– Hi-Rez Expo ? Interview with Todd Harris

This weekend Hi-Rez takes to Atlanta to show off their latest games and host the SMITE world championships. It is an exciting time for the company and we sat down with Todd Harris, one of our favorite video game executives to talk about Paladins, SMITE, and even some small hints on SMITE tactics.

– Hi-Rez Expo ? Interview with Todd Harris

This weekend Hi-Rez takes to Atlanta to show off their latest games and host the SMITE world championships. It is an exciting time for the company and we sat down with Todd Harris, one of our favorite video game executives to talk about Paladins, SMITE, and even some small hints on SMITE tactics.

Ricki Ortiz Talks Training for Capcom Cup, Street Fighter V Season 2, Marvel vs. Capcom: Infinite, and More with Yahoo! Esports

While much has already been said about Capcom Cup 2016’s finals and its winner Du “NuckleDu” Dang from Team Liquid, that’s only half of the Capcom Cup story. The other half involves Du’s final opponent, fellow American Ricki Ortiz from Evil Geniuses, who helped make history by giving Capcom Cup 2016 an unprecedented all-American grand finals set.

In this new interview, Yahoo! Esports’s Zorine Te talks to Ricki Ortiz regarding her performance at Capcom Cup. Specifically, they focused on how she prepared for it, leading her to go from being just a regular top 8 finisher at tournaments, to a strong contender to take Capcom Cup. According to Ricki, the change in her performance comes down to having structured training sessions (with Panda Global’s Ryan “Filipino Champ” Ramirez) for two-and-a-half weeks in preparation for Capcom Cup. Prior to this, having to travel to a lot of tournaments prevented her from getting in any proper practice time.

“I promised myself that for two and a half weeks straight I would practice hardcore with [Filipino Champ] and just focus on practicing completely to get the sharpest I could in the game,” Ricki states. “I wasn’t sure how much I could improve until Capcom Cup, but I knew I had to put my all into it.”

As for having an all-American grand finals at Capcom Cup, Ricki describes it as “monumental.” In addition to this, she states that she feels that this means that America is catching up to Japan. While she won’t say that America is better than Japan, she says that at the top American players can compete with Japan’s best players, and the latter won’t automatically be favored. “It’ll be a fifty-fifty toss up” says Ricki.

In addition to Capcom Cup, Ricki also talks about Street Fighter V’s second season. This includes the possibility of dropping her main character, Chun-Li. According to her, she likes the character and, if she remains competitive, she will definitely be sticking to her.

That said, she’s definitely taking a “wait and see” attitude. Looking to see how Capcom changes the balance and how the tiers stack up. She also wants to see who the new characters are, and she feels that these characters “have to be really cheap” if Capcom is doing a lot of tweaking and buffing.

Finally, she talks about the upcoming Marvel vs. Capcom: Infinite, with Street Fighter V possibly taking a back seat to the former when it comes out. Ricki points out that she got her start playing competitively in the Versus series. She plans to get sharp enough in Street Fighter V so that she can then focus on Marvel vs. Capcom: Infinite when it comes out, putting the former in the back-burner somewhat. This, she says, should allow her to juggle both games.

Of course, that’s just part of what Ricki talks about in the interview. Head on over to Yahoo! Esports to read the rest.

Source: Yahoo! Esports

Photo c/o Yahoo! Esports

Ricki Ortiz Talks Training for Capcom Cup, Street Fighter V Season 2, Marvel vs. Capcom: Infinite, and More with Yahoo! Esports

While much has already been said about Capcom Cup 2016’s finals and its winner Du “NuckleDu” Dang from Team Liquid, that’s only half of the Capcom Cup story. The other half involves Du’s final opponent, fellow American Ricki Ortiz from Evil Geniuses, who helped make history by giving Capcom Cup 2016 an unprecedented all-American grand finals set.

In this new interview, Yahoo! Esports’s Zorine Te talks to Ricki Ortiz regarding her performance at Capcom Cup. Specifically, they focused on how she prepared for it, leading her to go from being just a regular top 8 finisher at tournaments, to a strong contender to take Capcom Cup. According to Ricki, the change in her performance comes down to having structured training sessions (with Panda Global’s Ryan “Filipino Champ” Ramirez) for two-and-a-half weeks in preparation for Capcom Cup. Prior to this, having to travel to a lot of tournaments prevented her from getting in any proper practice time.

“I promised myself that for two and a half weeks straight I would practice hardcore with [Filipino Champ] and just focus on practicing completely to get the sharpest I could in the game,” Ricki states. “I wasn’t sure how much I could improve until Capcom Cup, but I knew I had to put my all into it.”

As for having an all-American grand finals at Capcom Cup, Ricki describes it as “monumental.” In addition to this, she states that she feels that this means that America is catching up to Japan. While she won’t say that America is better than Japan, she says that at the top American players can compete with Japan’s best players, and the latter won’t automatically be favored. “It’ll be a fifty-fifty toss up” says Ricki.

In addition to Capcom Cup, Ricki also talks about Street Fighter V’s second season. This includes the possibility of dropping her main character, Chun-Li. According to her, she likes the character and, if she remains competitive, she will definitely be sticking to her.

That said, she’s definitely taking a “wait and see” attitude. Looking to see how Capcom changes the balance and how the tiers stack up. She also wants to see who the new characters are, and she feels that these characters “have to be really cheap” if Capcom is doing a lot of tweaking and buffing.

Finally, she talks about the upcoming Marvel vs. Capcom: Infinite, with Street Fighter V possibly taking a back seat to the former when it comes out. Ricki points out that she got her start playing competitively in the Versus series. She plans to get sharp enough in Street Fighter V so that she can then focus on Marvel vs. Capcom: Infinite when it comes out, putting the former in the back-burner somewhat. This, she says, should allow her to juggle both games.

Of course, that’s just part of what Ricki talks about in the interview. Head on over to Yahoo! Esports to read the rest.

Source: Yahoo! Esports

Photo c/o Yahoo! Esports

– Cold Iron Wants to Change the Game

Cold Iron is a newly created game studio set to launch a new AAA online action game. Some of the veterans are great friends of the site and have worked on several MMOs over the years. CEO, Craig Zinkievich goes all the way back to City of Heroes. We are very excited for their new project and here is what they have to say about their upcoming plans.

HyperX Asks Fellow Street Fighters for Impressions of Daigo’s Performance at Capcom Cup 2016

Adjusted. Adaptive. Clutch. Meticulous. Disgusting. If those five words describe one man to you, you’re probably thinking about HyperX’s Daigo Umehara.

The legend of Street Fighter made his way to Capcom Cup 2016 this year, and made his way into a top 16 performance after finishing runner-up last year. While he has had a difficult time in adjusting to Street Fighter V, he is definitely rising up to his potential to the game.

At Capcom Cup, Tasty Steve asked the elites such as UltraDavid, IFC|Yipes, and Logan-sama their impressions of Daigo Umehara, and got some interesting answers.

Source: HyperX

SRK Interview: “Fantasy Strike” Creator David Sirlin — The Game’s Concept, Character Design, & Future Plans

Well-known for being a notable Super Street Fighter II Turbo competitor, former Capcom developer and author of the book “Playing To Win,” David Sirlin has been an integral part of the FGC for more than a decade. He is also the designer of a multidude of card and puzzle games, such as Yomi and Puzzle Strike, that borrow concepts and ideas from fighting games and you find at his website, Sirlin Games.

During PlayStation Experience 2016 earlier this month, I stopped by Sirlin’s booth to play and talked about his latest creation-in-progress, Fantasy Strike (based off of the characters and world of Yomi), a new fighting game with the goal of attracting both new and experienced players with easy-to-pick-up controls and a low execution barrier, while still having the depth and strategy of classic–and modern–fighters. You can read my first impressions of the alpha build in an earlier post.

Marcos Blanco: When and how did the concept for Fantasy Strike first pop up?

David Sirlin: I’ve wanted to make a fighting game for many, many years. I think Divekick was a big influence. The reason I say that is because when you hear how Divekick works, it sounds like it’s going to be a garbage game, like there’s nothing to it. But when you actually play it, it really exceeded my expectations. There was a lot more to it than I thought, and I was really impressed by that. It really opened my eyes and made me think of designing a fighting game in a different way. Instead of thinking about “Lets take Street Fighter or Guilty Gear and try to make it more accessible by making those games easier,” I started thinking from the other end of the spectrum. We started with Divekick, like what if you added the ability to move left and right? That would change it. What if you added one attack button? That would change it. And piece by piece, I added things in my mind until I felt like it was capturing what’s fun about more complicated fighting games like Street Fighter.

Fantasy Strike actually started as an experiment. We didn’t know if it would be a good idea. Would it be compelling? Would it be fun? I did a prototype of it with a programmer. After only one month, it was playable and we started showing it to close friends and other people. They liked it and they encouraged us to keep going. It just kind of built up from there, and as we got a little farther and farther, people were more encouraging. Somewhere in the first few months we realized–okay, this is not an experiment anymore. Everyone we showed this to seems to like it.

Marcos Blanco: Do you think the simplistic nature of Fantasy Strike might turn off the the hardcore crowd of gamers that like heavy execution in their fighting games? How are you going to market this game towards both the casual and hardcore groups of fighting game players, after the game is finished, to get it into as many hands as possible?

David Sirlin: What’s fun about fighting games? Execution can be one thing that’s fun about fighting games. The reason that tournaments are so hype is strategy, the decisions, great zoning, great reads, frame traps and all the techniques that aren’t about hard combos. Everyone understands that. The question is what percentage of all of that should execution really be? If you ask different players, you’ll get wildly different answers. Some are going to say the more execution, the better. I come on the other end of the spectrum, where I know it’s there and I respect it, but I actually want it to be as little as possible, because I find the other parts to be more compelling. I think the strategy and decisions are the most exciting parts of fighting games to me, and difficult execution gets in the way of that. If someone wants their fighting games to have as much execution as possible, they have lots of games to choose from.

We can still get them to be interested in Fantasy Strike, but we wouldn’t appeal to them because of execution. So the casual, and hardcore market that wants the game to be more about strategy, would be an appeal. Players from almost any fighting game can come to Fantasy Strike and very quickly–in a few minutes–be ramped up to playing the real game. So that’s one way you can appeal to even the execution-based player, because they’re getting an experience with their friends from other fighting games that’s hard to have in another way.

Marcos Blanco: There are some characters in Fantasy Strike such as Setsuki, Geiger and Rook who share striking similarities with certain characters from the Street Fighter series, when it comes to character types and move sets. Was this intentionally done to pay homage to that series, that seems to have influenced this game?

David Sirlin: Some of it is and some of it isn’t. I guess Geiger being somewhat similar to Guile and Rook being somewhat similar to Zangief are on purpose. If we want to have an iconic grappler and a charge character archetype, we’re trying to signal to you “Hey. It’s that.” It just helps you know what the point of the character is, when there’s some kind of reference to something you’re familiar with. A good example is Rook’s jumping spin attack. It reminds you of a lariat. Everybody knows lariats go through fireballs because we’ve been trained in that forever; it’s kind of like the universal language so we don’t to explain to people “Hey. That move goes through fireballs.” That’s the reason it’s in the game.

Marcos Blanco: When the game is finished and released, do you have any future plans for DLC content afterwards such as additional mechanics, modes or characters?

David Sirlin: We have several game builds planned for release, not even after. I’d like to hold back on talking about that until they’re a little more solid. If you go to fantasystrike.com, we have shown one of the new modes called Arena Mode. This idea fits especially well in a simple fighting game, as opposed to a complex one like Guilty Gear. Before you play, you pick one of three power-ups that alter your moves in some way and then you pick one of three again and again until you have a total of five power-ups. Then you do a run where you play as this character you built with the five power-ups, against other people who do the same, until you win like 10 times or something and get as far as you can; similar to Hearthstone. For release, we are going to have 10 characters. It’s the same 10 that you were in the Yomi card game, but Yomi has 20 characters now, which are the same characters that are in all of my card games. So I think everyone just understands and expects that those same 10 expansion characters will find their way into this game, too.

Marcos Blanco: When people play Fantasy Strike on both a casual as well as a competitive level, what do you want them to feel about this game as they’re playing against each other?

David Sirlin: That’s a tricky question [laughs]. The first emotion that comes to mind is surprise, like I had with Divekick; like there was more to this than I thought. I don’t know the name of it, but there’s a feeling I’ve experienced in competitive games. I think I’m just trying to communicate that feeling over and over to people. I made Yomi, a card game about fighting games, because I’m trying to capture what’s fun and to pass it onto everyone else in a way that doesn’t use dexterity. I wrote “Playing To Win” which was about looking at the inner circle of competitive people, and passing on their secrets to everyone else. Again, I don’t the know the name of the emotion, but it’s just the thrill of competition, that’s what I hope a wider audience would take away with it.

Additional sources: Fantasy StrikeSirlin Games

PR Balrog Talks to World Esport About His Life Since Pro Gaming

Eduardo “PR Balrog” Perez-Frangie has been one of the biggest names in America for Street Fighter for quite a while. Since his debut at Evolution 2009, he has turned a lot of heads with his namesake Balrog play.

Over that time, he has been on a number of esports teams, including Dominion Method Gaming and his most recent organization, Evil Geniuses. With his expertise in the industry, he sat down with World Esport to talk about his life in professional gaming, which he called “a dream come true,” and how he believes the esports will soon be bigger than physical sports.

Source: r/StreetFighter

The Jump-In Podcast is Joined by Femi “F-Word” Adeboye to Talk Capcom Cup and Street Fighter V Season Two

Ahead of Season Two’s launch next Friday and with people already playing it via a significant cock-up on Capcom’s part, the Jump-In podcast has assembled to ruminate over the recent past and bright future ahead for Street Fighter V.

Joining Kim1234 and Logan Sama for this installment of the podcast is Logan’s erstwhile commentating partner and Ibuki player Femi “F-Word” Adeboye to talk about the Capcom Cup, their experiences as commentators and the changes coming to Season Two.

The group talk about Ken and Ibuki’s Season Two changes, before speculating about the rise of Laura in Season Two and questioning whether this set of balances will spell an invigoration of SFV, or whether it will drive more people away. Pour yourself a drink, sit back and listen to the whole podcast as there is some great chat about the future of Street Fighter V in here.

Source: The Jump-In Podcast

Red Bull eSports Talks to Mike “ElvenShadow” Boczar about Frosty Faustings and His Love of Guilty Gear

One of the most unique tournament organizers of the last decade has always been Mike “ElvenShadow” Boczar. Having spent the greater part of his career organizing events living in Japan, he always came back home to his native Chicago to run Frosty Faustings over the course of his winter break from work.

Now relocated back to Chicago with wife and child in tow, Boczar hasn’t slowed down on two things: his passion for running Frosty Faustings and his love of the Guilty Gear series, the latter of which plays a big part in the aforementioned event–name notwithstanding! This is the point of Boczar’s life where our very own Luke “Woocash” Siuty caught up with him on behalf of Red Bull eSports to discuss the event, and his time playing in Japan. He also talks about the time where he was beating top players such as Abegen and Kishitaka with players commenting behind him that “foreigners don’t play Guilty Gear.”

Source: Red Bull eSports