Nintendo announces a new fighter and a June 16 release date for ARMS

In today’s Nintendo Direct, Nintendo finally announced a release date for stretchy-armed arena fighter ARMS. Alongside a special neon-yellow JoyCon and a special battery life extender, ARMS will launch worldwide on June 16th. Besides the main release date reveal, this Direct revealed a ton of new information, including a new fighter, a special 2v2 mode and how players unlock additional Arms to use in battle.

The actual Arms are split between several categories, ranging from the standard Glove-type to:

  • Multi-shot Arms which fire off multiple projectiles
  • Curve Arms which can hit behind an enemy’s block
  • Heavy Arms which have a huge surface area
  • Whip Arms which have a super fast drawback animation

Alongside these types, each Arm can be associated with an attribute like ice, fire, wind, lightning and so on. These attributes become active when your Arm is allowed to charge for a second, giving players access to all sorts of elemental punches. As for unlocking new Arms, players can head to the Arms Getter–a special shooting gallery when you can punch special reward boxes to gain new armaments.

Joining the likes of Spring Man, Ribbon Girl and Ninjara, this Nintendo Direct introduced Min Min to the ARMS roster. Nicknamed “The Ramen Bomber,” this culinary contender uses arms made of ramen noodles to strike at her opponents. Min Min is also a trained martial artist, with her air dash allowing her to kick away incoming punches.  She can also charge up her special Dragon Arm for an extended period, unleashing a large beam attack to blast opponents.

Source: Nintendo

Scarecrow inspires true terror in his Injustice 2 gameplay trailer

Fresh off of getting a breakdown on the latest Injustice 2 Watchtower live stream, NetherRealm Studios has unveiled the gameplay trailer for Scarecrow, whom we first saw in the “It’s Good to Be Bad” trailer. His intro with Batman reveals that the scary, demonic-looking form he takes during combat is a result of Jonathan Crane releasing a tank of his signature fear toxin before each match, causing his foes to hallucinate this ghastly incarnation.

The trailer displays his forward-moving, torpedo-like headbutt, his long-range sickle attacks–reminiscent of Ultimate Marvel vs. Capcom 3′s Ghost Rider, or Lobo from the original Injustice: Gods Among Us. He also has a command throw where he fills his enemies with a mouthful of fear toxin, a teleport that allows him to switch sides, and a projectile-destroying special. We also see a few of his Gear abilities that allow him to zone the opponent with a flock of crows, as well as a low attack that keeps foes in a restand state for mixups. He is confirmed to be a Power character.

Finally, once his Trait, the Fear Meter, is filled, he gains access to Traumatize, a fast, low-hitting, fullscreen ground pound that launches for combo opportunities. Lastly, we get another look at his super, which involves him ripping a whole in reality to bury his victims in their own graves.

Let’s explore this terror together in the trailer below.

If you’re looking for more Injustice 2 content, watch the “Your Battles, Your Way” trailer on the Gear System here, and watch out for the next character reveal on April 28th.

Injustice 2 will be released on PlayStation 4 and Xbox One on May 16th.

Source: Injustice

Transformers: Forged to Fight — Does this new mobile fighter have “the touch”?

After all is said and done: it’s got the moves to entertain some Transformers fans, but put to the test, it’s not quite enough.

Licensed games can certainly be hit-or-miss, but the Transformers property has had a pretty good run on consoles over the past few years with the duo of Transformers: War for Cybertron and Transformers: Fall of Cybertron, as well as the classic cartoon-themed Transformers: Devastation. The latest game that bears the Transformers license is–by basic definition, at least–a fighting game: Transformers: Forged to Fight. The twist: it’s also a free-to-play mobile game for Android and iOS.

Forged to Fight is from Kabam, known for the (very similar) mobile fighter Marvel: Contest of Champions. If you’ve played that, you have a pretty good idea of what to expect here. As a longtime Transformers fan, I decided to check the game out to see if it holds up as a fighting game worthy of the source material.

Forged for fans

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TF FTF cutscene 2
TF FTF cutscene 3

Overall, the game does a pretty good job with the Transformers setting and characters. It’s presented as cross between the Michael Bay movie-verse and “Generation 1” design, merging modern and classic. The sound effects and music draw heavily on the Bay movies–no Stan Bush here, sorry–but it works well, while the character personality and dialogue pulls most heavily from the original animated Transformers: The Movie. The result is a fun blend of the newer elements with classic nods for the diehard fans–surely exactly as intended.

What little story is present is told through comic book-style cutscenes, or RPG-ish text blocks–the first scuff on the game’s chrome finish, as it’s the voice actors that really make these ‘bots come to life. But the dialogue as written is still very true to the character’s personalities, so that helps make up for it. The story itself is the usual paper-thin premise to get characters from different universes together so they can smash each other’s faces, but that’s to be expected.

TF FTF story 5
TF FTF story 2
TF FTF story 4

Visually: the game delivers. The character models and arenas are gorgeous, and the animation is generally very smooth. Even the menu layout and art is slick and polished. This game looks good. The graphics and sound effects come together to make the one-on-one combat really pop. Lots of flying sparks and the screams of rent metal fill each battle–the arenas even have breakable elements that crumble and scatter under the violence of two giant robots pounding each other into scrap.

Note: I played the game for this review on an iPhone 6S, on iOS 10.3.1–so performance on older devices or prior operating systems is going to possibly be poorer.

One shall stand, one shall fall

The game’s core gameplay is made up of one-on-one fights against the CPU. You can find these fights by progressing through the story mode, or through a number of other modes (more on those, shortly). So here’s the big question: is it a decent fighting game? … Sort of.

TF FTF story menu
TF FTF story map

For touch controls, I think the control mechanics work quite well–considering. Movement is controlled by swiping on the left side of the screen (up/down to sidestep, or right/left to dash back or forward), and holding down on the left side causes your ‘bot to block. On the right side, tapping, swiping, or holding down are your commands for light, medium, or heavy attacks respectively. At long range, your light attack becomes a projectile attack instead. The heavy attack is always your ‘bot’s alternate mode–you transform and rush the opponent with a guard-breaking attack. You also have special attacks that charge up as you dish out and take damage, activated by tapping the icon on the lower left of the screen, when ready.

TF FTF prime vs starscream
TF FTF bludgeon vs bludgeon
TF FTF KO

I found it fairly easy to land combos, link into my “super,” and mix in a little light zoning with the ranged attacks. If you mash mindlessly, the CPU will often take you down with sheer brute force. Pretty much everything causes chip damage even if blocked, and chip damage will K.O. in this game. But the CPU falls into fairly predictable patterns, so it doesn’t take Perceptor-level intelligence to beat it consistently if you stick to rudimentary fighting game techniques. The fights are fast, single-round affairs. The controls are pretty responsive, while not perfect, and I found beating up the computer-controlled ‘bots to be quite fun–in small doses. There is a wide range of in-fight abilities that slightly alter your ‘bot’s stats or performance, and a class system that determines what type of ‘bot has an inherent advantage over another: for example, the “Tactician” version of Optimus Prime (the classic one) gets a stat bonus when facing the “Brawler” class CG-movie Optimus.

TF FTF class

However: I found that these extra effects were minimal at best, barely noticable–the only time it really caught my attention is when I noticed nearly-spent enemies suddenly dropping dead from my Bludgeon’s energon “Bleed” ability–basically a poison effect. It also soon becomes apparent that regardless of class or character, they all fight pretty much identically, often even sharing animations, attacks, and win poses. Still, seeing these classic characters in action had its charm, and oftentimes the character’s special attack animations were a sight to behold. Grimlock’s and Bludgeon’s special moves were particularly fun to watch. Dropping in for a quick few rounds of ‘bot smashing makes for occasional light entertainment, and in this respect, the game works perfectly as a mobile fighter.

TF FTF bludgeon vs sideswipe
TF FTF bludgeon wins

However…

Alternate modes

TF FTF modes

Now, I won’t mince words: I am not a fan of free-to-play mobile games, as a rule. I am generally annoyed by the design philosophy that directs them–to draw in as much of your time and attention as possible while gating your progress, to urge you to spend money on microtransactions. Forged to Fight is very much a mobile game, in these respects–in fact, in Transformers terms, it’s the Creation Matrix of mobile game elements: containing within itself every design element characteristic of mobile games from ages past. Play timers that restrict your access to game modes… randomized item drops… character collecting, timed quests and missions, building a base and tapping to collect resources accumulated over time… in-game currencies upon currencies that are used to buy bigger units of a similar currency… it’s all here.

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TF FTF crystals
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TF FTF buy energon 2
TF FTF items
TF FTF mods

In addition to the story mode progression, Forged to Fight focuses heavily–if not primarily–on collecting different ‘bots and fortifying your base with them for the Raid mode. You essentially build an arcade mode-style ladder for invading players to fight through, which is actually pretty clever, in concept. There’s also an Arena mode to fight other players “directly” in teams of three. And there’s also daily events, and ongoing special events, to fight for specific resources, etc. … It all amounts to the same play mechanics slightly rearranged, with the general objective of adding different Transformers characters to your collection–accomplished either by earning shots at random character drops through the Space Bridge, or occasionally directly awarded to you by completing objectives.

TF FTF space bridge 1
TF FTF space bridge 2

You then must level them up, with a wide variety of items and mods. “1v1 combat” PVP is an advertised feature of this game–but you never will actually fight another player in real time: only ‘bots from their collection, as controlled by the CPU. So to provide some challenge–and to give you motivation to keep playing–you need to constantly level up your own characters to meet the stats of the opponents you’ll face, and fend off attackers.

TF FTF base 2
TF FTF base 1
TF FTF alliance

Managing your base, collecting ‘bots, and leveling stuff up composes most of what this game is really based on. So ultimately, what makes a fighting game interesting to me–progression through improving your own skill, against human opponents–is not relevant to Forged to Fight.

Failing to light our darkest hour

TF FTF rate me

I started to run into the game’s built-in gating after a few days (difficulty curve, if you prefer)–to beat the increasingly higher-level enemies in story mode, you need to go back and grind old-school RPG-style, to try and level the playing field–the means to do so are tedious enough, but are also deliberately slowed by in-game time restrictions. And while you can level and upgrade your ‘bots, the one-to-four-star “rarity” system determines their maximum stats, so eventually you’re going to run into a wall that can only be broken through via luck, or cash. Getting weaker duplicate ‘bots in your hard-earned random drops is frustrating–and the rarity scale makes your efforts to level up lower-rarity robots feel too much like wasted effort.

TF FTF collection

Ultimately, the trappings of mobile game busy-work overwhelm Forged to Fight. It’s still fun to drop in and bash some metal faces now and then, and the desire to collect your favorite characters is a tempting lure to return to the game. There aren’t really that many playable characters in the game yet; it sports a light mixed selection of characters from the classic cartoon, some from the Bay movies, along with a single character from Beast Wars–Rhinox–and Windblade from IDW. Considering the vast array of Transformers out there, I can see myself pulled back in at some point when a new favorite becomes available–I’ll be waiting on Shockwave.

My expectations of a mobile fighting game were, admittedly, not very high to begin with–and this game doesn’t exceed them. It’s really too bad this project couldn’t have found a home on console instead, where it could have offered a more solid, in-depth battler, such as the denizens of Cybertron deserve.

TF FTF forged to fight

Pros:

  • Excellent graphics, sound, overall presentation
  • Free-to-play (easy to try, without putting down any cash)
  • Simple fight mechanics, that are still interesting enough to be enjoyable

(Decepti-)Cons:

  • No voice acting
  • Free-to-play (mired in excessively complex or frustrating freemium design aspects)
  • Fights are only against CPU-controlled opponents, no live PVP combat

Nintendo finally reveals the last six–not three–amiibo for Super Smash Bros. for Wii U

After a strangely long wait, the last DLC characters are finally getting (more than) their due.

Today’s Nintendo Direct meant lots of assorted Nintendo news being revealed, and among it appeared the long-lost amiibo figures for Super Smash Bros. for Wii U’s final three DLC fighters: Cloud, Corrin, and Bayonetta. The bonus surprise: each character will actually get two different versions; meaning we get both the original and Advent Children versions of Cloud Strife, Bayonetta’s outfits from both of her titles, and male & female Corrin variants.

These amiibo will roll out July 21, 2017–and while package/pricing info has not yet been specified, Nintendo Direct does indicate that some will be limited to “select retailers.”

This seems to shut down the old rumor that these amiibo would appear with the announcement of a Super Smash Bros. title on Nintendo Switch, unless Nintendo isn’t telling us something yet.

The announcement appears in the Nintendo Direct video below, at 9:28.

Source: Nintendo (Twitter)

Continue your onslaught against crouching opponents: More Juri combos from JusticeSoulTuna for Street Fighter V

Just when you think she has run out of new tricks, Season 2 Juri seems to be the gift that keeps on giving when it comes to combo potential. Following up on a previous video showing how Juri could connect new combos on crouching opponents using her fireball, JusticeSoulTuna has found more combo links that work on opponents ducking low to the ground. There are also a handful of new counter-hit combos using Juri’s standing heavy punch, standing medium punch and medium kick Fuharenkyaku (MK Fuha).

Standing medium punch is the real star of the show, as it acts as a combo link on crouching opponents following a MK Fuha. This link can allow Juri to convert into decent meterless damage, or she can leave herself at +2 if she ends the combo with a light punch DP. It’s then possible to sneak in a jab or go for a grab to secure some easy damage.

However, JusticeSoulTuna points out that the real potential of this combo link is the ability to charge another MK Fuha. When done in the corner, this puts Juri in the perfect position to plan for her opponent’s wakeup. There are no doubt more bits of Juri tech that are still to be discovered, so watch out for more from JusticeSoulTuna in the near future.

Source: JusticeSoulTuna

Slice, Dice & Rice–the new one hit-kill indie fighting game–releases this month on Steam

Slice, Dice & Rice–an indie fighting game inspired by PSone’s classic Bushido Blade, and other PS fighters–will release at the end of April on Steam. PC gamers can look forward to slicing up their foes in this stylized fighter, where one blow may mean the end of the match.

The game features eight base characters and two secret, powerful variation fighters. Other than Training and Versus Modes, Story Mode takes the warriors through comic-book style, dialogue-driven battles. There won’t be online play at launch, but Dojo Games is “heavily considering it.”

Slice, Dice & Rice is about opening up your foes to execute them with a clean strike. Rather than long move lists, the game features intuitive abilities common across characters. Attacks can be feinted, canceled, parried, dodged, or they can clash with the opponent’s strikes.

Other than the game’s release on April 27th for Steam, a console version is planned a few months later. Check out the Slice, Dice & Rice Steam page for more details, and let us know in the comments if you’re planning on trying it out or not!

slice dice & rice header

Sources: press release; Steam

Guilty Gear Xrd REV 2 Limited Edition announced for Europe

REV it up in style with this special edition.

Video game news site and retailer Rice Digital has announced a limited-edition release of Guilty Gear Xrd REV 2; this retailer-exclusive includes a copy of Guilty Gear Xrd REV 2 for PlayStation 4, a t-shirt, and a framed print of series protagonist Sol Badguy. The short-run edition of the game is limited to only 500 copies, so those interested are best to place their pre-orders as soon as possible! The limited edition will also be shipping worldwide.

Guilty Gear Xrd REV 2 releases in Japan on May 25. The North American version will see release on May 26 on PlayStation 4, both physically and digitally, and on PlayStation 3 via the PlayStation Store. The European release date has yet to be officially announced. A digital upgrade will also be available for those who already own Guilty Gear Xrd -REVELATOR- for $19.99.

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Source: Rice Digital

Shoryuken interview: RayRay discusses his focus on Ultimate Marvel vs. Capcom 3, and his tournament demon

PG|Rayniel “RayRay” Hidalgo is no stranger to the biggest stages of Ultimate Marvel vs. Capcom 3. Having twice made the game’s top 8 at Evo, his highest finish was runner-up to Kane Blueriver at Evo 2015.

While last year saw him focus on Street Fighter V, the quest to be the final champion of UMvC3 at Evo has driven him back into the title. He has shown that he is serious in his efforts, winning 1st place at Naptown Clutch 6. While at the Indianapolis tournament, I talked to him about his sponsorship with Panda Global, as well as his plans for Marvel this year.

Corey “Missing Person” Lanier: Ray, how has your training in Street Fighter V been going? Are you ready for this season of Capcom Pro Tour?

Rayniel “RayRay” Hidalgo: I honestly have stopped playing the game almost entirely. It’s not for any specific reason, but it’s just something where I just lost interest in the game.

Missing Person: Do you feel like the Chun-Li changes in Season 2 added to the disinterest?

RayRay: I don’t think that’s it. I feel like overall, Chun-Li is still fine and will continue to be a strong character in the meta. It’s mainly that they added a lot of things to the game that I didn’t like. They nerfed a lot of the defensive options that characters had, including universal ones like the V-Reversal. They also gave a few more characters legitimate mix-ups, which makes having defensive options all the more important. In Season 1 it was a bare-bones game, but it did allow for more mind games and truly allowed individual player strength to shine through. Now, the game feels more about set plays and doesn’t allow for that to happen.

Missing Person: Has the shift from Street Fighter V allowed your focus on Ultimate Marvel vs. Capcom 3 re-emerge?

RayRay: Definitely. After Marvel won the Evo Player’s Choice donation drive, my focus has increased on the game.

Missing Person: You’ve been known for playing a relatively standard team of Magneto, Doctor Doom, and Sentinel. How do you keep it fresh when you know players know the matchups against all of these characters, as well as combined as a team?

RayRay: It’s a little more standard, but the game still allows for creativity to flow, especially in the neutral game. I feel like Marvel 3 is a game where you can play the majority of the cast and still excel just by understanding the core mechanics and the flow of the game. Especially when you break it down to playing just the top 15 players, you can just get by simply on knowing how the game works and executing properly.

Missing Person: With Marvel vs. Capcom: Infinite on the way, what are your initial reactions to what has been revealed so far?

RayRay: I hate the fact that there are no assist calls in the game. I feel like that assist calls are the most creative things within the fighting game genre, and by not implementing them, they have ruined the Marvel series. We’ll see how the game shapes up, though. I’m forcing myself to remain optimistic. I’m going to play it either way. There’s no reason to be angry with their design choices.

Missing Person: Are there any characters that you have on your wish list for Infinite?

RayRay: I want to play Star Lord [from Guardians of the Galaxy]. Other than that, I’d be happy with anybody on my team in Marvel 3.

Missing Person: If there is a deep divide in player preferences based on the differences in mechanics between Marvel 3 and Marvel Infinite, do you believe that Marvel 3 still has some life left in it?

RayRay: People will still play Marvel 3 no matter what. It’s in the same boat as when Marvel 3 released and players were still playing Marvel 2. However, the top players will move on. I think the lack of high-level competition will take me away from taking Marvel 3 seriously. However, the sandbox approach of the game will still be loved by fans and make it hard not to keep playing.

Missing Person: How has your sponsorship been with Panda Global in the year that you’ve been with the team?

RayRay: It’s going great. I’ve been able to travel a lot because of them. I was also able to do well in Street Fighter V since Evo.

Missing Person: Do you feel like the diversity in the fighting game roster of Panda Global encourages you to pick up more games?

RayRay: Coach Steve in particular really drives me. He’s from my area, and he plays every fighting game known to man. He makes me want to pick up more games.

Missing Person: What games are piquing your interest?

RayRay: I might try Injustice 2, but I almost feel like I’m lying even as I say that. The NetherRealm Studios titles tend to feel too stiff for my tastes.

Missing Person: How do feel with the lead up to Evo in Marvel? Are you optimistic of your chances to make top 8, and possibly win?

RayRay: After the donation drive, not only did my interest become rekindled, but so did everyone else’s. The last few months of Marvel are not at all indicative of what we’re going to see at Evo. Everyone else is going to be at their highest levels in July, so it’s really anyone’s guess how it’s going to shape up.

Missing Person: Having played as many tournaments as you’ve had, are there any specific demons you have in competitive play?

RayRay: Actually, one of my biggest demons is Flocker. I have actually never beaten him. In 2012 to 2014, there were what people were calling the Five Gods of Marvel. I beat every one of them except for Flocker.

Missing Person: What does Flocker do that gives you the most trouble?

RayRay: I would have to say that his Vergil causes a lot of problems for me. He is able to open me up with him and get a lot of hits in with Vergil. The ironic thing is that most people believe that his Vergil is bad, and even Flocker himself says the same thing. I don’t understand what specifically about his Vergil gets to me, but it does.

Missing Person: Do you feel like it’s his Vergil alone that is the problem, or is it Vergil in general that causes you problems?

RayRay: I feel like it’s Vergil in general. I like to move around a lot and use normals that cover the whole screen. Vergil is very good at preventing me from playing that way.

Missing Person: Have you been making any adjustments to counter Vergil?

RayRay: I’ve actually been taking pages out of Filipino Champ’s strategies. I’ve been staying in flight mode near the top of the screen. I usually stay around normal jump height, which is not where Magneto is strong. I learned to play the game like that, and it became habit. Thus, I haven’t used flight as much as other Magneto players have. However, I’m working to add some more defensive styles to my game, and hopefully that will work better against Vergil.

[Feature image by Corey Lanier]

Got Guilty Gear Xrd REV 2 questions? Aksys Games stream has Answer and Baiken breakdowns coming up

As Aksys Games is revving up the Guilty Gear Xrd REV 2 release for consoles in May, the company has been actively showing off the game with streams, and is bringing an early version to certain West Coast tournaments. They already confirmed there will be a REV 2 demo, most likely as a pre-order bonus.

The All-Aksys account tweeted information about another upcoming stream that will focus on breaking down Answer and Baiken. Furthermore, they will have a Q&A session, and welcome submissions from fans.

On this Google form, anyone can submit questions–which can be about “general gameplay, changelog, matchup specific, or anything at all.” Certainly, someone will ask about the demo release date, and Aksys will only announce it when it’s ready, so it might be better to focus on gameplay-related questions. It’s a good opportunity to “lab” a little bit ahead of the REV 2 release.

Tune in to the stream at twitch.tv/aksysnation on Thursday, April 13, 4:00 PM PDT.

Source: All-Aksys

Make a deal with the devil with Angel’s “Diabla” costume for The King of Fighters XIV

The King of Fighters XIV’s latest batch of DLC costumes are coming out today, and joining the previously showcased Kula’s sundress, Meitenkun’s pajamas, and Sylvie’s red riding hood costumes is this devilishly sexy outfit for for Angel.

This costume for Angel is an obvious play on her name, with “Diabla” meaning “she devil”–the opposite of an angel, naturally. The costume comes complete with a set of horns on her head and wings on her back. With her dangerously playful and flirtatious personality, this costume seems to be a perfect fit for Angel.


Source: KOF WORLD