Pop Culture Shock is working on some amazing — and expensive — Street Fighterstatues for next year; they’ve revealed yet another premium statue from their lineup. None other than the King of Muay Thai himself, Sagat will be getting the premium statue treatment from Pop Culture Shock.
This new 1:3 scale statue features Sagat in his trademark pose, holding his hand to his scarred chest. As with their other premium Street Fighter statues, this one will feature actual cloth for both his trunks, and his bandages.
For those interested in picking this beast up, here’s hoping you have deep pockets. The statue in question will be available for pre-order starting on October 16 for the kingly sum of $999.99 USD. Yes, that’s a penny short of a thousand dollars for the statue. For those still thinking about it, Pop Culture Shock does offer a monthly payment plan that will have buyers paying $107.14 per month for 7 months — following a $200 deposit — for a discounted total of $950.
For the rest of us poor peasants, here are some photos of the statue.
A look into what went into the inception and evolution of the Nidhogg series.
With the kooky and brutal tug-of-war fencing fighter Nidhogg II now out in the wild and available for PlayStation 4 and Steam players, we caught up with MESSHOF co-founder and creative director Mark Essen to talk about the new game — and the design choices behind both the original Nidhogg and its sequel!
Answers have been edited for clarity.
Zavian “mushin_Z” Sildra: Going back to the original inspiration: what led to the initial choice of a fencing/dueling game? How did the multi-screen tug-of-war system come about?
Mark Essen: I was interested in weapon-based games that dealt with the awkwardness of holding a weapon, and getting it to do what you wanted. Bushido Blade was an inspiration, as was the fencing game, Great Swordsman, which was all about blocking and poking with a fencing foil. I thought that game was super funny! One-touch-kill games are great because you can’t mash buttons; if you miss any attack, chances are you will die to the counterattack. There’s a lot of tension in trying to read your opponent without “playing” the game like you might with a game like Street Fighter, where you can slowly chip away an opponent’s life bar.
I was playing a lot of Great Swordsman with friends, and it’s such a simple game anyone can pick it up; though it frustrated me that the game was single-player against the computer, so I started making my own fencing game with a multiplayer focus. The animation looked a lot better smaller on screen, so it ended up being these little fencers in a very wide frame. That meant they could end up being very far apart, so I added a running mode if you held one direction for a while (instead of tap-tap-tapping to skip around like a fencer), and then if you have someone running in a game, you have to try adding jumping. Pits and high ground/low ground made for interesting levels.
At a certain point I just tried panning the camera rather than switching between different screens, and that just kinda naturally made a tug-of-war mechanic. At the time I was thinking it would be like one player was playing a beat-em-up as the hero, and the other player was playing the enemies — and if the hero died, the enemy character would be the new hero going the other direction… or something like that.
mushin_Z: How much of the original concept started with mechanics alone, and how much was the style and setting?
Essen: It was purely mechanics in the concept and prototype, though my prototype basically kept getting upgraded with more and more detail and animation frames as time went on.
mushin_Z: Why the Níðhöggr?
Essen: My roommate at the time, Andy Kopas, suggested that a nidhogg eats you at the end — though I don’t remember why that came up. There was also a rock-climbing section and plans for nidhogg jousting. Originally, fencing was just going to be one part of each battle.
mushin_Z: What design process led to Nidhogg II‘s revamped, cartoonish aesthetic?
Essen: It was mostly to try something new! Kristy [Kristy Norindr, MESSHOF co-founder] and I were also keen to grow the team. I was most interested in the design end, as well as playing around with new tech and visual effects, so that meant that we needed more help with programming and especially art. We found Toby Dixon during our search for a pixel artist and fell in love with his work.
mushin_Z: Was the addition of new weapons driven by the desire to widen the original concept’s scope — or was the original design goal always to have multiple combat options, and the first game simply limited by time and resources?
Essen: I dreamt of adding a couple more weapons to the original game, but just never had time to get very far with any of them. There was too much else to do, and we wanted to release in under a decade.
mushin_Z: What brought about the change from the axe mid-development, to the broadsword?
Essen: The axe didn’t feel like the right shape. It was short, so it only worked at close-range, which felt awkward being both shorter and slower than the rapier. The axe was also unblockable when thrown, which was confusing.
mushin_Z: A number of different — and very talented — musicians provided the soundtrack this time; were the tunes made for the game itself, or borrowed from their existing work?
Essen: Kristy found all the music — some were existing works that were licensed, while others — such as the Doseone track — were made for the game. The general way we created levels was to all talk about what kinds of environments would be cool, then figure out some unique set pieces to go on each screen, build a rough version of that level, and then find a track. If it couldn’t be found, we’d try to find something that had elements of what we were looking for, and then ask for modifications.
mushin_Z: There have been a number of patches on PlayStation 4, and the online matchmaking (aside from direct invitation matching) still seems a bit problematic. What are the challenges in setting up the online infrastructure?
Essen: The biggest problem we see right now is that once people find each other on matchmaking, they might play a series of games lasting 10 minutes each, or more. That’s then divided by some searching in Ranked mode, and some searching with other filters set. We are in the process of redesigning the flow of matchmaking to get everyone into the same pool of people, match them based on skill whenever possible, and shorten the standard time limit. We are hoping that with these new settings people will cycle in and out of the matchmaker search more, breathing a little more life into it. You’ll still be able to use all the match modifiers like weapon order, time limit, and cheats in online mode when inviting a friend, just not in matchmaking. We’re also hard at work implementing rollback networking, which your readers are probably familiar with — smoothing out the occasional FPS hit by guessing your opponent’s controller input when the actual inputs are late to arrive. If the guess was wrong, the game backs up, applies the new inputs, and fast forwards to where you were. Pretty neat.
mushin_Z: Tell us what it was like having the game featured in the PAX West Omegathon, and about the creation of the PAX Place stage.
Essen: It was amazing! Ryan Hartman and Travis Eriksen reached out to us to see if we were interested in having the game be a part of the Omegathon. We were trying to think of how to make the event even more one-of-a-kind, and eventually decided on making a new level that had a bunch of Seattle and PAX elements, like the PAX Place sign, booths, gum wall, and space needle. We gave Toby some direction, and he made a bunch of new assets. We had music ready to go from Osborne. It all came together pretty quickly — too quickly it turns out, as I forgot to add in a Sudden Death screen.
mushin_Z: The player customization options are a fun new addition; will we see new accessories added to the game in the future, or a means to “bookmark” our favorite avatar builds?
Essen: Yes, we have a favorite avatar feature in our internal build that will go live with the rest of the matchmaking changes. We have a good amount of new costume pieces nearly ready for you, too!
mushin_Z: Any hints at what new content Nidhogg II fans can look forward to?
Essen: Big items coming up are those matchmaking updates and new cosmetics. We’re also launching on PS4 in Japan soon (published by NIS). We wanted to localize the text for that, but ended up also localizing it to 15 other languages. Oops. Localization will be in the next update for PS4 in other regions, as well as on Steam. Looking forward, we plan to add a couple more levels as well as weapons.
mushin_Z: Any tips on how to use the multiple weapons, for aspiring warriors?
Essen: Try to avoid going on tilt and just throwing whatever you spawn with. You will be much more intimidating if you can stand your ground and turn your opponent’s attacks against them! Bounce arrows, parry swords, disarm with the longsword, and block those high stance knife throws!
In its first major offline tournament, Fight of Gods publisher PQube are going all-out to determine who will becoming the “One True God” of fighting games. Along with a special cross-shaped trophy which will proclaim said player as a deity, the Revolution 2017 grand champion will also be crowned with a literal crown of thorns.
Well, when I say “literal crown of thorns”: it’s a circle of barbed wire spray painted gold, but it certainly looks similar to what the Son of God (and infinite expert) Jesus wore when atoning for humanity’s sins. Those players in second and third won’t lose out either, as they will also be rewarded with thorned crowns of silver and bronze. I suspect PQube couldn’t find frankincense and myrrh at such short notice.
The Fight of Gods tournament will take place this weekend at Revolution 2017, with passes being available at the door if you wish to compete. It is not yet foretold whether the Fight of Gods tournament will be streamed from the event.
Ono (and Blanka) offer some grateful words to Street Fighter fans from New York City.
Following on the heels of the official reveal of Street Fighter V: Arcade Edition, Street Fighter Executive Producer Yoshinori Ono has sent a personal message from New York City thanking players for their support of Street Fighter V through its first two (somewhat rough) years — and expressing gratitude for fans’ dedication to the Street Fighter franchise as a whole over the past three decades. He also discusses the additions coming to SFVAE (such as the heavily-requested Arcade mode, of course), and clarifies that the title will be available for new players both as a digital download and a physical disc, as well as a free upgrade for existing users.
Fighters from multiple gaming universes clash in NorCal this November.
Crown of Gaming is starting a new event series entitled “CRISIS on Infinite Gaming Communities”: on November 18, 2017 in Santa Clara, CA warriors will be able to confront their rivals in three of the biggest fighting games available: Street Fighter V, Marvel vs. Capcom: Infinite, and Super Smash Bros. for Wii U. Many other titles — including games from outside of the fighting genre — will be available to compete in as well. Game demos, food and drink, and prize giveaways will be offered. Head to the event page on Facebook for more information.
You can also vote to add which of the many side titles you would like to see added to future CRISIS events. Head to their Google form to cast your vote, before October 8th. Registration is open now on smash.gg, with early bird pricing ending on October 14th.
For the past couple of years, Bandai Namco’s Tekken World Tour Finals have been held in their home country of Japan. This year that’s going to change as the event will take place in the US for the first time ever.
This year, the Tekken World Tour Finals will be held in the United States, specifically at City View at the Metreon in San Francisco, on November 12. 16 of the world’s top Tekken 7 players will be competing for the title of Tekken World Champion, alongside $50,000 of prize money.
Among the players coming to compete are Evo 2017 champion Hyun-jin “JDCR” Kim from Echo Fox, alongside his teammate Jin-woo “SAINT” Choi, YAMASA Amusement Factory’s Daichi “Nobi” Nakayama, PandaGlobal’s Stephen “Speedkicks” Stafford, Hoa “Anakin” Luu, and more. Even more top players are guaranteed to join the fray, what with qualifying events still to take place France, Singapore, Taiwan, and the United States.
As an added bonus to any attendees, demo stations will be set up that will feature upcoming DLC guest character Geese Howard from Fatal Fury and The King of Fighters. This will allow players to try him out before he makes his worldwide debut later this year.
For anyone interested in attending the Tekken World Tour Finals, tickets are now available for only $5 at Eventbrite.
It seems like the scandals surrounding the development of Marvel vs. Capcom: Infinite aren’t thinning out any time soon. This time, it’s concerning Capcom’s oft-questioned downloadable-content strategy. A YouTuber claims to have spoken to Capcom employees, and has compiled his brief but scathing investigation in a short clip.
Regarding details about the game’s development — according to Liam Robertson’s sources — some of the DLC planned for after the release was actually finished months before the game’s own release. Specifically, he mentions Monster Hunter and Black Panther, available October 17th alongside additional DLC fighter Sigma. But rather than release them with the game’s premier, Capcom made a decision to hold them back and sell at a later date as DLC.
What’s more, the video’s sources postulate a major reason for the game’s marred development: a low budget. The sources estimated that MvC:I‘s bank is about half of Street Fighter V’s DLC content — not even that of the base game. Seeing as many of the assets were recycled, the video mentions that nuggets like Chun-Li’s face were a result of poorly-optimized assets for the newer game.
While additional sources don’t corroborate this information yet, stay tuned to SRK as more news develops around this subject.
It’s real, folks! Following previous leaks on ShopTo and Amazon, Capcom have officially revealed Street Fighter V: Arcade Edition. Along with the highly-requested Arcade Mode, Arcade Edition comes bundled with an Extra Battle mode, a revamped UI, a Gallery and (of course), new V-Triggers for all characters.
The Arcade Mode will have players going on a trip down memory lane, fighting against characters from different entries in the Street Fighter series. Extra Battle Mode will have players completing four time-exclusive challenges to unlock a special premium costume each month. You can see a glimpse of one of these premium costumes in the gallery below. There is more stuff for Capcom to announce regarding Arcade Edition, so keep an eye out for their presentation at New York Comic Con this Friday.
Now comes the million-dollar question — how much does Arcade Edition cost? Well, if you already own Street Fighter V, you will get everything in the Arcade Mode update free of charge. This includes the upgraded UI, new V-Triggers along with Extra Battle, Gallery, and Arcade Mode.
For those who have yet to give Street Fighter V a go, Capcom are releasing Street Fighter V: Arcade Edition as its own game. Not only will this include everything in the Arcade Mode update, but all the characters from Season 1 and 2 — for $39.99 USD.
The Arcade Mode update and Street Fighter V: Arcade Edition will release on January 16th, 2018. For more information, make sure to check out the Capcom-Unity blog or the official Arcade Edition website.
If you’re starting out with Tekken, one of the better characters to learn with is Jack-7. While it’s obvious that he is strong in the meta given the performances of players like Echo Fox|Saint and Circa|Joey Fury on the circuit, his strong poke game allows you to learn solid fundamentals in Tekken while using a character with an easy learning curve.
Looking to get started with the big robot yourself? This great primer from novriltataki goes over a lot of information that will be useful in your practice. Going over some of his best moves, weaknesses, combos, and punishes, this guide will definitely help you tighten up the screws on Jack.
Street Fighter V is chock full of setups that are just now getting discovered, and Ken is seeing a much larger repertoire of setups coming out. While setting up meaties on hard knockdowns isn’t anything new, Ken definitely has some options that will make the meaties hard to deal with.
In this video, World Warrior shows off some of the possibilities off a crush counter sweep. These include left/right mix-ups that, when combined with the potential for throw setups, can leave your opponent guessing all day.