SoulCalibur VI’s producer hints at both guest characters and character creation

New information on SoulCalibur VI is coming in thick and fast, with a recent interview with producer Motohiro Okubo in Weekly Famitsu revealing more about the character roster, mechanics like Guard Impact and the new Reversal Edge, as well as how far along the game is in development.

The theme of SoulCalibur VI is “reboot”, with Project Soul using this title to revisit the story and characters from the original SoulCalibur. The hope is that along with new players, lapsed SoulCalibur fans will return to hear the tale of souls, eternally retold. Despite it being a reboot, SoulCalibur VI will feature new characters, as well as fighters that may not have featured in SoulCalibur. As for guest characters, Okubo’s reply was simply “please look forward to it!”

Starting in SoulCalibur IV, character creation became an integral part of the series, so removing it would take away a core part of what makes modern SoulCalibur, reckons Okubo and his team. While he could not give a definite answer, it seems that character creation will return for SCVI.

In terms of system changes, Project Soul are hoping to make the game accessible to as many players as possible. The Reversal Edge mechanic is the result of their endeavor, with this defensive stance helping players “defend against almost all techniques with a single button, regardless of whether they are high, middle, or low.” SoulCalibur VI will also feature one button Critical Edges — similar to one button Rage Arts in Tekken 7 — along with the new Lethal Hit mechanic for advanced players. This system activates when players “land specific techniques with certain conditions fulfilled”, and results in “powerful combos depicted through special production and slow motion.”

Soul Charging makes a return too, with it sharing a meter system with the Critical Edge. While Soul Charge now takes meter, Guard Impact can be performed without using up your Critical Edge meter — a feature many OG SoulCalibur fans will greatly appreciate.

While we’ve only seen a tiny glimpse of SCVI, development is “70% complete” according to Okubo, suggesting that we could be playing SoulCalibur VI in the first half of 2018.

Source: Famitsu via Hachima Kikou; Gematsu

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

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

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

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

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

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

Source: PlayStation

– Raji: An Ancient Epic – Bringing Ancient Myths to Life

It is unlikely that you have ever played a game set in the world that you’d find yourself in while playing Raji: An Ancient Epic. The game takes its inspiration from Hindu and Balinese mythology and blends it together with the look and feel of Ancient India, complete with music that sets the perfect mood. We had the chance to chat with the good folks at Nodding Heads about Raji, the KickStarter that’s currently running & about what the future holds.

– Raji: An Ancient Epic – Bringing Mythology to Life

It is unlikely that you have ever played a game set in the world that you’d find yourself in while playing Raji: An Ancient Epic. The game takes its inspiration from Hindu and Balinese mythology and blends it together with the look and feel of Ancient India, complete with music that sets the perfect mood. We had the chance to chat with the good folks at Nodding Heads about Raji, the KickStarter that’s currently running & about what the future holds.

Shoryuken interview: Snake Eyez on Capcom Cup preparation, and the grapplers of Street Fighter V

Shoryuken caught up with Capcom Cup 2017 finalist RB.CYG BST|Darryl “Snake Eyez” Lewis shortly after his run at Red Bull Battle Grounds, where he competed in Street Fighter V, Super Street Fighter II Turbo, and Ultra Street Fighter IV. Though he was not able to break into the finals that weekend, he spoke about his preparation for Capcom Cup, Street Fighter V’s grapplers, and the current direction of the Street Fighter community.


Forte: So, you’re through with all of your games today?

Snake Eyez: Yeah, I’m out, I played every game [except Street Fighter III: 3rd Strike]. To be honest, going from Street Fighter V to Super Turbo and then Street Fighter IV, then back and then playing the same character in every game… it was hard, because once I saw green hand my mind just changed. It was hard to retain the same play style in Street Fighter V, so I ended up losing that match then I went back to Super Turbo. It was like heavy juggling, I don’t think I should play that many games at the same time, you know?

Forte: But, at the same time, what made you want to play them?

Snake Eyez: They were all free. For some reason I didn’t think it was going to affect me the way it did, but it really hindered my performance a lot. But it was fun, I know that I can’t do combos anymore in Street Fighter IV. That was rough, that was something that I prided myself in, but since I don’t need it anymore I kind of just dropped it.

Forte: And how are you feeling about Capcom Cup? You’re not going to change your placing today.

Capcom-Cup-blackSnake Eyez: That’s the important one, I mean this is important too, but I’m definitely going to boot camp before Capcom Cup comes. And I’m going to get my pad fixed. I’m gonna try and play with relevant characters that are in Capcom Cup. And I don’t know if people are picking up new characters or if they’re trying out alternates, but I’m going to watch a lot of videos and play as hard as I can to try and take the whole thing.

Forte: Do you gameplan for specific players, like your route through the bracket, or are you just trying to square up your game in general?

Snake Eyez: I’m just trying to square up my game in general, but I do like to practice against specific players because I can’t purely out-footsie someone in this game and win the entire time. You need to have multiple elements to be able to beat them in a match. So it takes a little more effort to beat someone in this game, I have to really know what they want to do. I have to know if they’re going to dash a lot, or jump. Because you can’t really react, so you have to replace that with a lot of other things.

Forte: You came out to a big lead during the Capcom Pro Tour season, how have you been getting your practice in?

Snake Eyez: I actually have a few friends within my area, some not too close, in Texas and SoCal. So we end up playing against each other, I would say they’re like above-intermediate. So like almost as good as me, but not quite. But they can take games off of me, so that’s important. The thing about this game is you can play against casuals and still get relevant practice to go to a tournament and play in.

I get a lot of online practice and I’m always in training mode. I was trying to figure out how to properly train, because I was using a training mode mechanic that was supposed to be used a different way, and I was using it the wrong way the entire time, and I lost to Idom at East Coast Throwdown because of that specific thing.

Whenever I knocked him down he would wake up with a certain button that pushed him backwards, and I was like, he didn’t do that on purpose. So I did it again and he did it again and I was like “OK yeah, that was on purpose,” and it was actually surprising that he knew that. With Zangief I don’t have to do that specific string, I can just do headbutt and he would get hit, because he pressed a button on wake-up. So that was interesting that he would do it perfectly every time. And I like to try and figure out players and their intricate button timings, and stuff like that.

Forte: Without one frame links in the game, how do you use training mode?

Snake Eyez: When I’m in training mode, I’m like man, this is not that fun. What I mostly practice is hit confirms, so I’ll put the computer on random block and I’ll try to confirm one of my combos, or like a headbutt into super. Or with Akuma, I’m practicing certain strings, or something like that. So with Akuma it’s a bit more difficult because he’s a striker character, and I’m mostly trying to SPD with Zangief, like all the time.

But yeah, just trying to make sure my combos are consistent. Akuma actually has difficult combos in the corner, like counter-hit crouch strong into the back fierce into delayed red fireball, and then uppercut. Then he has Crush Counter into pretty much the same thing. I’ve been practicing that a lot, and I’m starting to figure out that it may not be worth it because it’s just so hard. And I don’t know how Tokido does it, he must’ve been in training mode so long practicing that.

sfv akuma shun goku satsu finish raging demon

Forte: What about practicing online?

Snake Eyez: That’s mostly my training, but I’m playing online too. But sometimes it’s hard to get the right guys to train with, because some days they might be laggy, and then some days you come across a lot of newcomers and you can’t really profit from online play, it’s not consistent. Because when the game first came out you could play Ranked mode and it was legitimate practice. But I don’t think anyone really plays Ranked anymore. They only do Battle Lounge and they only look for people around their specific area, so you have to deal with that entire thing and it’s a hassle.

So I end up traveling to play with friends, I’ll take a break in Texas and play of the local guys there, then I’ll go back home to SoCal and play all of the local guys there. It’s getting a little harder to get practice though, seriously.

Forte: Is that just because you’re getting so far ahead of the pack?

Snake Eyez: I think so; it’s so weird that I’m playing guys in casuals and I’m destroying them, and then when tournament comes around it’s like somehow they got a little better, or I’m just playing slightly worse. Or I’m just guessing wrong with Zangief, because I kind of have to guess to get damage.

sfv zangief menacingForte: A lot of characters in SFV have command grabs in general, how do you feel Zangief is set apart from the other command grab characters like Alex and Laura?

Snake Eyez: I think that Zangief, his archetype is very fair because he’s very slow and strong when he gets close. But then you have characters who are strong and they’re fast, or they’re strong and they’re grapplers. So that doesn’t really make sense to me, because there were never really grapplers like that in Street Fighter except for Abel. But he was just a hyper grappler. He wasn’t like Laura who is almost like everything, and a grappler.

And Alex as a grappler, he is fine right now. It’s just the other characters are too good. He does well against Zangief, and Ryu (Ryu sucks too), but he does well against those characters. It’s just the stronger characters that present a problem.

Forte: How about Abigail?

Snake Eyez: I like Abigail, I don’t really like his anti-air though. He’s so tall that when a character jumps in, Abigail’s height meets them at the peak of their jump and you can’t really time it on the way down, you have to an anti-air them almost as soon as they jump.

That poses a problem for me because some of the most damaging combos in Street Fighter come from jump-ins, and if I can’t stop that it’s a huge problem. But aside from that he is very strong. Like if they gave him an extremely good anti-air, he would probably be too good. But he has tech, I was talking to CoolKid93, I think he might be the best Abigail in the US. He was sharing tech with me and I was like man, I might have to try out Abigail when I go back home. He did one combo on Samurai and it did 80% damage. And I was like wow, that really appeals to me as a player, that’s my style.

Forte: Is Abigail your favorite out of the season two characters?

Snake Eyez: He’s my favorite character to watch, but I don’t think I would play him in tournament. I would have to play him in a match-up that I know he’s good in, and also I would have to play him for a while to want to pick him in a certain match. Because I don’t really feel confident in his buttons and I need to have my instinctual thought process built into me to want to play a character. Because when something happens I don’t want to think about what I need to do, I want to just do it right away. And that works for Zangief and Akuma, but not Abigail right now. Definitely gonna stream really hard and play some Abigail.

sfv abigail max power

Forte: Most people feel that Zangief is a strong character, but I don’t think he pops up immediately in that conversation; what match-ups do you feel he has trouble with?

Snake Eyez: Lately I’ve been feeling like he loses to like F.A.N.G and like Alex, Dhalsim, and Menat. I actually think he doesn’t do so bad against Akuma, but other players have been telling me differently. Oh Guile! How did I forget that one? And he loses to Abigail, and that’s a really frustrating one, because he does what Zangief does to other characters — but he does more damage and has higher health, so it feels really shitty. I think that might be it, everyone else, he can beat them.

Forte: Anything on your Season 3 wish list for the game?

Snake Eyez: I want Zangief to have green hand, that’s obvious. I don’t even know what his second V-Trigger would be. The biggest thing I want is for the input lag to be reduced. I heard about the Unreal Engine patch or whatever, and I was like hell yeah, we’re gonna get reduced lag. It’s decently low now at 6.5 or something like that, but if it was like 5 that would be really nice.

SFV Street Fighter V logo whiteForte: How do you feel about the direction of the game, and the community?

Snake Eyez: I feel like people are still into it, but for some reason lately people have been on this weird complainy route. They kind of seem like they don’t really know what they’re talking about, but they just complain. Or when someone tries to support them, they just have really crazy things to say about it or aren’t really grateful for having it. And there’s this weird hive mind right now that they’re developing, but I feel like everyone is in a better position now than they were before, and we’re not really sacrificing much to get more eyes on Street Fighter.

So I think it’s going in a good direction. If you look back just a few years ago we weren’t this big, and we’re still not done. I like the direction, the only thing I wish would change are certain things about the game and it could be so much better.

Forte: And what do you think about an event like this, where for free, you can play Street Fighter II, III or IV?

Snake Eyez: I couldn’t imagine being a guy living in Boston, working everyday, and then I just randomly hear about a Red Bull Street Fighter event down the street for just 10 bucks and I get to play in a tournament or just go there and play pros. This entire venue is modeled after Union Station and only Red Bull does stuff like that, it’s sick, and not a lot of people notice when they first come in. It was really fun — they like the VR thing, that was dope.

I love the grassroots of the fighting game community, because everyone’s still organic. You still see salt, you still see pop-offs, I got pop-off’d on early — well, it wasn’t a real pop-off but the guy apologized to me after, and I’m like, dude don’t apologize, that makes it worse! No other esports community is like the FGC where they do things like that, because everything is regulated in a corporate manner. But the fighting game community can have corporate powers behind it, but it’s still grassroots — and that’s what makes it extremely unique, and that’s something that it needs to pride itself on. And I understand why everyone is upset, but we can make a small sacrifice without having to sacrifice everything.

david-giraud-zangief-sf5-artwork

Misprint Media release the full ZeRo interview from their upcoming Project M documentary

Despite one massive setback, production on Rewrite: The Project M Documentary looks to be progressing well, with Misprint Media planning on releasing the finished film sometime in 2018. To tie fans over until the completed film, they have just released the full interview they had with TSM|ZeRo back at Low Tier City 5.

Being an integral part of his growth as a player , ZeRo has a lot to say about Project M and the period in which he was dominant. Besides going on an extended rant on why 3.02 Mewtwo was PM’s most broken character, ZeRo touches on the differences between high-level Smash 4 and high-level PM, along with why Brawl is still his favorite of the Smash games.

The interview clocks in at just under 40 minutes, so get a drink and some snacks ready if you want to watch this whole thing.

Source: MisprintMedia

RoKtheReaper interviews Holy Order-Troll, discussing the Canada Cup 2017 double-entry incident, and more

Some words from one of the individuals behind the controversy.

canadacup-headerCanada Cup’s first Marvel vs. Capcom: Infinite event ran into some serious troubles when it was discovered that a player known as PCMarvelGod (a.k.a. Quackbot) had entered the fray twice, taking up a position in Holy Order-Troll’s pool after she backed out. The result was a replayed bracket, much anger from various players, and a lifetime ban from Canada Cup for PCMarvelGod and Holy Order-Troll.

To learn more about the event and the people involved, RoKtheReaper approached Lina “Holy Order-Troll” Crawford to hear her side of the story, and get a better idea of the player behind the scandal. In the 20-question written interview, they discuss her past volunteer involvement in the fighting game community, the origin of her gamer tag, and trolling (“I honestly feel that trolling should never sound personal or hateful, such as attacking one’s character or appearance…”). They discuss a little about whether she feels the lifetime bans were fair (“For me, yes I suppose, and I will always feel very guilty about the whole thing. But for him? No.”), and reference some other controversial incidents and possible inconsistencies in the consequences… “But everyone deserves a second chance, and the FGC is not always fair, sadly.”

They also discuss gender in the FGC, Crawford’s non-FGC hobbies, other game genres, and more. Read the full interview here.

Source: RoKtheReaper

– Helios-Ex AC2200 Wi-Fi Range Extender Review

There’s a downside to moving into a bigger house for my kids to grow up in. My wi-fi signal suddenly doesn’t cover my whole house. There are a lot of solutions for such a problem, and I was happy to find out that the folks at Amped Wireless wanted us to review their Helios-Ex AC2200 Wi-Fi Range Extender. It’s tri-band with a DirectLink option that can eliminate the speed slowdown other extenders often come with.

Wakeup Wednesdays talks to The Cool Kid 93 about his performance at Red Bull Battle Grounds

If you were watching Red Bull Battle Grounds this past weekend, there was one player’s bracket run that set the Internet ablaze. Marcus “The Cool Kid 93” Redmond put in his best performance to date, winning the Last Chance Qualifier using the muscular motor head, Abigail. While he did also use Rashid in bracket, his Abigail stole the show — Nitro Charging through opponents left and right.

While he didn’t win the North American Regional Finals, he put on a hell of a show and proved to the wider community that Abigail can do some work in the right hands. Capcom’s Michael Martin caught up with The Cool Kid 93 for this week’s episode of Wake Up Wednesdays and got his hopes on Street Fighter V: Arcade Edition and his thoughts on the tournament as a whole.

Source: Capcom Fighters