? What do you hope to see from his showcase next month? What is your feedback for the next Dragon Ball FighterZ Show? Who’s on your wishlist for the last two characters in FighterZ Pass 3? Share your thoughts in the comments below!

Source: Bandai Namco

ArcadeShock announces they are no longer doing business with CROWN / SAMDUCKSA

The FGC focused shop shares its experience with the part manufacturer

Fighting game accessory storefront, ArcadeShock, announced today that it will no longer be working with the part manufacturer, CROWN/SAMDUCKSA for the foreseeable future. This is certainly unfortunate news for all parties involved, but the account detailed by the ArcadeShock team sheds light on the recent decision. You can view ArcadeShock’s official statement on their Facebook page, and it has been copied below for convenience.

Why ARCADESHOCK won’t be doing business with

CROWN / SAMDUCKSA moving forward.

Here is their website: …

Posted by ArcadeShock on Friday, August 14, 2020

Only time will tell if the relationships between the two companies will be mended for future collaboration. What are your thoughts about ArcadeShock’s decision? How do you feel this will affect the relationships between CROWN/SAMDUCKSA and other part stores? Share your thoughts in the comment section below!

Source: ArcadeShock

 

 

Shoryuken review: The HORI Fighting Commander for Nintendo Switch is a solid FightPad for all of your 2D favorites; plus HORI Blue Light Screen Filter impressions

Ol’ Reliable makes its way to the Nintendo Switch

If you are a fan of FightPads, odds are you are familiar with HORI’s Fighting Commander. The series of controllers has been around for a while and the current design available on PlayStation 4/3 and Xbox One/360 has finally made its way to Nintendo Switch. Fans of the controller have been clamoring for this moment and it definitely doesn’t disappoint.

HORI’s execution of the Fighting Commander is phenomenal. It’s home to one of the best directional pads around and the more you use it, the harder it is to ever think about going back to a regular controller for more than just your fighting games. Platformers, metroidvanias, and other 2D titles feel right at home as well. While it might not have all of the bells and whistles as the PowerA FUSION Wired FightPad or the Razer Raion, (comparable for PC support) it has everything you need to experience the core benefits of a FightPad controller in a solid package.

HORI logo black 750x400

Design:

If you have used the HORI Fighting Commander on another console this generation, this design should be familiar. The best way to describe the controller without holding it yourself would be to compare it to a larger Super Nintendo controller with a few extra buttons and longer handles. Once you do hold it, you notice how incredibly light the controller is. This helps ease strain during long play sessions. Personally, I prefer a bit more heft to my controllers, but it makes sense in the context of its design.

While it might not seem all that different from its two predecessors, the adage comes to mind, “if it ain’t broke, don’t fix it.” The directional pad and the six primary buttons are well sized and well placed. The bumpers and triggers, while not very triggery in design, are designed perfectly for fighting games. When fractions of seconds can make the difference, all you need are these short buttons to press to activate your inputs. You can tell that a lot of thought went into the core design of the Fighting Commander that put fighting game players first.

The function buttons are perfectly placed with the Capture and Home buttons being recessed so you don’t accidentally press them. The + and – buttons are just fine standing out since the odds of hitting them on the accident are minimal and you are more likely to use them than the other two functions. With four function buttons needed to perform all of the basic Nintendo Switch controller functions, there wasn’t enough room to include Turbo or Assign functions like the ones found on the PS4/3 and Xbox One/360 versions of the Fighting Commander. While this might be a slight disappointment to those who have come to appreciate those functions, it’s understandable that they were omitted to maintain the tried and true form factor.

HORI Fighting Commander 5
HORI Fighting Commander 10
HORI Fighting Commander 12
HORI Fighting Commander 13

My main gripe with HORI’s Nintendo line of products is the decision to make every default accessory gray. While black and white are fine options for PlayStation and Xbox since those align with their respective consoles, but Nintendo has always been the more colorful option out of the three. That might have changed partially with the Nintendo Switch where the gray option is made to appeal more toward the older demographic of fans, but the main designs advertised are bright reds and blues.

The HORI Fighting Stick Mini was in a similar situation until they released colorful Street Fighter collector editions. Hopefully, the Fighting Commander on Nintendo Switch will receive a similar treatment, like the BlazBlue Central Fiction model made for PlayStation 4, but only time will tell. There are also some slight imperfections with the coloring of the plastic that create some line blemishes, and while I feel these add character, they definitely aren’t supposed to be there.

Function:

As mentioned previously, the D-Pad on the Fighting Commander is pure gold. It works flawlessly in 2D fighting games along with your favorite sidescrollers and arcade classics. While there isn’t any kind of click to it, you know exactly where your thumb is going thanks to the excellently designed curve of the + shaped pad. It’s responsive and moves as quickly as you need it to, requiring just the right amount of force. It might just be one of the best D-Pads out there and I wish it was on all of HORI’s controller products.

The 6 primary buttons are a little large, but their flat design makes it easy to swap between buttons and their placement makes it possible to hit multiple buttons at the same time. They activate quickly and give a solid amount of feedback so you are aware of when you press them. The bumper and trigger buttons are digital as well and have a fast response. The body curves with their placement making it comfortable to hold the controller in either standard or claw grip with your index and middle fingers resting on the bumpers and triggers respectively. This is actually the first controller where claw grip might be the most comfortable for me since it is built to handle it so well.

There are two functionality switches on the Fighting Commander and while they are nice to have, I can’t imagine too many instances where they will be necessary. The first switch lets you change the behavior of the D-Pad. At its default, it acts as a D-Pad, as it should, but it can also switch over to operating like the left or right stick. There are bound to be some games out there that require the other functions aside from the D-Pad, but you should be fine just using it as.

HORI Fighting Commander 8
HORI Fighting Commander 3
HORI Fighting Commander 6
HORI Fighting Commander 11

The other switch is located on the top of the controller and lets you swap the L, ZL, and RSB/LSB inputs between the right and the left sides. While this selection of inputs ensures you have access to every button at any time, it’s not necessarily useful. The PowerA FUSION Wired FightPad also has the RSB/LSB on the left and L/ZL buttons on the right as an option but the switch changes the bumpers and triggers to behave as they naturally would with L/ZL and R/ZR respectively. This layout is more convenient for 2D action titles like Mega Man where you need to be pressing multiple buttons at the same time repeatedly where overextending your thumb to press the R/ZR face buttons might be less than ideal.

The Fighting Commander works great on PC through Steam. Since the platform has native Nintendo Switch controller support, it registers without a hitch. It can also be used in either the Nintendo Switch or Xbox button layout since they use the same face button symbols. I actually go for the Xbox layout which inverts A/B and Y/X so the buttons behave similarly to the way they do on both PlayStation and Xbox FightPads and Arcade sticks. If you use your Switch for your fighters on the go but your PC for your beefier gaming experiences like Street Fighter V, the Fighting Commander is a solid option that works on both with no additional work necessary.

While the Fighting Commander does everything a FightPad needs to do, it is worth noting the things it doesn’t do since I mentioned some features it lacked at the beginning of the review. The cable isn’t removable and can be a bit cumbersome if you don’t have a cable tie to keep it down during travel. There aren’t any customizable features like additional faceplates or things of that nature. There isn’t a headphone jack, which isn’t necessarily a deal-breaker for the Nintendo Switch due to the way it handles voice chat, but it does limit it for PC use. None of these features are necessary to the FightPad experience, but they definitely help make things feel more premium. That being said, the Fighting Commander is the least expensive licensed FightPad on the market, running at $39.99, and it handles the essentials extraordinarily well.

HORI Fighting Commander 15
HORI Fighting Commander 24
HORI Fighting Commander 16
HORI Fighting Commander 17

Final Thoughts:

Whether this is your first FightPad or your third, the HORI Fighting Commander is a fantastic controller that gives you exceptional direction over your inputs that isn’t possible on a standard gamepad. This is definitely a controller designed to put fighting game players first. If you’ve ever been interested in picking up a FightPad, this is definitely the place to start if you want a solid experience and aren’t worried about extras like removable cables, faceplates, or headphone jacks.

Pros:

  • Solid D-pad works great for all titles.
  • Comfortable shape for standard or claw grip.
  • Buttons are well shaped, sized, and positioned with fast activation.
  • Works great on PC through Steam.
  • Least expensive licensed fightpad option.

Cons:

  • No detachable cable.
  • A tad too light.
  • No headphone jack.
  • Trigger switch options aren’t ideal.
  • No assign or turbo mode like on previous iterations

Bonus Review: HORI Blue Light Screen Filter for Nintendo Switch

HORI Blue Light Screen Filter for Nintendo Switch 8

I am a huge proponent of protecting your eyes from as much blue light as possible. I am one of those people who set their phones and computers to automatically adjust to warmer tones when the sun sets and Dark Mode is my best friend. Whenever I started working at my office job, I found myself getting major headaches as the week went on. Eventually, I invested in a pair of blue light filtering glasses and I immediately noticed a world of difference. The headaches were less frequent, my eyes felt less strained, and I found myself less drained overall from the abundance of technology I have to look at throughout my days.

The Nintendo Switch, for as many features as it has, lacks any kind of blue light adjustment setting. I have taken these options for granted realizing whenever I play my Switch at night whenever I get a moment for a quick game, that its the only screen, aside from my TV, that doesn’t adjust to the time of day. While it didn’t make my Switch unplayable, it was definitely something I noticed when playing my console/handheld hybrid. Then enter 2020 whenever we are seeing a lot more of our screens as we find ourselves at home more often than ever and HORI comes along to make things a bit brighter and a bit less blue. HORI recently released its Blue Light Screen Filter for Nintendo Switch and I’ve got to say that I am grateful that the team was able to make a product that attempts to make up for Nintendo’s missteps.

Installation only requires a handful of steps and is pretty simple once you know what you are doing. While the instructions are a tad cryptic since they lack any written direction, there is a handy dandy QR code that takes you directly to an official installation guide. On top of the filter itself, the kit only comes with a fairly flimsy cleaning cloth and a piece of hard paper to help press out the bubbles. There isn’t any kind liquid cleaner and the cloth isn’t reusable like others you might find in screen protector kits. That all being said, the Blue Light Screen Filter only costs $9.99, so you shouldn’t really expect all that much.

HORI Blue Light Screen Filter for Nintendo Switch 9
HORI Blue Light Screen Filter for Nintendo Switch 2
HORI Blue Light Screen Filter for Nintendo Switch 4
HORI Blue Light Screen Filter for Nintendo Switch 6

The screen filter itself is very thin, so you shouldn’t expect it to protect your screen from any kind of fall or sharp object. HORI doesn’t market this product to protect your screen though, only to protect your eyes. I had a glass screen protector on my Switch prior to applying the Blue Light Screen Filter so to get the best of both worlds, I placed the filter over my screen protector. If you are thinking of going for this method, I recommend trimming the Blue Light Screen Filter down a bit since it will most likely hang over your screen protector.

Once you place your filter on your Switch, you will notice that the colors look a little different than they did before. This is a natural effect of blue light filters since they block out a portion of the blue light from your display. The colors don’t look too drastically different and after a few moments, you won’t even notice there is something actively altering the way things appear on your screen. Remember, this is all done to protect your eyes and reduce strain. If HORI decided to go with an amber-colored filter, it would block even more blue light, but it would be a harder sell since the color variation would be stronger because of it.

If you play your Switch for an extended period of time or most often after sundown, I strongly recommend getting the Blue Light Screen Filter. So far, I have appreciated having the Blue Light Screen Filter applied to my Switch and feel better about playing it since it now aligns with my blue light blocking lifestyle. It is only $9.99 and whether you already have a screen protector or not, the benefits it provides are definitely worth it. While the photos taken don’t do the actual work done justice, you can get an idea of what your display will look like with the HORI Blue Light Screen Filter applied to your Nintendo Switch.

HORI Blue Light Screen Filter for Nintendo Switch 7
HORI Blue Light Screen Filter for Nintendo Switch 5
HORI Blue Light Screen Filter for Nintendo Switch 11
HORI Blue Light Screen Filter for Nintendo Switch 3
HORI Blue Light Screen Filter for Nintendo Switch 10


The HORI Fighting Commander for Nintendo Switch can be purchased online from retailers like Walmart for $39.99.

The HORI Blue Light Screen Filter can be purchased from online retailers like Amazon for $9.99.


HORI provided Shoryuken with the HORI Fighting Commander and Blue Light Screen Filter for Nintendo Switch for the purpose of this review.


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Shoryuken review: The HORI Fighting Commander for Nintendo Switch is a solid FightPad for all of your 2D favorites; plus HORI Blue Light Screen Filter impressions

Ol’ Reliable makes its way to the Nintendo Switch

If you are a fan of FightPads, odds are you are familiar with HORI’s Fighting Commander. The series of controllers has been around for a while and the current design available on PlayStation 4/3 and Xbox One/360 has finally made its way to Nintendo Switch. Fans of the controller have been clamoring for this moment and it definitely doesn’t disappoint.

HORI’s execution of the Fighting Commander is phenomenal. It’s home to one of the best directional pads around and the more you use it, the harder it is to ever think about going back to a regular controller for more than just your fighting games. Platformers, metroidvanias, and other 2D titles feel right at home as well. While it might not have all of the bells and whistles as the PowerA FUSION Wired FightPad or the Razer Raion, (comparable for PC support) it has everything you need to experience the core benefits of a FightPad controller in a solid package.

HORI logo black 750x400

Design:

If you have used the HORI Fighting Commander on another console this generation, this design should be familiar. The best way to describe the controller without holding it yourself would be to compare it to a larger Super Nintendo controller with a few extra buttons and longer handles. Once you do hold it, you notice how incredibly light the controller is. This helps ease strain during long play sessions. Personally, I prefer a bit more heft to my controllers, but it makes sense in the context of its design.

While it might not seem all that different from its two predecessors, the adage comes to mind, “if it ain’t broke, don’t fix it.” The directional pad and the six primary buttons are well sized and well placed. The bumpers and triggers, while not very triggery in design, are designed perfectly for fighting games. When fractions of seconds can make the difference, all you need are these short buttons to press to activate your inputs. You can tell that a lot of thought went into the core design of the Fighting Commander that put fighting game players first.

The function buttons are perfectly placed with the Capture and Home buttons being recessed so you don’t accidentally press them. The + and – buttons are just fine standing out since the odds of hitting them on the accident are minimal and you are more likely to use them than the other two functions. With four function buttons needed to perform all of the basic Nintendo Switch controller functions, there wasn’t enough room to include Turbo or Assign functions like the ones found on the PS4/3 and Xbox One/360 versions of the Fighting Commander. While this might be a slight disappointment to those who have come to appreciate those functions, it’s understandable that they were omitted to maintain the tried and true form factor.

HORI Fighting Commander 5
HORI Fighting Commander 10
HORI Fighting Commander 12
HORI Fighting Commander 13

My main gripe with HORI’s Nintendo line of products is the decision to make every default accessory gray. While black and white are fine options for PlayStation and Xbox since those align with their respective consoles, but Nintendo has always been the more colorful option out of the three. That might have changed partially with the Nintendo Switch where the gray option is made to appeal more toward the older demographic of fans, but the main designs advertised are bright reds and blues.

The HORI Fighting Stick Mini was in a similar situation until they released colorful Street Fighter collector editions. Hopefully, the Fighting Commander on Nintendo Switch will receive a similar treatment, like the BlazBlue Central Fiction model made for PlayStation 4, but only time will tell. There are also some slight imperfections with the coloring of the plastic that create some line blemishes, and while I feel these add character, they definitely aren’t supposed to be there.

Function:

As mentioned previously, the D-Pad on the Fighting Commander is pure gold. It works flawlessly in 2D fighting games along with your favorite sidescrollers and arcade classics. While there isn’t any kind of click to it, you know exactly where your thumb is going thanks to the excellently designed curve of the + shaped pad. It’s responsive and moves as quickly as you need it to, requiring just the right amount of force. It might just be one of the best D-Pads out there and I wish it was on all of HORI’s controller products.

The 6 primary buttons are a little large, but their flat design makes it easy to swap between buttons and their placement makes it possible to hit multiple buttons at the same time. They activate quickly and give a solid amount of feedback so you are aware of when you press them. The bumper and trigger buttons are digital as well and have a fast response. The body curves with their placement making it comfortable to hold the controller in either standard or claw grip with your index and middle fingers resting on the bumpers and triggers respectively. This is actually the first controller where claw grip might be the most comfortable for me since it is built to handle it so well.

There are two functionality switches on the Fighting Commander and while they are nice to have, I can’t imagine too many instances where they will be necessary. The first switch lets you change the behavior of the D-Pad. At its default, it acts as a D-Pad, as it should, but it can also switch over to operating like the left or right stick. There are bound to be some games out there that require the other functions aside from the D-Pad, but you should be fine just using it as.

HORI Fighting Commander 8
HORI Fighting Commander 3
HORI Fighting Commander 6
HORI Fighting Commander 11

The other switch is located on the top of the controller and lets you swap the L, ZL, and RSB/LSB inputs between the right and the left sides. While this selection of inputs ensures you have access to every button at any time, it’s not necessarily useful. The PowerA FUSION Wired FightPad also has the RSB/LSB on the left and L/ZL buttons on the right as an option but the switch changes the bumpers and triggers to behave as they naturally would with L/ZL and R/ZR respectively. This layout is more convenient for 2D action titles like Mega Man where you need to be pressing multiple buttons at the same time repeatedly where overextending your thumb to press the R/ZR face buttons might be less than ideal.

The Fighting Commander works great on PC through Steam. Since the platform has native Nintendo Switch controller support, it registers without a hitch. It can also be used in either the Nintendo Switch or Xbox button layout since they use the same face button symbols. I actually go for the Xbox layout which inverts A/B and Y/X so the buttons behave similarly to the way they do on both PlayStation and Xbox FightPads and Arcade sticks. If you use your Switch for your fighters on the go but your PC for your beefier gaming experiences like Street Fighter V, the Fighting Commander is a solid option that works on both with no additional work necessary.

While the Fighting Commander does everything a FightPad needs to do, it is worth noting the things it doesn’t do since I mentioned some features it lacked at the beginning of the review. The cable isn’t removable and can be a bit cumbersome if you don’t have a cable tie to keep it down during travel. There aren’t any customizable features like additional faceplates or things of that nature. There isn’t a headphone jack, which isn’t necessarily a deal-breaker for the Nintendo Switch due to the way it handles voice chat, but it does limit it for PC use. None of these features are necessary to the FightPad experience, but they definitely help make things feel more premium. That being said, the Fighting Commander is the least expensive licensed FightPad on the market, running at $39.99, and it handles the essentials extraordinarily well.

HORI Fighting Commander 15
HORI Fighting Commander 24
HORI Fighting Commander 16
HORI Fighting Commander 17

Final Thoughts:

Whether this is your first FightPad or your third, the HORI Fighting Commander is a fantastic controller that gives you exceptional direction over your inputs that isn’t possible on a standard gamepad. This is definitely a controller designed to put fighting game players first. If you’ve ever been interested in picking up a FightPad, this is definitely the place to start if you want a solid experience and aren’t worried about extras like removable cables, faceplates, or headphone jacks.

Pros:

  • Solid D-pad works great for all titles.
  • Comfortable shape for standard or claw grip.
  • Buttons are well shaped, sized, and positioned with fast activation.
  • Works great on PC through Steam.
  • Least expensive licensed fightpad option.

Cons:

  • No detachable cable.
  • A tad too light.
  • No headphone jack.
  • Trigger switch options aren’t ideal.
  • No assign or turbo mode like on previous iterations

Bonus Review: HORI Blue Light Screen Filter for Nintendo Switch

HORI Blue Light Screen Filter for Nintendo Switch 8

I am a huge proponent of protecting your eyes from as much blue light as possible. I am one of those people who set their phones and computers to automatically adjust to warmer tones when the sun sets and Dark Mode is my best friend. Whenever I started working at my office job, I found myself getting major headaches as the week went on. Eventually, I invested in a pair of blue light filtering glasses and I immediately noticed a world of difference. The headaches were less frequent, my eyes felt less strained, and I found myself less drained overall from the abundance of technology I have to look at throughout my days.

The Nintendo Switch, for as many features as it has, lacks any kind of blue light adjustment setting. I have taken these options for granted realizing whenever I play my Switch at night whenever I get a moment for a quick game, that its the only screen, aside from my TV, that doesn’t adjust to the time of day. While it didn’t make my Switch unplayable, it was definitely something I noticed when playing my console/handheld hybrid. Then enter 2020 whenever we are seeing a lot more of our screens as we find ourselves at home more often than ever and HORI comes along to make things a bit brighter and a bit less blue. HORI recently released its Blue Light Screen Filter for Nintendo Switch and I’ve got to say that I am grateful that the team was able to make a product that attempts to make up for Nintendo’s missteps.

Installation only requires a handful of steps and is pretty simple once you know what you are doing. While the instructions are a tad cryptic since they lack any written direction, there is a handy dandy QR code that takes you directly to an official installation guide. On top of the filter itself, the kit only comes with a fairly flimsy cleaning cloth and a piece of hard paper to help press out the bubbles. There isn’t any kind liquid cleaner and the cloth isn’t reusable like others you might find in screen protector kits. That all being said, the Blue Light Screen Filter only costs $9.99, so you shouldn’t really expect all that much.

HORI Blue Light Screen Filter for Nintendo Switch 9
HORI Blue Light Screen Filter for Nintendo Switch 2
HORI Blue Light Screen Filter for Nintendo Switch 4
HORI Blue Light Screen Filter for Nintendo Switch 6

The screen filter itself is very thin, so you shouldn’t expect it to protect your screen from any kind of fall or sharp object. HORI doesn’t market this product to protect your screen though, only to protect your eyes. I had a glass screen protector on my Switch prior to applying the Blue Light Screen Filter so to get the best of both worlds, I placed the filter over my screen protector. If you are thinking of going for this method, I recommend trimming the Blue Light Screen Filter down a bit since it will most likely hang over your screen protector.

Once you place your filter on your Switch, you will notice that the colors look a little different than they did before. This is a natural effect of blue light filters since they block out a portion of the blue light from your display. The colors don’t look too drastically different and after a few moments, you won’t even notice there is something actively altering the way things appear on your screen. Remember, this is all done to protect your eyes and reduce strain. If HORI decided to go with an amber-colored filter, it would block even more blue light, but it would be a harder sell since the color variation would be stronger because of it.

If you play your Switch for an extended period of time or most often after sundown, I strongly recommend getting the Blue Light Screen Filter. So far, I have appreciated having the Blue Light Screen Filter applied to my Switch and feel better about playing it since it now aligns with my blue light blocking lifestyle. It is only $9.99 and whether you already have a screen protector or not, the benefits it provides are definitely worth it. While the photos taken don’t do the actual work done justice, you can get an idea of what your display will look like with the HORI Blue Light Screen Filter applied to your Nintendo Switch.

HORI Blue Light Screen Filter for Nintendo Switch 7
HORI Blue Light Screen Filter for Nintendo Switch 5
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The HORI Fighting Commander for Nintendo Switch can be purchased online from retailers like Walmart for $39.99.

The HORI Blue Light Screen Filter can be purchased from online retailers like Amazon for $9.99.


HORI provided Shoryuken with the HORI Fighting Commander and Blue Light Screen Filter for Nintendo Switch for the purpose of this review.


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Granblue Fantasy: Versus gets Season 2 roadmap with Version 1.40 launching today; DLC character Belial releases September 24 with Cagliostro to follow in late October

The next phase of Granblue Fantasy: Versus is underway

Cygames announced an abundance of new content heading to Granblue Fantasy: Versus during its Granblue Fantasy Summer 2020 Special live stream, highlighting new characters, Main Quest Episodes, online events, and more. The new content begins with Version 1.40 that releases August 9, 2020, in Japan or later this evening in North America. The update brings Main Quest Episodes 41-45 at no charge. These episodes feature new boss battles along with an added 1,000 crystal bonus for the Granblue Fantasy mobile game for players who complete Episode 45. You can catch a glimpse of what to expect from the new update below!

The next update features a Boss Battle Time Attack event that runs between August 17 to August 22. Throughout the time period, you compete with other players for the best time and can earn unique titles and plates for your profile. Then in September, its time for GBVS Blitz, a special event where players compete in a new take on ranked matches. Instead of battling to increase your Versus Rank, which is unaffected during GBVS Blitz, players compete for points that are awarded for all battles, even losses.

Version 2.0 is set to release on September 24, bringing along with it balance adjustments, a Versus Rank reset, online mode improvements, and the beginning of the Second Season’s DLC characters starting with the devious Belial. If you played through RPG mode, you should be familiar with this character and his conniving personality, but now we get a first look at how he will play in-game. We also get a quick glimpse at Cagliostro, who is set to release in late October. Check out the full trailer for yourself below!

Cygames released a full roadmap for the entirety of Season 2, giving an outline of what to expect from the game in the future. It’s looking like Granblue Fantasy: Versus will receive a fairly good amount of support on an almost monthly basis over the next year.

  • September 24, 2020
    • Balance adjustments for all characters.
    • Versus Rank reset.
    • Online lobby / online match functionality improvements.
    • Downloadable content character Belial release.
    • Character Pass 2 sales start.
    • System Voice Pack 5 sales start.
    • Color Pack Sets 7, 8, and 9 sales start.
  • Late October 2020
    • Downloadable content character Cagliostro release.
  • Late December 2020
    • Downloadable content character ??? release.
    • New in-game events.
    • Weapon skins added (for some characters).
  • Early 2021
    • Downloadable content character ??? release.
    • Main Quest Episodes 46 to 50 added.
    • Weapon skins added (for some characters).
  • Spring 2021
    • Downloadable content character ??? release.
    • New stage added.
    • Weapon skins added (for some characters).
  • Early Summer 2021
    • Downloadable content character ??? release.
    • Weapon skins added (for some characters).

How do you feel about the upcoming content heading to Granblue Fantasy: Versus? What do you think of the new characters? Who’s on your GBVS wishlist for the rest of the season? Share your thoughts in the comments below!

Granblue Fantasy: Versus is available on PlayStation 4 and PC through Steam.

Source: Gematsu

Shoryuken review: Fight Crab delivers a one-of-a-kind experience that encourages experimentation and thinking like a crustacean

Do you ever wonder what would happen if you gave a crab a katana and a revolver?

Imagine if you will, a world where crabs, lobsters, and other crustaceans gain the ability to utilize deadly weaponry from all eras of history and in some cases grow to the size of small buildings and can exist in the outer reaches of space. They have become the dominant lifeform. Humanity no longer exists. Crab is all that there is.

That’s the gist of Fight Crab, er, well, more or less.

Fight Crab is pure unadulterated mayhem and is a refreshingly unique take on versus gameplay. It involves a lot more strategy than one might think necessary going into a game that features realistically rendered sea creatures with battle axes. No two fights are the same thanks to the diverse cast of crabs, weapons, and stages. While its style and presentation might be a bit all over the place, it never detracts from the fun had by going round after round with Fight Crab‘s seemingly endless combinations of crazy.

Fight Crab UnderwaterPresentation:

Fight Crab exists in a plane of existence where contradictions in visual style don’t detract from the experience. Designs of crabs, weapons, and locales are realistically rendered but comedically cartoony action and special effects subvert whatever realism was expected from a crustacean combat simulator. The game works well in motion and while objects might clip every once in a while, you won’t have time to care because of how fast the action is.

Stages are visually unique and impact the gameplay in their own ways. Fighting in underwater or space changes the physics. Battling on a table in a restaurant or a supermarket introduces ring outs. Heading to the city or desert makes your crab grow and capable of tossing trees or tanks. There is a stage for every occasion and they are filled to the brim with detail, interactable objects, and character.

The soundtrack is fantastic and offers a lot of variety. Some songs are heavy rock anthems while others sound like they are ripped straight from a popular anime opening sequence. The music is so good that you can purchase the soundtrack itself to listen to your favorite tunes on repeat. Sound effects get the point across and deliver a satisfy chunky crunch whenever you make an impact with an opposing crab. The announcer is energetic and reminiscent of classic arcade games, bringing each battle to a triumphant close.

I wish I could say more nice things about the design choices for the UI though. Fonts clash and don’t seem to adhere to any real theme. Just look at the screenshot below and count the different fonts, sizes, and case choices. Menus are either oversaturated with video clips or completely bare with a solid color. If the plan was to make everything look as crazy as possible, like the gameplay itself, the UI succeeds at that, but unfortunately, there are much better ways to accomplish this that would be more aesthetically pleasing and easy to decipher. In the end, the strange choices in design don’t detract from the overall game itself.

Fight Crab Menu Variety Resize

Gameplay:

If you’ve ever wondered what life would be like while having to manage claws and awkward limbs, Fight Crab is a dream come true. It feels like an early 3D title with modern sensibilities. Those sensibilities being the need to fight other crabs with more than just big meaty claws. But seriously, while the gameplay might seem a little silly, and well, it is, there is actually a lot of depth to it.

The core of the game revolves around flipping your opponent without being flipped yourself. While the premise is simple, the execution offers an incredibly unique experience. While there isn’t a traditional health bar, there is a percentage visible above each crab that increases as you take damage. The higher your percentage the easier it is to get knocked over. Matches can include an optional Hyper Mode that boosts your crab’s attack and makes them more difficult to flip over. While in Hyper Mode your special meter starts to go down and you can either fight and let it run itself out before you detonate into a massive explosion, force the detonation by activating the Hyper Mode input a second time while in the mode, or unleash a signature Kanihameha (similar to the Kamehameha) that blasts a huge energy wave just like the move it’s named after.

Every crab has different attributes. those attributes being weight, speed, reach, area, acceleration, and turning. No one crab is better than the other, but it helps you decide which kind of crustacean works for your intended playstyle. I stuck with the snow crab because I am basic and I usually go with the default character choice in fighting games and you start with the snow crab in campaign mode. You could choose something more unusual like a Dungeness crab or a carrier crab or umm…a lobster, and you’d get a completely different experience based on whichever one you went with. This is before throwing weapons into the mix by the way.

Fight Crab Hammer Screenshot

Weapons also all have their own attributes that include weight, area, reach, swing, and sharpness. Some weapons have additional special effects like a gun that shoots bullets, a drill that revs, and a trident that shoots lasers, because why not? The pile bunker and the beam saber are my favorite weapon combo. Together they can quickly rack of major damage to your opponent. The beam saber runs out of juice pretty quickly though so you better be sure you’re playing to take out your opponent fast. Every weapon has its own stamina as well that determines how long it can be used before being dropped. Keep your eye on your gauges to make sure you don’t lose out when you’re in the heat of the brawl. The possibilities are practically endless when it comes to the combinations of crabs and weapon choices.

Fight Crab‘s mobility is what ties everything together. Each stick controls an arm and the triggers and bumpers act as the striking and pinching inputs. Striking is pretty self-explanatory, but pinching on its own lets you block your opponent’s attacks to take less damage. If your claws are positioned in the right spot you can actually grab your opponent’s claws to stop them from attacking you, damaging them in the process. This even works on a blocking opponent. You can disarm your opponent too if you strike and pinch at the right time, giving you an opportunity to steal their equipment. Want to toss a car or whatever weapon you have your opponent’s way? Press X/Square or B/Circle for left and right claws respectively.

Movement is tied to the d-pad with each direction deciding which way your crab will begin to crawl. Until you press the opposite direction, your crab will advance continuously in the chosen path. You can double-tap a direction to dash and while moving sideways you can actually crawl up walls with Y/Triangle. Moving both sticks in a specific direction at the same time will cause your crab to rotate. Clicking down on either stick rotates the camera itself in that specific direction.

There is definitely a lot going on. Every button on the controller is utilized in battle, (except for A/Cross which confirms anything outside a fight) making this an extremely involved game. You are constantly switching directions, circling your claws, and alternating between striking and blocking as if you were in some kind of crab boxing match. While controlling your crab might feel a little awkward at first, once you get into the swing of things everything clicks.

Fight Crab Supermarket

Offline:

Fight Crab‘s main online modes are Campaign and offline versus. Campaign presents the player with a series of missions set in different stages and battle scenarios. Some fights are a simple 1v1 while others escalate to a 1v2. You will find missions that pit the player against a crab of gargantuan proportions and others put you against waves of crabs until you finally get flipped over.

If you lose a mission you can actually get help from an AI-controlled partner crab. This marks the level with a different colored checkmark than if completed on your own so you know which ones gave you a hard time. You can also play through the campaign in online co-op. It doesn’t seem like too many folks are searching for others to fill their party, since I’ve waited a few minutes without a match. You can create a room for friends specifically which helps if you plan on playing together.

You can purchase crabs and weapons in campaign mode as opposed to unlocking them through matches like in online and offline versus mode. This function is a bit confusing at first because the game doesn’t explain to you if these purchases are expendable or permanent unlocks. (They are in fact permanent unlocks.) The game also lets you purchase duplicates of the same crab species. The reason for this is because purchased level upgrades are tied to each individual crab in your inventory. You can level up each crab in different ways but I am not sure how worthwhile that function is if you could just make one of each species the best it can be.

Offline versus mode lets you adjust the settings like whether or not you are playing 1v1 or 2v2, the availability of Hyper Mode, the number of rounds to win, and the time limit. After every few matches, you will unlock a new crab or weapon to use in both offline versus and online versus. As mentioned before when talking about the gameplay, each crab and weapon changes the game in a big way. It is a bit odd that unlocking things in the campaign doesn’t do the same in versus mode and vice versa though, making the whole experience of unlocking feel unearned and a bit redundant.

Fight Crab Online

Online:

There are two online play modes, those being Ranked and Free Match. While waiting for a match to queue up you can train, play the campaign, or minimize the window. Right now matches appear to be only 1v1 unlike the potential 2v2 offering found in offline matches. Cross-platform play is planned for the PC and Nintendo Switch releases but according to the site it is locked to Free Matches only. Still, that’s a nice feature to look forward to.

Ranked matches work as you’d expect. Battles are 1v1 and the rules are fixed, unlike Free Match which lets you create a room and change the parameters like offline versus. Since offline and online matches share the same pool of crabs and weapons, it can seem a bit unfair to battle against someone who has unlocked everything. That being said, the most capable player can win with just their claws if they play their cards right. Ranked matches might try to pool you against a player of similar skill but there were times where someone had thousands of points more than me but I think they were the only other person online so it makes sense we kept getting paired up.

My online experience with Fight Crab has been very solid. Not once did I experience an instance of lag and believe it or not, I was playing on WiFi the entire time. (Please forgive me) I did have one match drop though but it certainly wasn’t the norm from my time with the game. Depending on the time of day you can find a match fairly quickly. While there were a couple of moments where it took a few minutes to locate an opponent, I just played some campaign to kill the time. The game wasn’t necessarily clear on how rematches worked though. A few times after a match, I found myself with the same opponent immediately afterward which was weird because you are taken back to the online mode selection screen after each match instead of back in the queue for your selected game mode.

There is an online Spectate mode but I wasn’t able to actually see how it worked. Whenever you select Spectate, you are allowed to choose the source platform to view the stream from. As previously mentioned, Fight Crab is available only available on Steam currently but a Nintendo Switch release is planned for September 15, 2020, so it is assumed that players will be able to watch fights from either platform. Spectator mode works by letting players watch a room from Free Match, but if there aren’t any rooms there isn’t anything to watch. This will surely change as more players pick up the title, but right now it has only been a concept to me and not a game mode since I haven’t seen it in action.

Fight Crab Scooter Resize

Final Thoughts:

Fight Crab is a crazy fun crustacean simulator that achieves quite a lot considering the concept it sets to execute. While it might be a little rough around the edges, the vast combinations of crabs, weapons, and stages, make every fight unique. The UI might be a little outrageous and go against all rules of design, but the game itself is colorful, vibrant, and easy to understand. At the end of the day, Calappa Games/Nussoft most definitely delivered “a game where you are crab, and you fight crab, and if you are looking for the next great party game, Fight Crab should be near the top of your list.


PLAYISM provided Shoryuken with a Steam key for Fight Crab for the purpose of this review.


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BlazBlue joins Level 99 Games’ EXCEED Fighting System lineup in early December with pre-orders starting now

The anime-styled fighting game franchise stands among other fan favorites like Street Fighter, Shovel Knight, and more

Level 99 Games announced today that it will feature characters from the BlazBlue fighting game franchise in its latest addition to its EXCEED Fighting System tabletop game. Four separate boxes are available for players to purchase, each featuring its own cast of fighters ranging from main characters like Ragna the Bloodedge to fan favorites like Kokonoe. While players only need one box set to play with up to two people, a bundle is available that includes all four boxes and a Season 5 Play Mat.

Those wanting to maximize their BlazBlue EXCEED Fighting System experience should take a look at the Deluxe Season 5 bundle that comes with all four boxes, the Season 5 Play Mat, an Organized Play Reward Play Matt, alternate art promo cards, and acrylic standees of all sixteen fighters and Nirvana/Ada. (Carl’s Puppet companion) Pre-orders are available now (at a discount to boot) but if you want the Deluxe Season 5 bundle I’d be sure to put your order in as soon as possible because these sets are “pre-order only.” This means once the pre-order period ends on August 30th, the set will no longer be available. According to the product listing, “only a limited quantity will be produced to-order.” All items are expected to release on December 8, 2020.

Click to view slideshow.

The addition of BlazBlue characters expands Level 99 Game’s licensing beyond earlier entries like Street Fighter and Shovel Knight. The EXCEED Fighting System blends characters and mechanics from fighting games with tabletop deckbuilding and strategy. Level 99 Games CEO, Brad Talton, shares his thoughts on how the decision regarding the inclusion of BlazBlue characters was made and his goals for the EXCEED Fighting System.

“Our mission at Level 99 Games is to create a meaningful gameplay experience that translates into fostering relationships between both teammates and opponents, as well as with the characters they choose to go to battle with,” says Brad Talton, CEO of Level 99 Games. “The addition of BlazBlue to our current line-up of EXCEED Fighting Card System was a thoughtful decision we made after evaluating the current EXCEED landscape, and assessing which characters and universes we felt would contribute the most to the overall game play experience. One of the most-requested properties by our fans, the decision was that BlazBlue was a perfect fit.”

Which set are you interested in picking up? Share your thoughts on the EXCEED Fighting System below!

Source: Level 99 Games