Eita, Infiltration, and Momochi Add Their Input to Capcom Pro Tour’s Structure

It seems that everyone has their two cents to add into the debate on how to improve the Capcom Pro Tour going into 2017. Given that an otherwise successful season was marred by a confusing format, everyone is likely to have something to say about it. But let’s hear from some of the players who were involved in the finals.

Yahoo! Esports had this in mind when they interviewed Evil Geniuses’ Momochi, Razer’s Infiltration, and GameWith’s Eita about how they felt that the tour could improve next season. Each one gave unique answers from different perspectives. Who do you guys agree with the most?

Source: Yahoo! Esports

Alex Valle and MarkMan talk to Yahoo! Esports about the FGC

Michael Martin caught up with two absolute legends of the American FGC at Capcom Cup. Alex Valle is forever known as one of the greatest American players of all time, and one of the premier event organizers, currently. When paired together with Mark “MarkMan” Julio, formerly of MadCatz and now working alongside Evo, Bandai Namco, and Razer as a contractor, these two possess quite the resume within the fighting game scene.

Together they talked about the paths Capcom and Bandai Namco have taken to promote their products. They also talk about their individual roles for promoting and expanding the scene.

Source: Yahoo! Esports

Momochi Talks to Yahoo! Esports About His Career Choices, Capcom Cup and Gaming

While Yusuke Momochi of Evil Geniuses bowed out early in Capcom Cup, failing to make top 8, he has still had a successful year. Between streaming and his Shinobism venture of training newer players, he has had a lot to keep himself busy aside from competing.

Michael Martin of Yahoo! Esports caught up with Momochi at Capcom Cup to talk to him about some of these ventures. They also talked about his progression across multiple numbered Street Fighter titles, his feelings on gaming in general as his stream has focused on other games besides Street Fighter, and whether he will pick up Marvel vs. Capcom: Infinite.

Source: Yahoo! Esports

“The Results Speak for a Lack of Difference in Player Strength;” MOV Talks Capcom Cup with Yahoo! Esports

One of the players who had a very strong Capcom Cup was Joe “MOV” Egami. The legend whose winning ways stretch from Street Fighter III: Third Strike onward has always had a strong Chun-Li, and his fifth place finish at Capcom Cup proved as much.

Michael Martin of Yahoo! Esports caught up with MOV, who had a lot to say about his time at Capcom Cup. In this great interview, MOV talks about his desire to compete in Capcom Cup 2016, his view of player skill across the world, and his desire to travel this season. He also talks about his home, where multiple players live and congregate for local matches.

Source: Yahoo! Esports

Norio Hirose, Programmer on the Original Marvel Versus Series, Named Director on Marvel vs. Capcom: Infinite

Capcom are really going back to the roots of the Versus Series with Marvel vs. Capcom: Infinite, as it has been revealed that Norio Hirose will be the director on the latest entry in the series. Confirmed to be working on MvC:I in an interview with Japanese gaming website Game.Watch, Hirose is a veteran programmer from the early days of the Vs. Series, working on X-Men vs. Street Fighter, Marvel vs. Street Fighter, the original Marvel vs. Capcom, as well as Project Justice and Capcom vs. SNK.

With Infinite attempting to be a reboot of the Marvel vs. Capcom formula by returning to its 2v2 roots, it makes sense to call in one of the programmers from those early games to head up the project. With the Infinity Stones also being said to be similar to the Groove system seen in Capcom vs. SNK, Hirose’s work on the original title in that franchise will also prove valuable in creating something equally as engaging in MvC:I.

The whole interview is worth a read if your Japanese is decent, as it discusses the reasoning behind some of the character choices for this original trailer, the thought that Marvel vs. Capcom 4 could have been a 4-on-4 fighter, as well as their plans on the outline of MvC:I’s cinematic story.

Source: Game.Watch via Ian Walker

UltraDavid and Vicious Give Capcom Stern Criticism Leading Up to Street Fighter V Season 2 & Marvel vs. Capcom: Infinite

It is no secret that not only did Capcom handle the launch of Street Fighter V improperly, but that Capcom also knows they did. Thus, with the Capcom Pro Tour season coming to a close, when Michael Martin asked UltraDavid and Vicious about their opinions of Capcom’s year, it should come as no shock that the duo wouldn’t mince words.

UltraDavid called the release “doodoo,” and blasted Capcom for not having put the emphasis on the general, casual audience as much as they should have. He lambasted the choice of releasing the game without a proper story mode, arcade mode, or even interesting costumes and stages. He also criticized them for design choices even in versus play, including not letting the second player be able to choose on his own to go back to character select at the end of a game.

Vicious went on to criticize the Capcom Pro Tour, and the organization of the points system for the season. They also suggest how the game can build new players, and how Capcom should handle the release of Marvel vs. Capcom: Infinite.

Source: Yahoo! Esports

Red Bull eSports Goes Inside the Mind of the Beast with This Documentary on Daigo Umehara

The character of Daigo Umehara has been enshrined into legend in the FGC as this mystical figure, one part philosopher and another part warrior. With multiple sponsors to his name, an almost 20 years legacy behind him and acting as “the” ambassador for competitive Street Fighter, Daigo has quite the reputation to live up to, alongside winning tournaments.

In a mini documentary with Red Bull eSports, filmed over the course of Evo 2016, director Nick McDonald tries to delve into the man behind the persona–attempting to separate “The Beast” from Daigo’s private personality. As he says in the documentary, Daigo is a “very half-assed human being” but the figure of “Umehara” cannot be half-assed. In order to access the full power of “Umehara”, Daigo must erase all worries and negative aspects of his private persona, to perform as the mythical Beast which he is portrayed as.

It’s an intimate documentary, one that focuses on the internal struggle which can be just as difficult to deal with as the one playing on the screen. If you into the psychology behind performing in the public eye, this video is definitely worth your time.

Source: Red Bull eSports

Tempo Storm Interviews Johnny “S2J” Kim About His History with the Super Smash Bros. Series

A man of few words, Tempo Storm’s Johnny “S2J” Kim is known for letting his explosive Captain Falcon play speak for him. Regarded as the best Falcon player in the world by many in the Super Smash Bros. Melee community, Tempo Storm decided it was time to for fans to hear more about their latest Melee signing, so they have released a special interview with S2J, so people can learn about his history with the franchise.

S2J actually started off playing Super Smash Bros. 64 competitively, learning the game via netplay and eventually going to SoCal tournaments while studying at UCLA. It was only after attending tournaments for both 64 and Melee, where he would meet among others, future best friends Dunk, C9|Mango and Selfless|Lucky who would start him on the path to playing Melee competitively.

Source: Tempo Storm

Rewired 2016: The Arizona FGC Rises Up to the Challenge

The Arizona FGC. Not a region that gets brought up often in conversation. It’s unfortunate, because the state has plenty of cemented talent such as Velociraptor, WTlYousif, The Mocha Latte and old-school veteran Sabre representing the Street Fighter series, as well as one of the best Super Smash Bros. Melee players in the world, TempolAxe.

Devastation–which was the premier tournament series during the Street Fighter IV era–was last seen in 2011, and ever since then there has not been a major tournament for the AZ scene to show what it’s made of. Last year however, Nick “Driftwood” Going–who made a name for himself with his Fei Long play in the SF4 series during Wednesday Night Fights–has taken the mantle of tournament organizer to create “Rewired”: a new major tournament series to revitalize the AZ FGC.

“After moving back to Arizona from California, seeing that mainstay tournaments like Devastation were no longer running, I wanted to bring a home for competitive fighters to not only the FGC events, but Smash as well,” Going said. “I see events getting more expensive and less accessible to players who don’t live in esports hot spots, so I decided to build Rewired along with my partner Justin Bruce Van Horne.”

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Timothy Lee (left) and Nick “Driftwood” Going (right). Photo credit: Techmode Productions

Taking place at the Double Tree hotel in Tuscon, AZ for two years straight now, Rewired is a two-day mini-major with a grassroots heart at its core. The event is helped set up by the Arizona FGC, providing most of the consoles, monitors and TVs. Nick and his staff provide the venue space and production values for the event, and it is streamed through his TheFigtingg99 channel on Twitch.

When I attended Rewired last year to compete in Ultra Street Fighter IV, it felt welcoming and intimate. Since the venue space was a lot smaller in 2015, you couldn’t help but run into people constantly, but in a way it helped form bonds and create new friendships with your fellow competitors. Still, it was cramped in the end and it was hard to move around the venue.

This year–much to my amazement–the venue space more than doubled in size, with bigger main stages not only for the players to play on, but for the rest of the attendees and stream monsters to watch their favorite players compete. Stephen “Sajam” Lyon, who commentated at Rewired last year, returned once again along with fellow SoCal commentator, James Chen; attending for the first time to co-commentate, further legitimizing the growth this tournament series is experiencing already. The number of games increased as well, which included Street Fighter V, Ultimate Marvel vs. Capcom 3, Killer Instinct, Guilty Gear Xrd: Revelator, Super Smash Bros. Melee, Super Smash Bros. for Wii U and Project M. The three Smash games alone made up more than half of the nearly 600 competitors (not including spectators) at Rewired, since AZ has a huge community for it.

Isaac Guijosa–a Tuscon resident who used to live in Pasadena, CA, and a seasoned SFIV veteran who made his mark with Adon and Evil Ryu, and who now is trying to make his name in SFV with Ryu (he placed 9th in SFV this year)–was impressed at how Rewired has grown since last year.

“Rewired this year was insane,” Guijosa stated. “When I walked into the ballroom, I was pretty surprised how huge it grew compared to last year. It reminded me a lot of SoCals’ Revelations tournament by how many people [attended] and the production values.”

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Roch Mirabeau, another Tuscon native who has been involved in the AZ scene since 2002, and placed 13th in SFV this year with his unorthodox Laura play, had good things to say about the event despite some minor issues that popped up.

“Better production value, better venue, better hype, same love,” Mirabeau said. “All in all a success, considering budget constraints I overheard. The small niggling issues, power outages and old PS4 USB disconnects do not outweigh the overall increased value the event presented.”

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Roch Mirabeau (left) vs. WTlYousif (right). Photo credit: Techmode Productions

Of course, with growth comes even bigger challenges. For Nick Going who is still licking his chops with his new role as a TO, he realizes the difficulty this poses. Despite that, he still seems to have a positive outlook.

“Since we have a small budget, it’s always a struggle to make the event as cool and as fun as possible without breaking the bank,” Going said. “I love the custom badges we let the players design, I’m happy with the stream backdrops that prominently display those badges in collage form–anything that highlights the AZ community, I’m a sucker for. The community reception to that always seems very welcome. I also am very proud of running an event that finishes on time–even if it starts an hour late.”

Nick adds that he wants to have more control of the electrical power at the venue, to prevent any future blackouts–like the brief one they had at the tournament.

“It really bugs me when a player’s experience is disrupted because of something like that, and so we will make sure to have UPS power supplies everywhere! We had a much more spacious venue this year, so people could find casuals whenever they wanted all weekend long and the 24-hour venue (though we had to kick people out at 4:00 AM so we could get three hours of sleep) was a big hit.”

In only its second year, Rewired has undergone quick and tremendous growth thanks to Nick’s and the AZ community’s efforts to make this event an enjoyable experience for both competitors and spectators alike, as well to put their scene back on the map as a force to be reckoned with. As far as SFV is concerned, Nick is determined to have Rewired be part of the Capcom Pro Tour in the future.

“In the years to come we expect Rewired to grow through word of mouth–as we didn’t advertise much last year and still managed to double in size to 570 unique entrants, we know there will be more growth next year when we advertise on top of it. What really makes Rewired special though is that our focus isn’t on growth, but rather the player experience. We work hard to make sure players can get in as many games as possible, feel included and have a great experience. I think by continuing to focus on that and maintaining our status as one of the most affordable, fun and warm events around (shout outs to Arizona winters), we’ll have more and more people realize Rewired is the place to be in years to come.”

Roch concurred with Nick’s feelings about the growth of the AZ FGC.

“Arizona is a hidden gem perhaps among many burgeoning scenes,” he said. “We have players with international notoriety and regular weeklies in multiple cities. These weeklies, coupled with a few charitable members of the community, allow us to send players to other scenes to represent and compete.”

Nick adds: “As far as the AZ scene, I think we are one of the strongest in the Southwest. We have numbers comparable to California when we can gather in one place, and lots of character diversity. Just recently the winner of SFV at Rewired, WTlYousif represented Arizona quite well at WNF, and many of the other AZ players have represented at the Vanguard series.”

“In my honest opinion I rank the Arizona scene just behind California and New York, and ahead of anywhere else in the United States,” Going said. “Don’t believe me? Come out and see. We talk a lot of trash, but we’re extremely hospitable and we’ll put you up in a home for free during your stay.”

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Sitting Down with the Team Behind Upcoming Indie Fighter “Punch Planet”

The world of indie gaming is always an interesting place. The norms of game creation and the formulas of game design we have come to expect just do not apply. Paying attention to successful indie titles is a fascinating endeavor, and today we have our eyes set on the latest independent project to visit the fighting game scene: Punch Planet.

After their most recent success with Steam Greenlight, we decided to sit down with Sector-K–the team behind Punch Planet–and get into the minds of the people putting this title together. If you’d like to get more information on their game, check out their site or their Twitter for updates as development continues.

John ”Zidiane” Silvia: Could you all introduce yourselves?

Lee Wolland: My name is Lee Wolland. I’m the art director and technical artist on Punch Planet. I’m a native New Yorker currently residing in Brooklyn. I work day-to-day as a Technical Director in 3D character animation for movies, games, and commercials. I was keeping an eye out for programmers to collaborate with on an indie fighting game, and that’s how I came across Will’s Double Tap engine. I reached out to him and we had very similar philosophies, and decided to start working on the game. Once it was ready for playtesting Will brought it to some local game nights and that’s when he met Paul, who is now our sound designer and composer.

Will Graham: My name is Will Graham, I’m the programmer and gameplay designer on the team. I’m originally from Tacoma, WA but I’ve been living in San Francisco, CA for about six years now. I’ve been playing video games my whole life, and have been making them on my own and professionally for over ten years now. About three years ago, I left my job in the gaming industry and started the project, mainly as something to learn Unity with as I looked for new employment.

Paul O’Rourke: My name is Paul O’Rourke, I am the sound designer and composer on Punch Planet. My path to fighting games and audio for video games started at the exact same time. I got introduced to the competitive side of fighting games during my QA days at Sony. Shortly after, I left Sony to go to a trade school for audio, and started attending tournaments for SFIV. I met Will at a local fighting game tournament a few months back. I saw Punch Planet, and noticed they hadn’t worked on the audio side of the game yet. We had a Skype session the next week, where I met Lee, and it was pretty clear that we were on the same page for what we wanted out of a fighting game.

John: How did you guys decide on making a fighting game over anything else?

Lee: I’ve been a fan of fighting games my whole life. For years I wanted to work on the artwork for a fighting game, but as I started to play more competitively I also got into the technical side. I’ve been working on a 3D pipeline for animation and games since around 2008 and in 2013 I started to develop a fighting game engine. I did R&D for about a year, developing new tools for the pipeline so it could integrate well into a fighting game project. Once I felt I had gotten as far as I could without a dedicated programmer, I started my search for a like-minded collaborator.

Will: I had been playing a ton of SFIV since it came out, so using that knowledge motivated me to work on my own engine. It wasn’t supposed to last this long, but I was enjoying myself so much that I just kept going. Since I’m not much of an artist, most of my time was spent building a good pipeline for adding and maintaining characters. There is a ton of data that goes into what makes a fighting game work. It was important for me that the engine would scale efficiently, so that down the road if and when I decided to expand into making a game, it would be easy to use and balance. As a gameplay programmer, I’ve learned that developing fighting games offers a huge amount of satisfaction. The nice thing about the genre is that the gameplay is so contained in the fighting system, so everything you do has an instant and observable effect on how the game plays and feels.

John: The art style is very distinct, as is the musical taste. What influences possibly inspired the art style, characters, or design of the game?

Lee: I grew up with a lot of classic sci-fi action movies and comics like Heavy Metal magazine. I always wanted to take those inspirations and bring them together into a single story with a bit of humor to it. I think the cartoon-graphic look is a good fit, since it isn’t meant to take itself too seriously.

Paul: With a science fiction setting and fast paced gameplay, the score naturally settled into a very energetic style, with some callbacks to great 80s synth sounds. I’m a huge fan of sci-fi, so the creative process has been extremely natural so far and quite a lot of fun. I think the inspirations are too numerous to name on a project this well-suited to me.

John: What is going on in the world of Punch Planet? Why are these characters beating each other up?

Lee: When I was working on the story for Punch Planet, I didn’t want to be limited to a scenario where everyone needs a reason to fight each person. For story mode, I wanted to treat it more like a beat-em-up where Roy and a few other characters can have a more focused story path. Then, for versus mode, it’s more like an exhibition where you can choose to fight any character from the story, regardless of his or her history.

John: How big is the final roster going to be? What is everyone’s favorite character on the roster so far?

Will: We have eight characters planned for our initial full release, but most of their movesets and features have yet to be designed. I’m really looking forward to implementing Dog, he’s going to be rushdown-heavy and I think I’m going to have a ton of fun putting him in the game. We follow a very interactive approach towards implementation of characters, we like to start with a base direction and kind of experiment to find what works and what is fun.

Paul: If I had to pick one, I’d say Cid is right up my alley. Great buttons in neutral with strong pressure once she’s in your face. I wasn’t involved in the bulk of Roy’s creation, but it’s been great seeing new characters get designed, implemented and iterated upon. Cid is shaping up to be a real badass, and I think a wide array of players will find her fun right away.

Lee: I think Roy is my favorite character in the story, but for everyone out there who is a grappler main like me, Tyara is going to be your happy place.

JS:  As far as the gameplay, what inspires the system mechanics and general gameplay? What is the plan for how this game will play and feel?

Will: Mostly just aiming for having a dynamic neutral-focused fighting game with good movement options, solid defense options, mixup options, and satisfying attacks. The details of the balance and pace are normally adjusted through play testing. It’s really easy to implement something and think it’s done, but once it’s in the hands of people playing with it you can see if it fits that mold or not, so I try to get as much playtesting as possible from my local group of players.

John: What are the feature mechanics of your game, how were they decided on, and how will they work in the final product?

Will: The main game mechanic revolves around the Time Cancel functionality, which serves a few different purposes and uses the TC meter, which is gained slowly over the course of a match.

The Double Time Cancel (DTC) is a way to cancel the recovery of a desired move, much like a Roman Cancel or FADC, which is used to create new combos, make attacks safer, and provide mix up opportunities. The input for the DTC has carried over from my work on the engine, and is done by double-tapping the same button of the move you want to cancel. You can dash, jump, and attack out the DTC and it costs one TC meter. I really like the freedom that mechanics like this bring to fighting games and I wanted to have the same sort of effect on ours.

The Jump Time Cancel (JTC) is a similar to the DTC but it’s used specifically to cancel a character’s dash into a short jump, which provides a lot of openings for fast overheads that catch the opponent off guard. This move also costs 1 bar of TC meter. I really like short hops but we want the game to generally be more ground based, so making it cost some sort of resource was a good way to limit its use but keep options it gives.

The final mechanic is a defensive technique called Absorb Time Cancel (ATC) which is used to absorb an opponent’s attack and allow for a counter attack opportunity. It doesn’t cost bar to use but the player will lose some TC meter if their attempt was unsuccessful. There is a long period of recovery at the end of the attempt, so going for this counter requires a good read on the opponent. We really wanted to have a solid defensive move that allows players to quickly change the momentum of the match.

Paul: We’re using Wwise audio middleware, and it’s opened up some great opportunities to evolve some of the aspects of audio in fighting games. One of the early features we’re testing is some great state-driven music with some sub-mixes of the song that will fade in as the players health gets lower.

John: Are there any other aspects of your game do you think will set your title apart from other fighters in today’s market?

Will: Right now it’s not really about trying to set us apart from other fighting games. I think the bar is set so high and is so difficult to achieve, that it’s important to focus on nailing the core aspects of fighting games before focusing on how to make the game different.

Paul: I think a huge boon to this game is that all three of us are tournament-experienced players. All of the crazy option selects, input exploits, etc. in previous fighters are techniques we’ve all personally used. I think this not only helps in our development process, but also on the creative side of things, as we already have a deep-rooted understanding of what to look for in a fighting game. We hold the game to the same standards we’d want out of a fighter, and I think that’s going to lead to a very distinct first impression when people play Punch Planet.

Lee: Punch Planet is going to have a lot of personality and style. I think the emphasis on story in and outside the game make it unique.

John: The landscape of fighting games has been changing over the past few years. Games have gone from focusing on hardcore tournament players to focusing on casual fans, and most recently focusing on the esports scene. What is the target audience for your game? Additionally, will the game be balanced more towards tournament play, or casual play?

Will: I think it’s important to build a fun game first and foremost, and for fighting games, to me, that means two players can continue to play the game for hours without getting bored. I believe that if you nail this aspect while implementing a way to reward people for playing, you can create a compelling game that most players can enjoy. That said, veteran fighting game players should feel right at home playing Punch Planet, but I’ve spent a lot of time on the input system to make sure it feels consistent and accessible.

John: How complete is the game in its current state?

Will: Gameplay-wise, the game is pretty far along. Most of the mechanics are working as intended and feeling pretty good. For the game overall: not complete at all, still a ton of stuff to implement. More characters, solid netcode, game modes, AI, training features, lots left to do.

Lee: People can expect to see the visuals, effects, and animations improve as we continue to add more characters and receive player feedback.

John: When will the folks at home be able to get their hands on the game? Either a playable demo or the final product?

Lee: So far we’ve been doing local play testing in San Francisco at some game nights. We hope to expand that soon and give more people an opportunity to play at upcoming events. We had a great Greenlight campaign, and are looking forward to having the game available on Steam once it is ready for something on that scale.