Sony confirms arcade sticks and other specialty peripherals will work on PlayStation 5 titles; DualShock 4 only compatible with PS4 games

This should make jumping into a new console generation slightly less expensive

Sony released a breakdown of which PlayStation 4 peripherals will be able to come along with you to the PlayStation 5 whenever it launches sometime this holiday. Great news for arcade stick users, you will be able to take your current-gen collection with you. To keep the wording exact in order to ensure there is no confusion, we quoted the statement from the PlayStation Blog post below.

“Specialty peripherals, such as officially licensed racing wheels, arcade sticks, and flight sticks, will work with PS5 games and supported PS4 games.”

This is a really nice move especially considering the next bit of news we got from this PlayStation Blog. The DualShock 4 will NOT be compatible with PS5 games. You can use one when you play backward-compatible PlayStation 4 games, of which we have no confirmation which titles will be available at launch.

“The DualShock 4 wireless controller and PlayStation officially licensed third-party gamepad controllers will work with supported PS4 games. 

Will DualShock 4 work with PS5 games?

No, we believe that PS5 games should take advantage of the new capabilities and features we’re bringing to the platform, including the features of DualSense wireless controller.”

All controllers nowadays connect via Bluetooth. Even though Xbox has its own proprietary connection hardware that was made for its first series of controllers on Xbox One, new controllers still have Bluetooth capability. The only features that the DualSense, the PlayStation 5 controller, have over the DualShock 4 is a built-in microphone and tension triggers that supposedly adjust to the action. Neither of these seems necessary whatsoever when it comes to actually playing a game. Also, let’s be honest, how many titles do you think will use the microphone? Probably the same amount that used the touchpad and light bar this gen, next to none.

Hopefully, the DualSense controller works well for fighters because if it doesn’t pad players are sure to be disappointed their favorite accessories won’t make the trip with them. Especially considering how many Pro styled controllers released on the PS4, this is quite the blow to their long-term value. Converters will more than likely be available in the future, but knowing there is no official support for current-gen controllers like there is on the Xbox Series X where every game and accessory comes along with you at no charge, is surely a disappointing move by PlayStation.

At least at the end of this, rest easy knowing your arcade sticks are safe. Especially those who just purchased the recently released Qanba Pearl. Your money on a new stick is well spent. So far the only confirmed fighting game for PlayStation 5 (to my knowledge) is Guilty Gear Strive which releases in Spring 2021, so hopefully, a good amount of fighters will be backwards compatible early on to make the PlayStation 5 more appealing for fighting game focused early adopters.

Source: PlayStation Blog

Sony confirms arcade sticks and other specialty peripherals will work on PlayStation 5 titles; DualShock 4 only compatible with PS4 games

This should make jumping into a new console generation slightly less expensive

Sony released a breakdown of which PlayStation 4 peripherals will be able to come along with you to the PlayStation 5 whenever it launches sometime this holiday. Great news for arcade stick users, you will be able to take your current-gen collection with you. To keep the wording exact in order to ensure there is no confusion, we quoted the statement from the PlayStation Blog post below.

“Specialty peripherals, such as officially licensed racing wheels, arcade sticks, and flight sticks, will work with PS5 games and supported PS4 games.”

This is a really nice move especially considering the next bit of news we got from this PlayStation Blog. The DualShock 4 will NOT be compatible with PS5 games. You can use one when you play backward-compatible PlayStation 4 games, of which we have no confirmation which titles will be available at launch.

“The DualShock 4 wireless controller and PlayStation officially licensed third-party gamepad controllers will work with supported PS4 games. 

Will DualShock 4 work with PS5 games?

No, we believe that PS5 games should take advantage of the new capabilities and features we’re bringing to the platform, including the features of DualSense wireless controller.”

All controllers nowadays connect via Bluetooth. Even though Xbox has its own proprietary connection hardware that was made for its first series of controllers on Xbox One, new controllers still have Bluetooth capability. The only features that the DualSense, the PlayStation 5 controller, have over the DualShock 4 is a built-in microphone and tension triggers that supposedly adjust to the action. Neither of these seems necessary whatsoever when it comes to actually playing a game. Also, let’s be honest, how many titles do you think will use the microphone? Probably the same amount that used the touchpad and light bar this gen, next to none.

Hopefully, the DualSense controller works well for fighters because if it doesn’t pad players are sure to be disappointed their favorite accessories won’t make the trip with them. Especially considering how many Pro styled controllers released on the PS4, this is quite the blow to their long-term value. Converters will more than likely be available in the future, but knowing there is no official support for current-gen controllers like there is on the Xbox Series X where every game and accessory comes along with you at no charge, is surely a disappointing move by PlayStation.

At least at the end of this, rest easy knowing your arcade sticks are safe. Especially those who just purchased the recently released Qanba Pearl. Your money on a new stick is well spent. So far the only confirmed fighting game for PlayStation 5 (to my knowledge) is Guilty Gear Strive which releases in Spring 2021, so hopefully, a good amount of fighters will be backwards compatible early on to make the PlayStation 5 more appealing for fighting game focused early adopters.

Source: PlayStation Blog

The Power Rangers: Battle for the Grid League heads online with its first virtual Major Stop on August 8, 2020

Rangers rally together online to keep the spirit of competition going

The Power Rangers: Battle for the Grid team announced that their competitive League is back on track for this season, transitioning to online-only matches in response to the ongoing Covid-19 pandemic. Major changes to the season’s structure include additional points being awarded to players through online sanctioned events, new virtual Major Stops, and an extension of the season through 2020. These new virtual Major Stops affect player ranking similar to their offline counterparts and they allow players to play from the safety of their homes.

The first Major Stop is Vanguard: Power Rangers: Battle for the Grid League edition. This event is being held in partnership with Level Up Series and will take place on August 8. Players can register for the tournament through Smash.gg. Registration ends on August 5, so be sure to act fast to secure your spot! If competing isn’t your thing, you can watch the event live on Twitch.

With the rest of Season 3‘s new characters still on their way and the continuation of the Power Rangers: Battle for the Grid League, there is a lot to look forward to. Stay tuned for future updates regarding the League through Power Rangers: Battle for the Grid’s official social media channels and their smash.gg page. In the meantime, hone up your skills online with cross-play between PlayStation 4, Xbox One, Nintendo Switch, PC, and Google Stadia.

Source: Power Rangers: Battle for the Grid

Samurai Shodown NeoGeo Collection is a perfect example of how to preserve your series’ legacy

It is more than just a collection of games, its a careful curation of its history

While Samurai Shodown NeoGeo Collection has been out on PC since June 11, the epic anthology finally released on PlayStation 4, Xbox One, and Nintendo Switch today. Those just now picking up the collection have a lot to look forward to. Some of the most exciting parts of this collection have nothing to do with the actual games themselves. Developer Digital Eclipse has done a fantastic job compiling everything SamSho with incredible attention to detail.

Samurai Shodown NeoGeo Collection contains “over 2,000 precious development documents and images” and every sketch, composition, character description, and video is a part of documenting the franchise’s story since it began in 1993. It is overwhelming how much content is available, nearly every aspect of the Samurai Shodown series and its representation is on full display. The further in you go, the more you realize you are going to need hours if not days to fully appreciate everything accessible.

Samurai Shodown NEOGEO Collection 7_27_2020 6_20_32 PM

Through the History section, you take a guided tour along the Samurai Shodown timeline. Each title that’s available to play in the collection is given a thorough overview including the game’s story, development, trivia, tips, tricks, and an image gallery full of key art. Titles not included in the game still get the photo gallery treatment, this includes Samurai Shodown VI and the most recent title in the series, Samurai Shodown (2019).

What’s especially incredible here is that you have access to key art from games that aren’t Samurai Shodown titles but games that include the characters, like Capcom vs. SNK: Millenium Fight 2000, SNK vs Capcom: SVC Chaos, and The King of Fighters XIV. It would have been easy to omit titles that weren’t strictly within the Samurai Shodown family, but the handlers of this collection went beyond expectations. This just goes to show the length of its lineage and that every spin-off and each of its guest appearances are of value to the overall history.

Samurai Shodown NEOGEO Collection 7_27_2020 8_31_45 PM Resized

Move on down to the Characters section and you are greeted by a full character select screen with every fighter from all of the included titles. You can filter through titles as you watch the roster grow and see who stuck around throughout the series and find out who is unique to whichever entry. When you highlight a character, you see their full sprite in motion. Selecting them gives you a variety of assets to explore.

Once your character is chosen, you can take a look at their background info, detailing their height, weight, likes, dislikes, fighting style, and more. On top of that, you can view a variety of artwork both in concept and finalized form. You can even catch a glimpse at early character stage sketches. This is an incredibly creative and effective way to view details specific to each character that feels like a native to fighting games.

Samurai Shodown NEOGEO Collection 7_27_2020 8_36_52 PM

Developer interviews are a highlight of the Samurai Shodown NeoGeo Collection. Some segments run over 30 minutes, giving fans tons of in-depth insight from the Samurai Shodown team. Topics range from sound, art direction, and game design. You even get a brief look at the office where Samurai Shodown was created.

These interviews offer a unique perspective only available through video. It is one thing to read the thoughts of developers, artists, and designers, but it is something else entirely to see the passion in their eyes and hear the dedication in their voice as they talk about something they’ve invested so much of themselves in. The spirit of Samurai Shodown starts with those who made it, and this museum pays tribute to their ideas and decisions that made these games what they are today.

Samurai Shodown NEOGEO Collection 7_27_2020 8_39_34 PM

Players can listen to every song from the included titles in high-quality as much as they like. There’s more than just a list of songs in the Museum, however, its a fully functional media player. Want to listen to a game’s tracks in order? Go ahead. Not sure what song you want to listen to? Shuffle it up. Repeat your favorite track if that’s what you are in the mood for. Every song is there for you to appreciate.

The sound design in Samurai Shodown is crucial in establishing the tone of its universe. Tracks can be incredibly atmospheric, with the environmental sounds being just as important as the instruments. The wind roars while creatures howl and strings lead into a flute filled melody. At first, the track might be completely silent, and then, the song ramps up, just like your battles go from slow and methodical, as you gauge your opponent to strike just when they let their guard down.

Samurai Shodown NEOGEO Collection 7_27_2020 8_38_37 PM

The Behind the Scenes section drops an abundance of sketches made at various stages of development. Players can find early designs for characters, moves, game mechanics, and storyboards. These drawings are the foundation for every design in terms of both visuals and gameplay mechanics. Ever wonder how a character’s signature attack is created? In this collection, you will discover that and more.

This kind of deep dive into a franchise’s early development is incredibly rare to see, even in collector’s edition art books. Each sketch houses a lesson in game design and development. For one game this would be plenty. Including the history of making four unique Samurai Shodown titles is beyond valuable.

Samurai Shodown NEOGEO Collection 7_27_2020 8_40_13 PM

Samurai Shodown NeoGeo Collection could have stopped with the art, music, and interviews, and it would have offered more than enough value to any fan. It continues to go the extra mile by including recordings of high-octane professional matches. These matches are presented with their original audio commentary as well, making a truly authentic viewing experience. The additional fight analysis reflects upon player decisions and brings context and perspective to their strategies.

The matches between players are just as much a part of the history of Samurai Shodown as its art, development, and music. SNK and Digital Eclipse understand this and celebrate the players who kept the series’ competitive spirit strong over the years. This collection ensures that these battles are preserved for the years to come.

Samurai Shodown NEOGEO Collection 7_27_2020 6_25_33 PM

Nearly every moment of Samurai Shodown is captured perfectly in this NeoGeo Collection. There is so much content available at your fingertips that just by owning this collection you can become a savvy SamSho historian.

We haven’t even begun to talk about how solid each title’s gameplay is, how phenomenal the ports are, or how the included and previously unreleased Samurai Shodown V Perfect completes its legendary development, but know there is even more to love about this essential collection.

Whether you are taking your first step into the series or revisiting your favorite fighters, Samurai Shodown NeoGeo Collection is out now on PlayStation 4, Xbox One, Nintendo Switch, and PC through Steam and the Epic Games Store.

Shoryuken review: The PowerA FUSION Pro Wired Controller for Xbox One brings premium features at a solid price

If you’re cool with a cable, it might just be the best option out there

If you’ve been around the site for a bit, you might have seen my earlier takes on how pro-style controllers offer pad players unique benefits like mappable additional inputs, swappable parts, and adjustable triggers. These controllers are great for those who prefer something a bit more familiar than a FightPad but still want that extra functionality. An investment in a pro controller is also a bit easier to justify if you play titles across genres alongside fighting games since, unlike an arcade stick, it has universal compatibility.

Curious about the capabilities of a pro controller but not wanting to break the bank to see what they are all about? Well, PowerA has just the thing for you. Their FUSION Pro Wired Controller for Xbox One is a fantastic rendition of the enhanced controller design and does just about everything other controllers in the market can at nearly half the price. There are a few consolations of course, like being wired only and not having any swappable d-pad designs, but its premium build and included features make it more than worth its respectable asking price.

PowerA Fusion Banner

Design:

The PowerA FUSION Pro Controller takes the standard Xbox One controller design and makes it more rounded and sophisticated. Any sharp edge is replaced by a smooth curve and the faceplate is made of soft matte plastic making it very comfortable to hold. The rubberized grips hold well and are feel much more premium than textured plastic.

Metallic accents are found throughout. The buttons pop against the stark white with a khaki kind of gray and a third accent of brown being found in the core-shell of the controller. The black model, which we didn’t review, balances silver metallic accents with dark gray and a black frame similar to the original black Xbox 360 controllers.

Overall the buttons are well placed and are easy to reach but I am not the biggest fan of the design of the bumpers. While they follow the controller’s design conventions, they could use a little more arc for practicality’s sake, but more on that later. The triggers have a great curve and their draw distance can be adjusted with three different settings that are easily adjustable through switches dedicated to each side.

The home button is a protruded clear button as opposed to the flat one placed in the standard Xbox design. While the FUSION Pro controller’s home button doesn’t illuminate, there is a program indicator light beneath it that shines solid when plugged in and flashes whenever the program button on the back is held and it enters customization mode.

I do wish there was a bit more unification with the color choices though, particularly between the copper-gold controller sections and the rose-gold paddles on the Pro Pack that attaches to the back for additional inputs. It is a bit odd to use two shades of gold that are so different. At the end of the day though, the paddles are on the back of the controller and the color difference isn’t terribly noticeable, so it shouldn’t matter too much.

PowerA FUSION Pro Wired Controller Front
PowerA FUSION Pro Wired Controller Close Up Angled
PowerA FUSION Pro Wired Controller Left Side View
PowerA FUSION Pro Wired Controller Top Angled
PowerA FUSION Pro Wired Controller Front with Pro Pack Color Comparison
PowerA FUSION Pro Wired Controller Box Contents

The metallic green anti-friction rings probably go better with the black model, but they’ve grown on me throughout my review. They pop nicely against the gold and white and give off a vibe that matches the PowerA FUSION branding quite nicely. You can catch a glimpse of the branding above and view the slideshow highlighting the packaging in its entirety at the end of the review.

While you can remove the faceplate to swap out the thumbsticks for taller ones provided in your carrying case, there aren’t any additional faceplates or accessory packs for purchase on PowerA’s website. Also, even if there were some available, you would have to keep in mind that the metallic accents are a part of the controller, not the faceplate, so whatever you’d swap out would have to either match or complement the permanently golden hues. I am a sucker for white and gold, so what’s provided by default is an ideal choice for me anyway, but I can’t say I wouldn’t love something just as colorful and crazy as the PowerA FUSION’s branding.

The way a product is marketed can be just as important as the product itself and I’ve got to give it to the PowerA branding design team. The PowerA FUSION line has some incredible art on its boxes and instruction manuals. Due to the branding restrictions made by PlayStation and Nintendo, you don’t really get to see the design come out in full force, but with Xbox, the designers are given free rein, and you’ve just got to admire how cool it looks. PowerA even commissioned artist, Molly Schwartz, to create a mural to show off how awesome their branding is.

It would have been easy to just come up with a logo, put some pictures of the controller on all sides of the box, and make it whatever color matches the console’s branding, but PowerA didn’t do that. Great packaging deserves credit when its due and the PowerA FUSION line definitely delivers in making your experience feel one-of-a-kind from the moment you look at the box.

Overall the PowerA FUSION Pro controller looks very elegant and refined. Its design is every bit as premium as its higher-priced cousins and feels just as good to boot. The entire build feels solid and it has a great weight that brings the entire experience together.

Function:

The PowerA FUSION Pro Controller works like a charm. It essentially takes what makes the original Xbox One controller great and enhances it in most respects through its customizable features. There are a few things that you can’t change that you will either love or won’t be crazy about, but the controller is a very solid offering overall.

The controller has a great weight to it, making it even heavier than a traditional Xbox One controller which is quite the feat regarding the fact that this is a wired-only controller with no battery to add any heft. There isn’t any way to adjust the weight though. Other controllers in the market like the SCUF Vantage have removable rumble modules to reduce weight and distractions. I personally like how heavy the controller is, it gives it a very premium feel that lighter controllers tend not to have, but it is something to note.

As I mentioned earlier, I am not the biggest fan of how the bumpers are implemented, especially in comparison to the first-party Xbox One controller bumpers that have a more dynamic arc. Those bumpers fit your finger as you press down on them whereas the FUSION Pro controller’s bumpers only offer a slight curve before straightening out. They work perfectly fine and activate wherever they are pressed, but if they had a bit more of an arc, I think they could be even better.

The directional pad is fairly responsive and has a nice gloss to it that allows your finger to glide between inputs. Instead of giving a solid click like the original Xbox One controller, it feels a bit chunkier, like a disc with a + shaped piece on top. Whenever you press on it, the disc shifts and stops whenever it hits the metallic rim as opposed to using four dedicated input buttons underneath a + shaped piece of plastic.

This design works fairly well, especially for swooping motions like quarter circles, full circles, and the like. There are also slightly raised edges on the ends of the d-pad that help keep your thumb for overreaching in any particular direction. Instead of giving multiple directional pad options like the SCUF Vantage or the Xbox Elite Controller that include disc-like parts to swap out the original + shaped, the FUSION Pro seems to blend the two ideas into one d-pad design. This is effective but doesn’t give the player choice like most other aspects of the controller’s design.

PowerA FUSION Pro Wired Controller Close Up Directional Pad
PowerA FUSION Pro Wired Controller Without Faceplate
PowerA FUSION Pro Wired Controller Back Without Pro Pack Trigger Switches
PowerA FUSION Pro Wired Controller Back With Pro Pack
PowerA FUSION Pro Wired Controller Headphone Jack
PowerA FUSION Pro Wired Controller In Carrying Case Bottom Half

Instead of making the paddles connect directly to the controller itself, PowerA designed a Pro Pack that attaches them to the controller through a locking mechanism. This makes it really easy to remove and store the Pro Pack in case you are traveling or you are playing a game that doesn’t necessarily need the additional inputs. Removing individual paddles is super easy as well, only requiring them to be lifted from underneath to take off.

This is great in comparison to controllers that either don’t let you remove the additional buttons or have paddles that are difficult to remove and replace. It doesn’t take a lot of effort to lift a paddle out of place, however, so just be aware that if your finger slips underneath them, you could accidentally remove one. This isn’t super easy to do, but it is something to pay attention to.

The Pro Pack and its paddles work well for a variety of titles and are easy enough to press but not so sensitive that they will take accidental inputs lightly. Mapping the buttons is super quick and easy too and doesn’t require any software. All you need to do is hold the program button on the back for a couple of seconds, wait for the program light on the front to flash, press whatever input you want to map, then click the paddle of your choice. The whole premise of these paddles is to allow you to move your hands as little as possible by taking advantage of the additional inputs placed where your hands rest naturally.

The Pro Pack essentially gives you access to more convenient bumper and trigger inputs along with better button combo shortcuts that you traditionally have an easier time doing on an arcade stick than a typical controller. For a few examples of how to map your Pro Pack, in Dragon Ball FighterZ you can map Dragon Rush and Super Dash to the right two paddles, and both assists to the left two paddles. This allows you to access those functions without having to move your hands to switch between the buttons and triggers. Other inputs that can work great here are ones that require multiple button presses. For example, in Street Fighter V (if you are playing on PC) whenever you want to activate your V-Trigger, all you need to do is hit the two paddles of your choice, no need to move your hand positioning. The same thing goes for FighterZ’ Sparking mechanic.

The three-way trigger locks are a really nice addition and are incredibly simple to adjust. All you need to do is toggle the switch next to the trigger you want to adjust and you are good to go. The draw distance is measured in three different modes. T1 has the shortest distance, T3 has the furthest, matching the traditional Xbox One controller, and T2 fits somewhere in between. For fighting games, you are going to want to use T1 so you can utilize the trigger inputs as quickly as possible. For other games that use the full range of the trigger, like a racing title, you will probably want to go with something like T3. At the end of the day though, it is up to your preference, and that’s the great thing about the PowerA FUSION Pro controller.

Click to view slideshow.

It being wired only might be a deal-breaker for some, but if you are looking for the lowest latency possible, a wired connection is the best way to go anyway and the savings made by omitting the wireless feature more than makeup for not being able to be cable-free. The 3-meter braided cable has a similar snap-lock function as what’s found in the PowerA FUSION FightPad, but it works even better. It also features the breakaway function, so both your console and controller should be safe in the case of an untimely trip.

By being wired-only, you never have to worry about carrying an extra set of batteries or running low on a charge. It’s plug and play so it’ll always work on console and PC. Speaking of PC, the wonderful thing about it being an Xbox controller means it works perfectly on Steam, the Epic Games Store, and any other gaming platform where controllers are supported. No additional drivers are necessary, and the included cable tie makes it easy to shorten the wire’s length if you’re playing close to your computer.

I mentioned in my PowerA FUSION Wired FightPad that the headphone jack for that controller was a little loose. I had no issue with the FUSION Pro controller and my headset locks in nicely offering crisp audio to both the headset and the microphone. It appears that either PowerA used a stronger locking component for the FUSION Pro controller or perhaps the headphone jack port on the specific FightPad that I reviewed was not indicative of the rest of PowerA’s offerings. I will reach out to PowerA for feedback regarding the jack in the near future.

Final Thoughts:

The PowerA FUSION Pro Wired Controller is an elegant and effective controller that optimizes the way you play games across all genres and has its benefits that are unique when used in fighting games when compared to FightPads or arcade sticks. While it might not have all of the features that other controllers in the market have, like exchangeable d-pads, customization apps, and wireless functionality, the core of the “Pro” experience is maintained and executed beautifully.

Players wanting to take full advantage of a controller that offers a variety of customizable features without costing up to three times more than a regular controller can feel at ease knowing that PowerA offers something so premium at such a fair price. Throw in the included travel case, additional tall thumbsticks, and alternate colored anti-friction rings, and you are getting more than your money’s worth.

The PowerA FUSION Pro controller can be purchased directly through PowerA’s website or their retail partners for $79.99 in both white and black models.

Pros:

  • Extremely comfortable build with rubberized grips, a solid weight, and three-way trigger locks for various input speeds.
  • Easily customizable Pro Pack requires just the right amount of force to limit accidental inputs.
  • Strong dedication to style, with the white model being particularly unique and elegant.
  • Includes additional accessories like a travel case, an extra pair of anti-friction rings, and short and tall thumbsticks.
  • Incredibly low-cost pro controller option.

Cons:

  • Wired only.
  • No replacement or customization accessories for sale.
  • No directional pad alternative.
  • The paddles can be a bit too easy to remove during play.
  • The rose gold paddles don’t match the copper-gold accents on the front of the controller.


PowerA provided Shoryuken with a review sample of the FUSION Pro Wired Controller for Xbox One for the purpose of this review.


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Fantasy Strike includes entire roster in free-to-play update that brings new characters, cosmetics, and Fantasy+ subscription features

Nearly every mode is available for free, but some things still come at a price and sometimes that cost comes monthly

Fantasy Strike developer Sirlin Games announced today that the title is now free-to-play on PlayStation 4, Nintendo Switch, PC, Mac, and Linux with plenty of new content for first-time players and longtime fans. Anyone who downloads Fantasy Strike can play with every character on the roster in Online Casual and Ranked matches alongside spectator mode, practice mode, and solo matches against AI opponents.

This is quite the feat for a free-to-play title. Typically, free-to-play games cycle through available characters, giving players a sample of what to expect from them before deciding to either buy the character or the entire game based on their experience. Fantasy Strike does the opposite, giving players access to every essential part of the game at no cost.

New characters General Onimaru and Quince are also joining the fight for free and add unique play styles to the roster. General Onimaru strikes with his giant sword that can become unblockable and Quince uses illusions to distract and attack his enemies.

On top of all of the free content made available to players, there is now a new pay structure for Fantasy Strike in the form of a subscription service called Fantasy+. Fantasy+ gives players twice the amount of XP, gives players the ability to unlock Master Costumes once they reach level 20, and provides access to “an extensive” Replay Theater.

The Replay Theater lets players watch their own fights, search for battles shared by others, and watch “an endless stream” of replays in Ranked TV and Friend TV channels. Fantasy Strike devotees can purchase a Fantasy+ subscription for 1-month, 6-month, and 12-month timeframes each being priced at $4.99, $24.99, and $39.99 respectively.

setsuki_yomi_counter resized

Making the game free-to-play was no simple feat. The development team has been hard at work making their offering one-of-a-kind for players of all skill levels.

“We worked tirelessly to find a way to maintain the competitive integrity of Fantasy Strike that our existing players love while opening it up to an even broader audience,” said David Sirlin, game director, Fantasy Strike. “We believe this free-to-play update continues our mission of crafting a fighting game that removes the barrier to being a contender, while also providing excellent value for those who want additional features and to support our work.”

Players looking for even more content can purchase extra cosmetics that range from alternate costumes to intro animations and win poses. There are also a few packs available to purchase that unlock additional modes, features, and exclusive cosmetics for both new and returning players.

The Core Pack, which runs at $19.99, grants access to local versus mode, online matches with friends, Boss Rush mode, Survival mode, and Arcade mode that includes illustrated narrative sequences. Anyone who previously purchased the game is given access to the Founder’s Pack that includes the content provided in the Core Pack along with 60 colors not attainable by free-to-play players.

If you want the biggest bang for your buck, you can snag the Collector’s Pack that gives you everything included in the Core Pack, additional cosmetics, an exclusive “Party Time” KO effect, and one year of Fantasy+ for a grand total of $99.99.

Want to take a look at all the content that made its way to Fantasy Strike today? Check out the announcement trailer below and download Fantasy Strike for free on your platform of choice

(Unless you’re on Xbox One, sorry guys.)

Source: Fantasy Strike

Jungle Fury Wolf Ranger, Robert “RJ” James, joins Power Rangers: Battle for the Grid along with a huge game changing update today

Season 3 starts today for this cross-play fighter with its first new character and major update!

Today is a big day for Power Rangers: Battle for the Grid fans as a new ranger and a major update becomes available, kickstarting the game’s third season! Jungle Fury Wolf Ranger, Robert “RJ” James enters the battlefield as the first of three new characters. RJ plays close and personal, with a flurry of calculated strikes and blows.

For some background to the character, check out the character summary provided by its developer, nWay, below!

“Courageous as a wolf, Robert “RJ” James joins as the Jungle Fury Rangers’ mentor before revealing that he is the Jungle Fury Wolf Ranger. Originally trained under his father, Master Finn, RJ rejected the Shark Style and instead adopted the wolf spirit for combat. When he is not fighting alongside the Rangers, he runs the Jungle Karma Pizza parlor that also acts as their headquarters.

RJ, as the Jungle Fury Wolf Ranger, embodies the Wolf Animal Spirit. His fighting style derives primarily from the traditional Muay Thai style, clearly expressed through his barrage of elbow-and-knees-based attacks. As a momentum-based melee fighter, RJ overwhelms his foes with an oppressive litany of strikes, inevitably breaking their defenses.”

Another cool piece of content that has been made available to season pass holders is the Phantom Beast King skin for Dai Shi. This character was a part of the game’s second season. With every form change in Power Rangers, comes new lore!

“When Jellica freed the Phantom Beast Generals, they turned on her before using their powers to make Dai Shi the Phantom Beast King. With the Phantom Beast Generals and his new power, Dai Shi was able to defeat the Rangers time after time until finally, Jarrod was able to break through Dai Shi’s control and weaken him enough that the protectors were able to destroy the evil spirit once and for all.”

Last and certainly not least for today’s new content is the brand new Samurai Megazord and the Megazord mechanic revamp! Megazords no longer require a downed character to summon, instead, there is a new Megazord Revenge Meter that makes the comeback mechanic possible.

Want to see RJ in action? Watch his gameplay trailer below!

But wait…there’s more! nWay releases version 2.3 patch notes!

nWay also released the patch notes to go along with today’s update! Not only are there the usual character balances, but there are tons of major system changes with a big focus on the Megazord mechanic.

You can check out the in-depth version 2.3 patch notes below!


Bug Fixes

  • [Online] Blocking high attacks no longer forces a standing block state.
  • Fixed an issue causing inconsistent combo rules when combo-ing a leader swapping out. I.e., “Happy Birthday” combos should work consistently across the board, regardless of enemy assist takeover events.

Megazord Rework

Megazord Gauge

  • A new Megazord (MZ) gauge has been added, deprecating the old Megazord Ultra activatable condition.
  • MZ meter is accrued through receiving damage. Amount gained is based on a percentage of your team’s total health pool.
  • Successful Swap Strikes reduce one bar of enemy MZ meter, with two exceptions: if the Swap Strike KO’s an enemy character or if the enemy has only one character remaining, enemy MZ meter is unaffected. Essentially, you have to successfully swap out their leader in order to reduce their MZ gauge.
    • This adds counterplay to excess MZ meter gain (e.g., from damaging enemy assists), in addition to an extra layer of resource management.
    • A common scenario is choosing to let up on a guaranteed kill combo with a Swap Strike. While you give the opponent a chance to recover, you reduce their comeback potential through depleting their MZ gauge.

Megazord Ultra

  • MZ Ultra activation condition changed to simply having at least two bars of MZ meter.
  • MZ Ultra depletes your entire MZ meter, with its duration scaling accordingly. I.e., activating with a full meter grants twice the duration of that of activating with two bars.
  • With the new MZ meter system, it’s possible to activate MZ Ultra more than once per match.

Megazord Counter (New)

  • Megazords can now be summoned as a counter attack, as a secondary option with the new MZ meter.
  • To perform, hit Forward + Assist 1 + Assist 2 during block stun (similar to Pushblock timing), with at least one bar of MZ meter
  • MZ Counter attacks cause a non-comboable wall bounce that deals damage, but cannot KO. MZ Counter attacks are unavailable while your own MZ Ultra is active. However, they are available during the opponent’s MZ Ultra.

Megazord Rebalancing

  • MZ attacks during MZ Ultra have been improved, raising the power levels across the board. Dino Megazord, Dragonzord, and SPD Megazord should feel as effective as Mega Goldar in terms of utility and comboability.
  • Dino Megazord
    • Clearout – functionality reworked to pull enemies in, instead of drag enemies away.
    • Ultra Power Sword – adjusted juggle hit reactions to improve utility and comboability.
  • Mega Goldar
    • Goldia Fist – Slight increase in recovery time.
  • Dragonzord
    • Tail Drill – Decreased startup and recovery time, improved comboability.
    • Imbalancer – Decreased startup time, increased follow-up damage proration.
    • Tail Slam – Decreased startup and recovery time.
  • SPD Megazord
    • Delta Arrest – against grounded enemies, inflicts stagger hit reaction on a successful hit. Against airborne enemies, inflicts a spinning knockdown. Improves comboability and utility.
    • Delta Sword Taser – decreased overall damage and increased recovery time.

Universal Adjustments

  • When blocked, EX Attacks are no longer cancelable with MZ Ultra.
  • MZ Ultra activation now has some amount of startup and vulnerability. I.e., activating MZ Ultra is no longer a get-out-of-jail free card and its advantage on cancel is slightly reduced.
  • Character health adjustments. These are aimed to improve match pacing in conjunction with the Megazord meter rework.
    • Tommy Oliver 1050 > 1000
    • Jason Lee Scott 1050 > 1000
    • Gia Moran 1050 > 1000
    • Ranger Slayer 1000
    • Kat Manx 1050 > 1000
    • Magna Defender 1250 > 1100
    • Lord Drakkon 1050 > 1000
    • Goldar 1150 > 1100
    • Mastodon Sentry 1100 > 1000
    • Cenozoic Blue Ranger 1050
    • Udonna 1050
    • Dragon Armor Trini 1250 > 1100
    • Trey of Triforia 1000
    • Jen Scotts 1000
    • Lord Zedd 1100
    • Shadow Ranger 1100 > 1000
    • Quantum Ranger 1050 > 950
    • Dai Shi 1050 > 1100

Characters

Lord Drakkon

  • Drakkon Dash – now projectile invincible for the first 39 frames.
  • Drakkon Dash ~ Wrath – now projectile invincible for the first 6 frames.
  • Drakkon Dash ~ Teleport – can now be performed much earlier. Additionally, Drakkon can opt to teleport behind or in front of the enemy leader. Input forward OR back + Special to perform a crossup teleport, input Special for a non-crossup teleport.
  • EX attack stuns victims in place, making the follow-up sequence much more consistent in most cases.
  • Kara throw range and momentum slightly reduced.

Kat Manx

  • Reduced inflation of juggle limiter penalties across most normal attacks.
  • Increased crouching medium recovery by 6 frames.

Mastodon Sentry

  • Reduced juggle limiter inflation penalties across most normal attacks.
  • Increased forward dash and back dash startup by 2 frames.
  • Crouching heavy projectile speed and damage increased.
  • Crouching heavy startup decreased, making crouching medium into crouching heavy much more reliable at long range.
  • Land Mine recovery reduced by 3 frames.
  • Standing light 3 can now be canceled into Special attacks, normalizing its cancel rules with standing medium 2 and standing heavy 3.

Cenozoic Blue Ranger

  • Reduced juggle limit inflation penalties across most normal attacks.
  • Cenobolt damage reduced, but can now be used as an instant OTG attack.
  • Normal attacks now properly advance Cenozoic Blue Ranger forward, making combos more consistent.
  • Forward throw: increased follow-up damage proration to balance new combo routes with OTG Cenobolt.
  • Kara throw range and momentum slightly reduced.

Dragon Armor Trini

  • Mega Beam (leader) advantage on hit reduced significantly. Hitbox height reduced, slightly. Juggle properties are now more consistent.
  • Mega Beam assist startup increased significantly, making it less obnoxious in the neutral game.
  • Mega Beam assist: fixed an issue with DAT “auto-correcting” her facing direction during an assist takeover
  • Dragon Pound minimum height restriction removed.
  • Dragon Pound: initial 20 frames are now projectile invincible.
  • Dragon Pound now inherits DAT’s jumping momentum, allowing for forward and retreating mobility, depending on the jump it’s canceled from.
  • Dragon Pound now inflicts a reverse launch state, improving its utility and comboability.
  • Fixed physics box issues with crouching heavy and Mega Beam, making it less likely for DAT to unintentionally cross under juggled foes.
  • Fixed an issue with DAT’s Mega Beam projectile lingering when canceling with MZ Ultra and Super.

Goldar

  • Fixed an edge case issue with Giant Leap causing an erroneous throw receive reaction.

Lord Zedd

  • Fixed an issue with standing medium 2 receiver reaction failing to trigger in certain edge cases.

Anubis Cruger

  • Crouching light now properly moves Anubis’s position forward, allowing for much more effective “kara throws”.
  • EX attack stuns victims in place, making the follow-up sequence much more consistent in most cases.

Eric Myers

  • Fixed an issue that caused Eric’s Quantum Power back throw hitbox to land on the enemy leader, regardless of distance.
  • Forward throw now applies proper follow-up damage proration.
  • Airblade startup frame increased to 10, up from 5. Anti-air invincibility startup increased to frame 7, up from frame 1.
  • Crouching light: reduced hit stun.

Dai Shi

  • Ultimate Dai Shi: can now be canceled by holding or pressing S during its animation.

You can unlock RJ as a part of the third season pass for $14.99 which includes two additional characters, Lauren Shiba, the Super Samurai Red Ranger, a to-be-revealed new character, and a special Phantom Beast King skin for last season’s Dai Shi. All characters can also be purchased separately for $5.99.

Power Rangers: Battle for the Grid is available on PlayStation 4, Xbox One, Nintendo Switch, PC, and Google Stadia.

Source: Power Rangers: Battle for the Grid

Shoryuken review: The PowerA FUSION Wired FightPad optimizes a classic design with a variety of modern features

PowerA puts its best foot forward with its first foray into dedicated fighting game peripherals

FightPads have always been an interesting concept to me. Their goal is to blend the comfort and size of a traditional controller with the precision and functionality of an arcade stick. For the past couple of years, I have played fighting games exclusively using a variety of arcade sticks and found the few situations where I had to use a controller feeling alien, even though that’s where I started.

The PowerA FUSION Wired FightPad is my first dive into the FightPad experience and it has become the perfect bridge between the two control methods bringing me to the beginning of a brand new controller collecting addiction. Its comfortable, functional, and incredibly effective at nailing all of your inputs, no matter how technical.

PowerA Fusion Wired FightPad Blue on Fusion Art
PowerA Fusion Wired FightPad White on Fusion Art
PowerA Fusion Wired FightPad Black on Fusion Art

Design:

If you have ever seen or used the Sega Saturn’s revised North American controller, the PowerA FUSION Wired FightPad should be familiar. PowerA makes it a point that the FUSION FightPad is inspired by the Saturn controller’s design. I’ve never used a Sega Saturn controller personally, but if this is similar to what came right out the box, fighting game players had one heck of a controller back in the day.

The FUSION FightPad is incredibly comfortable with its symmetrical body and strong form factor. Your hands can rest naturally underneath the curve of the shell protecting the triggers or firmly in a claw grip. The controller is mostly matte with glossy primary buttons. This keeps your grip in place while not being restrictive on moving between inputs.

The bumpers are curved to wrap around the shell of the controller and register an input wherever they are pressed, similar to the Xbox One controllers after their first revision with the headphone jack. The triggers have just enough of a curve to them to hook your finger in place and swing nicely like proper triggers. These aren’t just buttons in place of triggers which is my preferred design, regardless of how fast the input of basic buttons would be.

PowerA Fusion Wired FightPad Left Side
PowerA Fusion Wired FightPad Back
PowerA Fusion Wired FightPad Bottom

Every version of the FightPad is made to match the aesthetic and feel of other controllers on their respective console. It would have been easy enough to use the same shell for the PlayStation and Xbox versions since they have the same amount of auxiliary buttons, Options/Menu, and Share/Change View, but they made them unique to their platform, positioning and shaping the buttons to match their respective platform’s design.

That being said, there isn’t any touchpad integration in the PlayStation 4 version, so any titles that require its use as a button or its gestures will require another controller on hand to activate. These titles are far and few between, but it is something to note. The Nintendo Switch controller has one additional button for its share function, which could have been used on the PlayStation version as a touchpad button, but it would have thrown off the aesthetic PowerA is trying to achieve for something that would go underutilized.

PowerA Fusion Wired FightPad Blue in Black Box
PowerA Fusion Wired FightPad White in Black Box
PowerA Fusion Wired FightPad Black in Black Box

Each controller comes with three magnetic faceplates that let players customize their controller’s look. The PlayStation 4 version comes with blue, white, and black, the Xbox One controller comes with black, white, and gray, and the Nintendo Switch edition comes with red, white, and gray. I enjoy the color choices available for the PlayStation and Nintendo Switch versions but would have loved a green option for the Xbox One controller to go along with the brand’s aesthetic.

It would also be awesome to have additional faceplates available for purchase, but this is most likely a logistical nightmare due to there being three unique shells that would need their own individual faceplate cutouts per pack. That being said, it might be worth PowerA’s while if they create themed faceplates that could be partnered with brands to take on part of the cost. PowerA is no stranger to licensed designs, (just look at their Nintendo Switch controllers) so themed faceplates for Street Fighter, Killer Instinct, or some other title could be possible.

Function:

The FUSION FightPad executes inputs very well for both 2D and 3D fighting games. The directional pad is incredibly smooth and can handle the most complex of inputs with ease. The directional pad doesn’t make any kind of click though so you will have to know how far you are moving your thumb without that kind of feedback. For some, this might be a deal-breaker, but the shape of the pad itself makes it pretty apparent how far your finger has traveled. Through my experience with the controller, I rarely put in any accidental inputs. No unintended jumping here.

I tested the controller with several titles, included but not limited to Street Fighter, Dragon Ball FighterZ, Samurai Shodown, BlazBlue, The King of Fighters, and Dead or Alive. I also used the pad in several retro and indie titles as well and it worked perfectly in each. Hadoukens, Shoryukens, and Flash Kicks are easy to activate. Complicated supers like ones involving full circles, quarter circles to half circles or half circles to forward inputs also activate properly without issue.

The six face buttons are made from ALPS action switches and require just the right amount of force to activate. They are well-sized and positioned so you can press multiple buttons at the same time. There is just enough space between the bumpers and triggers to rest your finger between them and activate whichever button you’d like without issue. The controller as a whole works great for fighting games and other genres as well. Platformers play considerably well with this fightpad and I will definitely continue to play Sonic titles with it.

PowerA Fusion Wired FightPad Without Face Plate
PowerA FUSION Wired FightPad Bumper Trigger Switch
PowerA FUSION Wired FightPad Close Up Triggers
PowerA Fusion Wired FightPad Top
PowerA FUSION Wired FightPad Close Up Directional Pad Angled Alternate
PowerA Fusion Wired FightPad Center Zoom

There are two different switch mechanisms available on the FUSION FightPad. One allows you to change the input method of the directional pad. You can cycle between the directional pad, the left stick, and the right stick. Most games will work just fine with the directional pad setting, but it is nice to know you can switch between the three for menus that might require input from each.

The other switch allows you to swap the bumpers and triggers to either behave as they traditionally do or take advantage of the fact that R1 and R2 are also traditional action buttons, making the usual L1 and L2 now R3 and L3 inputs. This is nice for a few reasons. If you take advantage of the additional face buttons, your left hand can focus entirely on movement with your right hand taking over for all action inputs. Alternatively, you can play with the traditional layout for titles that benefit from it.

The headset port, while functional, seems a tad loose for microphone capabilities. While the headphone jack locks into place, it doesn’t do so at the level where the mic function is branded, so with a slight tug, your microphone will disconnect. Once you are aware of this, it doesn’t happen as often, but if you are the kind of person who moves their controller around a lot while you play, you might notice a disconnection. I tested this with multiple headsets and while the Razer Kraken stays in place a bit better than my Victrix Pro AF, the headphone jack still isn’t locked in at the mic function level so it will eventually slip out of place with enough motion without pushing it back in.

The removable, braided USB cable runs at 3 meters in length. It features a lock function that clips it in the controller and a breakaway cable towards the end that will disconnect the controller if the cable gets tripped over near the console. The lock is great for keeping the cable in place, but it might be a little too good at its job. The first few times I tried to remove the cable, I had a hard time removing it.

Pressing the side release buttons didn’t seem to unlock the cable at all and there was so much resistance that I was worried I was going to break the port. As long as you make sure to press in the lock buttons as you insert the controller it should lock properly and not at an angle. Also, with a slight back and forth motion instead of a straight tug, you shouldn’t have too much trouble removing it. The more I used it, the less difficult it has been to remove the cable. Know this ahead of time and you shouldn’t run into any issues!

Click to view slideshow.

The PlayStation 4 version is marketed as being compatible with PC and this is true for the most part. Steam registers the FightPad as a PS4 controller and it works flawlessly in Big Picture Mode. That being said, other PC game platforms like Xbox and Epic Games don’t register the controller properly. A workaround is available that requires you to open Big Picture Mode on Steam and then launch your off-Steam games through the platform to read the PS4 controller as a native gamepad.

Alternatively, you could download third party software like DS4Windows, but that’s quite an additional step for something meant to work out the box. If you play most of your games on Steam, this isn’t really a problem, but if you recently snagged Samurai Shodown NeoGeo Collection for free on the Epic Games Store, knowing a workaround will be necessary or go for the Xbox FightPad which will work with PC guaranteed. I haven’t used the Nintendo Switch version but I am sure it is in a similar situation also requiring a PC workaround.

Final Thoughts:

The FUSION FightPad fits nicely between the HORI Fighting Commander and the Razer Raion when it comes to price. The Fighting Commander runs at $39.99, the FUSION FightPad is $59.99, and the Raion sits at $99.99. While $59.99 may seem steep for a wired controller, you can’t deny the quality the FUSION FightPad is built with. The ability to change faceplates is also a nice feature that sets it apart from its competition.

All in all, the PowerA FUSION Wired FightPad is an absolute delight, providing excellent control in an incredibly comfortable package. I  highly recommend it to anyone wanting a solid fightpad that takes a tried and true design and makes it even better.

Pros:

  • Comfortable form factor and balanced weight make it great to hold and use.
  • The directional pad is buttery smooth and responds well to intricate inputs.
  • Action buttons are well-sized and spaced making unintentional presses less likely.
  • Comes with three faceplates for color customization.
  • Fantastic bumpers and triggers make it great for other game genres like platformers and beat ’em ups.

Cons:

  • Headphone jack feels loose, if tugged slightly, the audio will still play on your headset but the microphone function can cut off.
  • No touchpad functionality for the PlayStation 4 version.
  • No additional faceplates are available for purchase. (Yet)
  • Requires workaround to use on other PC storefronts. (Epic, Xbox, etc.) (PS4 version)
  • The USB cable can be difficult to remove, requires a strong pinch and a side to side motion.


The PowerA FUSION Wired FightPad can be purchased on Amazon and through PowerA’s official webpage for $59.99.


PowerA provided Shoryuken with the FUSION Wired FightPad for PlayStation 4  for this review.


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Soulcalibur VI joins the ever-growing catalog of fighting games on Xbox Game Pass

Xbox Game Pass brings great opportunity for fighting games and their communities

Xbox recently added the weapon-based fighter, Soulcalibur VI to their subscription service, Xbox Game Pass. This latest addition shows Bandai Namco’s consistent support of including their fighters on the platform. The only major title missing from their lineup now is Dragon Ball FighterZ and it seems to be only a matter of time before it also gets added to Game Pass.

For those unfamiliar with the program, Xbox Game Pass is a subscription-based service that grants players access to over 100 titles from all three generations of Xbox downloaded directly to their console or PC. Those interested in other fighters on Game Pass, Killer Instinct: Definitive EditionTekken 7Marvel vs. Capcom: InfiniteMortal Kombat XPower Rangers: Battle for the GridJump Force, and Naruto to Boruto: Shinobi Striker are also available to download and play.

This service is great for boosting awareness of games and increasing their player bases. With over 10 million subscribers, Game Pass has huge potential for bringing in new players on a massive scale. Players who might have never considered picking up one of these titles can join in effortlessly and play with their friends who are already a part of the community or bring new players along with them to join the fun.

You can subscribe to Xbox Game Pass through three different methods. You can subscribe to get access to only console games for $9.99 a month, only PC games for $4.99 a month, or both platforms with Xbox Live Gold included for $14.99 a month. Every first-party title launches on the platform as well, so you will get more than your money’s worth.

On top of getting access to games, subscribers are given discounts on all DLC available for titles on the service and for games that eventually leave the platform. You can sign up for Xbox Game Pass Ultimate for only $1 for your first month, so it is definitely worth checking out.

Source: Xbox


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An Official Statement regarding the future of the Evolution Championship Series

“…We are listening and committed to making every change that will be necessary in making Evo a better model for the stronger, safer culture we all seek.”

Evo Online has been canceled in response to serious allegations recently made public on Twitter. Below is the Official Statement regarding Evo Online and the future of the Evolution Championship Series.


“Over the past 24 hours, in response to serious allegations recently made public on Twitter, we have made the first of a series of important decisions regarding the future of our company. Effective immediately, Joey Cuellar will no longer be involved with Evo in any capacity. We are currently working towards his complete separation from the company and have relieved him of all responsibilities.

Going forward, Tony Cannon will act as the CEO; in this position, he will take a leadership role in prioritizing greater accountability across Evo, both internally and at our events.

Progress doesn’t happen overnight, or without the bravery of those who speak up against misconduct and injustice. We are shocked and saddened by these events, but we are listening and committed to making every change that will be necessary in making Evo a better model for the stronger, safer culture we all seek. As a result, we will be canceling Evo Online and will work to issue refunds for all players who chose to purchase a badge. We will donate the equivalent of the proceeds as promised to Project Hope.


Source: Evo