SoulCalibur VI is a callback to SoulCalibur II and an improvement over V, says producer in extended interview

After an exciting announcement and two SoulCalibur VI trailers, we can finally get a longer look at the game itself; though we’ve seen snippets of Mitsurugi versus Sophitia, we haven’t had a chance to see live gameplay. So, it’s all the more exciting to see a 10-minute interview with producer Motohiro Okubo that displays plenty of live gameplay.

There’s one sentence in particular from later on in the interview that should really please venerated fans of the series:

SoulCalibur is definitely going to feel very familiar for those who have played and experienced the franchise in the past. And going into a little more depth, what we wanted to recreate was some of that fast responsiveness that you would see in SoulCalibur II, as well as what we believe is kind of the completed form of balance in character interactions and mechanics that you saw in SoulCalibur V.

We also hear a better explanation of the Reversal Edge mechanic, which first involves parrying and counter-attacking, and then forces a rock-paper-scissor game of sorts. Characters can pick from a horizontal or vertical attack or a dodge. The initial parries work on high, mid, and low attacks. It’s also good to see that Guard Impacts seem to be back in their more traditional form (though Misturugi tries many times, he hasn’t properly landed any Guard Impacts. But it appears that they don’t cost meter, like in V.)

Overall, there’s many gameplay elements show, and the the interview gives a lot of insight into the ongoing development of the game, which is slated for sometime in 2018 for PlayStation 4, Xbox One, and PC platforms. Check it out below:

Source: PlayStation

The King of Monsters? Shoryuken preview: Omen of Sorrow

With Darkstalkers currently in a coffin in some haunted castle, there is a huge gap in the market for a horror-themed fighting game. Mortal Kombat X was filled with movie monsters and Killer Instinct has its fair share of werewolves and vampires, but no one has stepped up to make a true horror fighting game in ages. Hoping to fill that tombstone-shaped hole in the FGC, AOne Games’ Omen of Sorrow certainly fits the horror billing — with vampire hunters, mad scientists, and succubi gearing for a fight — but does its combat delight, or incite true terror?

Before this preview goes any further, one myth needs to be dispelled about Omen of Sorrow. If you look at the comments for any stories or trailers about this game, Killer Instinct is the first game people compare it to. Being a Killer Instinct player, I had to say I went into Omen of Sorrow expecting a similar combo system. In reality, it’s nothing like KI. My guess is that this comparison has only stuck because people saw Omen of Sorrow’s werewolf character, thought it was an homage to Sabrewulf, and then reckoned that OoS was a KI clone. Having played it for a good few hours, the series Omen of Sorrow is closest to is The King of Fighters, with some Guilty Gear-esque meter mechanics thrown in for good measure.

This only became clear after about an hour’s worth of play though, as Omen of Sorrow doesn’t do itself any favors in explaining its mechanics. The demo itself came with no control explanation, meaning that it took me a while just to figure out how to do EX moves — as pressing two attack buttons at the same time did nothing. Omen of Sorrow uses four attack buttons, much like KOF (LP/LK/HP/HK), along with a grab and an EX button. There were two characters playable in the demo: a cursed monster hunter named Gabriel, and his angelic counterpart Zafkiel — with the full game promising ultimately 12 playable characters. Almost every special move in the game (besides Gabriel’s anti-air special) was performed with either a QCF or QCB motion, so don’t expect Omen of Sorrow to borrow some of KOF’s more joystick-twsting input commands.

Omen of Sorrow Dash Punch

You have to keep track of two meters in Omen of Sorrow: one which is dedicated to EX moves, and supers and another which is tied to OoS’s unique Blessed and Doomed mechanic. The best way to describe this mechanic is as a mix between The King of Fighters’ Max Mode and Guilty Gear’s Tension Gauge, with players building meter by moving forward and landing special moves. When you have two or more stocks of this “Blessed” gauge, players can perform a Bold Cancel, which allows you to cancel any special (and certain normals) into another special move. You can also perform a Retreat — think of a KOF Guard Cancel Roll — by holding down the EX button and performing a back dash. Use too much of the Blessed gauge and you’ll enter the Doomed state, where you cannot use grabs or specials until the debuff wears off. Should you build enough Blessed meter, and if the character sigil by the Blessed gauge starts glowing, you can enter Blessed Mode — which allows you to Bold Cancel consecutive special moves. Activating Blessed Mode when you have a single stock of Blessed Meter is a bad call, but you can really go on a tear should you activate with two stocks or more.

There is certainly the opportunity for combo fiends to go wild with both the EX and Blessed gauges in Omen of Sorrow; the problem right now is that you simply don’t gain enough meter. Even playing against the CPU, I was lucky to get a single stock of the two-stock EX meter in an entire round, while your Blessed meter resets back to one and a half stocks at the start of each new round. The current design of the Blessed meter also makes it difficult to see how much meter you have, leading to many accidental Bold Cancels or players overspending on meter.

This issue of conveyance stretches to the way health is managed, as Omen of Sorrow seems to have several different ways of measuring lost health. You have your core red health bar, orange health — which acts like Killer Instinct’s potential damage — and then grey health, which is where your red health can then regenerate up to. If you’re already confused by this description, I can tell you it’s no easier to understand while playing. The main problem is that you never really know how much damage a combo has done, as the orange health reading only gives you a rough guide as to how damage you’ve done to your opponent’s overall health bar. Red health regeneration happens quickly, meaning that the average pace of a match is pretty slow, but that can also be attributed to how little people know about Omen of Sorrow’s systems.

As for the two playable characters in the build, I feel AOne had to sacrifice showing some of their coolest designs to make Omen of Sorrow not too intimidating for novices. With moves inspired by Guile, Terry Bogard, Kyo Kusanagi, and even Captain Commando, Gabriel feels like the jack-of-all-trades for Omen of Sorrow. From my short time with the demo, much of Gabriel’s damage came from Bold Canceling his Burn Knuckle-esque dash punch into either another punch or his heavy energy javelin projectile. He can reset airborne opponents with his jumping overhead kick special, his crouching medium kick is a great poking tool, and both the light and heavy versions of his energy javelin assert massive amounts of horizontal screen control. It’s unfortunate then that Gabriel’s Level 1 super is atrocious, having a year’s worth of start-up before it fires. This full-screen energy pulse can be fired either horizontally or diagonally, but each version can be crouched and there is no way to cancel its long start-up, meaning there’s no reason to use this super over the EX version of Gabriel’s energy javelin. His Atgeir special is a weird one too, being performed with a down-down motion, and acting like Captain Commando’s Captain Corridor. Its narrow vertical hitbox means that it’s not the greatest anti-air and it’s quite difficult to link into, but its launch properties mean that it is a great move to Bold Cancel from. Overall, Gabriel is function over form, a solid character but nothing to write home about.

Omen of Sorrow Gabriel Super

Zafkiel is the flashier of the two, being an acrobatic demon hunter who happens to be part angel as well. She’s got DNA from Kolin, Decapre, and Sonya Blade, with her high mobility making her perfect for rushdown players. Her heavy flip kick can be Bold Canceled into her diving stab special, while her Drill Rush is perfect for pushing opponents into the corner. She’s got a forward and backward command dash and a side-switching command grab that can you can Bold Cancel into, meaning that Zafkiel has the tools to be a setup/mix-up machine. The lack of a standard projectile does hurt her in the neutral, but her fast-moving projectile super is great for covering her aerial approaches. For Zafkiel being all about mobility, the decision to give her a slow-acting counter baffles me. The move has her frozen in place for about a second, making it super-punishable by throws, with only the heavy version dealing damage upon success. It may be useful as a hard read against opponents who constantly push buttons on wake-up, but I can’t see it having much utility past that.

It is still rough ’round the edges — and AOne Games need to really work on explaining its systems to the player — but Omen of Sorrow’s core combat has the potential to be super fun to play around with. Finding out Bold Cancel routes is satisfying, and while the demo characters didn’t light my candle, the other characters I have seen in trailers look to have the right tools to make the most out of OoS’s systems. With some more time in the oven, Omen of Sorrow will be a fighter to keep your eye on in 2018.

New “Ready Player One” trailer has cameos from Street Fighter’s Ryu and Chun-Li

Over the weekend, Warner Bros. dropped a new trailer for Steven Spielberg’s upcoming adaptation of Ernest Cline’s videogame-themed novel. Previous trailers for the film already showcased a number of pop culture and video game references, and this one had even more — and something special for fighting game fans.

Among the many cameos in the trailer are some from the granddaddy of all fighting games, Street Fighter II. The most prominent has to be none other than the first lady of female fighting game characters, Chun-Li, who can be spotted as part of a charge of other characters at around 2 minutes and 5 seconds into the trailer.

However, in addition to this, Ryu also makes a cameo appearance. The eternal wanderer can be seen continuing his wandering journey walking alongside race cars at the start of a race at around 43 seconds in the trailer.

Of course, the Street Fighter cameos are just two of the dozens of cameos in the trailer below. Check it out, and see who else is in the trailer.

Ready Player One hits theatres on March 30, 2018.

Source: Warner Bros.

Here’s the entire launch roster for Dissidia Final Fantasy NT

With the launch of Dissidia Final Fantasy NT just over a month away, Square Enix is going into overdrive to entice both Final Fantasy fans and FGC members to try out this 3v3 arena brawler. Along with the upcoming and snappily named Dissidia Final Fantasy NT Fantasy Finals to showcase the game, Square Enix have released a new trailer to show off the 28 character launch roster.

There are plans to bring new characters and summons to Dissidia NT, with updates coming to the arcade version first before they reach PS4. If you need remind of the 28 character roster, it is as follows:

  • Final Fantasy I – Warrior of Light and Garland
  • Final Fantasy II – Firion and The Emperor
  • Final Fantasy III – Onion Knight and Cloud of Darkness
  • Final Fantasy IV – Cecil, Kain and Golbez
  • Final Fantasy V – Bartz and Exdeath
  • Final Fantasy VI – Terra and Kefka
  • Final Fantasy VII – Cloud Strife and Sephiroth
  • Final Fantasy VIII – Squall and Ultimecia
  • Final Fantasy IX – Zidane and Kuja
  • Final Fantasy X – Tidus and Jecht
  • Final Fantasy XI – Shantotto
  • Final Fantasy XII – Vaan
  • Final Fantasy XIII – Lightning
  • Final Fantasy XIV – Y’shtola
  • Final Fantasy XV – Noctis
  • Final Fantasy Type-0 – Ace
  • Final Fantasy Tactics – Ramza

Dissidia Final Fantasy NT launches for PS4 on January 30th, so start gathering your Materia in readiness.

Source: PlayStation Europe

PlayStation Plus beta test for ARIKA’s Fighting EX Layer goes live today in America; Dec. 12 in Europe & Japan

Have you been following ARIKA’s latest fighting game, Fighting EX Layer? This spiritual successor to the Street Fighter EX series has been riding a monumental hype train ever since its official reveal at Evo, and players the world over have been waiting to try it out the beta since its announcement. If all goes according to plan and if you’re in the right region, you can jump into ARIKA’s dream project:

North/South America:

  • USA
  • Brazil
  • Chile
  • Ecuador
  • Honduras
  • Paraguay
  • Canada
  • Argentina
  • Colombia
  • El Salvador
  • Nicaragua
  • Peru
  • Mexico
  • Bolivia
  • Costa Rica
  • Guatemala
  • Panama
  • Uruguay

EMEA:

  • Australia
  • New Zealand
  • Austria
  • Bahrain
  • Belgium
  • Bulgaria
  • Croatia
  • Cyprus
  • Czech Republic
  • Denmark
  • Finland
  • France
  • Germany:
  • Greece:
  • Hungary
  • Iceland
  • India
  • Ireland
  • Israel
  • Italy
  • Kuwait
  • Lebanon
  • Luxembourg
  • Malta
  • Netherlands
  • Norway
  • Oman
  • Poland
  • Portugal
  • Qatar
  • Romania
  • Russia
  • Saudi Arabia
  • Slovakia
  • Slovenia
  • South Africa
  • Spain
  • Sweden
  • Switzerland
  • Turkey
  • UAE
  • UK
  • Ukraine

Asia:

  • Japan

At the time of this writing, Fighting EX Layer is already up on the US PlayStation Store.

There are a few variables in the way of you getting to try it out. You need a PlayStation Plus membership, and you need to wait for the game to load on your region’s PlayStation Store. Unfortunately not even ARIKA knows when this will happen, but they do suggest that it will start around “lunch time” in each area. For a full list of notes from the developers regarding this beta test, including the full list of countries expected to get the beta, please check out the official announcement on Facebook.

If you manage to get in, or are just curious about the progress of the battle engine, ARIKA has put together a great list of sample combos in the current build.

The beta test is scheduled to end on December 26th. Merry December!

Source: ArikaOfficial

Sakura’s “Exuberant Youth” brings new moves, extended combos, and juggles when she hits Street Fighter V

Sakura’s initial gameplay trailer for Street Fighter V: Arcade Edition hinted at a character with both new and familiar moves, and variety of way to combo and juggle her opponents with her V-Triggers. Now, we know how these will work thanks to more details from Capcom-Unity.

Having finally graduated from high-school, Sakura now hones her fighting skills while working part-time at an arcade. As part of her growth, she now gains a new move in the form her Tengyo Hadouken: a fireball that she fires diagonally into their air. It’s similar to her diagonal hadouken from the Marvel Vs. games (though that one had a different story behind it — Sakura just couldn’t control her fireballs, causing them to fly up).

Tengyo Hadouken (as seen in the trailer) is a new special move.

Meanwhile, one of her old moves, Sakura Otoshi, now becomes part of her V-Skill, Haru Kaze. As with her old Sakura Otoshi, Haru Kaze has Sakura leaping into the air towards her opponent, ready to give an overhand smash. The difference is that the overhand Sakura Otoshi smash is just one of her options out of Haru Kaze. By pressing kick, instead of punch, she will do Oukakyaku, which some players will recognize as her divekick from Capcom vs. SNK 2. Finally, pressing light punch and light kick will have her do a command grab called Kashinfu, which has her use her opponents as a springboard, similar to her old throw animation.

Sakura Otoshi is just one option out of the Haru Kaze V-Skill.

As for her V-Triggers, the trailer hinted at them changing the properties of her special moves, to allow her create extended combos and juggles — and we can confirm that that is the case. The difference between her two V-Triggers is what specific specials they modify.

Her first V-Trigger, called Haru Arashi, has her fists enveloped in blue energy. When this is active, her Hadouken and Tengyo Hadouken are powered up, giving them an additional hit that puts her opponent in a juggle state. This allows her to land extra hits after hitting with either move. In addition to this, hitting fierce punch and roundhouse kick at the same time again has her pull off a powerful palm thrust, called Hogasho.

Haru Arashi lets Sakura juggle out of her Hadoukens.

Sakura Senpu, her second V-Trigger, on the other hand powers up Sakura’s Shouoken and Senpuukyaku. Both moves become improved versions of their EX versions, and gain an extra hit that sends her opponent flying. This allows Sakura to cancel into her V-Skill into either Sakura Otoshi or Oukakyaku to extend her combos.

Sakura Senpu lets her use V-Skill to combo out of Shouoken and Shunpuukyaku.

Finally: Sakura’s Critical Art, Sakura Rain, takes inspiration from all her previous super moves. At first, the move seems to simply be a powered-up super fireball. However, if Sakura lands this move right next to an opponent, it goes into the extended animation that’s based on both her classic Haru Ichiban and Midare Zakura supers.

Final hit of her Critical Art, Sakura Rain.

In addition to her V-System moves, the Capcom-Unity blog also gave us our first look at her alternate costumes; Sakura has 3 costumes: her Story mode outfit (which seems to be what she wears to her job in the arcade), a Battle outfit that has her wearing a white dougi similar to Ryu, and of course her classic schoolgirl uniform as a Nostalgia costume. Of these, the Battle outfit will be included for those who purchase the season 3 character pass.

Battle
Nostalgia
Story

Sakura hits Street Fighter V right alongside the Arcade Edition update on January 16, 2018. In the meantime, here are a few more screenshots of her.

Click to view slideshow.

Source: Capcom-Unity

Sakura, Sagat, Cody, Blanka, Falke and G are coming in Street Fighter V’s 3rd season

Not just one, not just two, but the entire character roster for Street Fighter V‘s 3rd season was just announced at Capcom Cup 2017! Starting on January 16th — the launch date for Street Fighter V: Arcade Edition — the characters joining the roster are:

  • Sakura
  • Blanka
  • Falke
  • Cody
  • G
  • Sagat

By the way the characters are ordered in the Season 3 Character Pass artwork, the characters are set to arrive in that order, with the Muay Thai king Sagat finishing off Season 3. While Falke and G are the only new characters in this upcoming season, every returning fighter has received a costume change: Sakura has changed out of her school uniform since graduation, Blanka has grown out his ginger mane, Cody’s ditched the prison outfit and is sporting a swish new suit, while Sagat is wrapped up in a traveler’s cape. As for Falke and G, Falke looks to be one of Ed’s fellow Shadaloo cadets while G looks like Abraham Lincoln, if he ran a magic-themed disco during the ’70s.

As Sakura is the first character in this pack, Capcom have also released her character trailer. Labelled “The Exuberant Youth”, this version of Sakura works part-time in an arcade as she looks forward to her future. Expect a full V-Skill and V-Trigger breakdown from Capcom in the next few days but based on the trailer, Sakura’s juggling skills have only gotten better since she left school. Sakura also comes with her own stage, which has players fighting in her yard while her younger brother plays video games in the background. I wonder if he’s playing Street Fighter too…

Are you happy with the upcoming suite of characters? Is there anyone missing? Leave us your thoughts on the Season 3 roster in the comments below.

Source: Street Fighter

Play through 30 years of Street Fighter with the Street Fighter 30th Anniversary Collection

Hopefully the first of many reveals coming out of Capcom Cup 2017, Capcom have finally unveiled the long-awaited Street Fighter 30th Anniversary Collection, coming to PS4, Xbox One, Nintendo Switch and PC in May 2018 for $39.99. Starting with the original Street Fighter and working all the way up to Street Fighter III: Third Strike, this collection is a must-own for any fighting game fan.

Along with the games, this collection will include “comprehensive galleries” of Street Fighter artwork, an interactive sprite viewer, never before seen concept art as well as a sound archive featuring all of those classic Street Fighter tunes. As part of its special Museum mode, you’ll even get to see the initial pitch documents for certain entries in the series. For those wanting the full games list, it is as follows:

  • Street Fighter
  • Street Fighter II
  • Street Fighter II Champion Edition
  • Street Fighter II Hyper Fighting
  • Street Fighter II The New Challengers
  • Street Fighter II Turbo
  • Street Fighter Alpha
  • Street Fighter Alpha 2
  • Street Fighter Alpha 3
  • Street Fighter III
  • Street Fighter III: Second Impact
  • Street Fighter III: Third Strike

Out of those 12 games, Street Fighter II Hyper Fighting, Street Fighter II Turbo, Street Fighter Alpha 3 and Street Fighter III: Third Strike will be playable online with Casual, Ranked and Lobby matches. Based on the description on Capcom-Unity, these games will run on rollback-style netcode, with players being able to set their own level of input latency via an in-game menu. In Lobby matches, you’ll even be able to play against CPU opponents as you wait for your next match.

For those who want to bone up on their Street Fighter history, this collection is the way to do it. I personally cannot wait for the Switch version, so I can suck at Third Strike while I’m on the train.

Sources: Capcom Unity; Street Fighter

PS4 input lag fix for Tekken 7 scheduled for December 14th

Tekken 7 producer (and newly announced SoulCalibur VI lead producer) Motohiro Okubo made a big announcement during the official Bandai Namco Tekken 7 West Tournament finals: the previously promised PS4 Input Lag fix will be hitting consoles on December 14th.

With this being announced so shortly before the promised date, full details on the patch should hopefully come soon. There’s no word on whether there will be any further changes planned for this patch, but as we know from past experience, big changes sometimes show up unannounced.

Sources: bandainamcoentertainment; avoidingthepuddle

Punch Planet patch 0.1.8.14 is live, adds new sound effects and balance changes

Sector K Games’ early access sci-fi fighter Punch Planet received a major patch today that added in various new stage sound effects, animations, and balance changes. You can see the full patch notes here.

Fans of Dog and Tyara will likely notice the most changes: both characters received a significant amount of hitbox and damage adjustments, and even some new animations such as a new hold animation opponents suffer when grabbed by Dog.

Source: Punch Planet