While a lot of fun has been had on the consumer side with Fighting EX Layer, ARIKA has been taking this test equally as seriously as all the lab monsters have, stating in a series of tweets that they have compiled data on over 200,000 matches online.
Seeing some of the infinites being performed, they admit to underestimating the players, and have begun patching out those combos. They have also asked for players to continue to find and post infinites for them to patch out.
As such, they will be taking the beta down temporarily for maintenance at 3:00 PM JST on December 15th (10:00 PM PT, tonight) in order to institute a patch to crack down on infinites. They will then announce via Twitter and Facebook when the beta returns.
To all users taking part in the Beta test. 12/14/2017 19:05(JST) β版に参加していただいている皆様へ。2017/12/14 19:05(JST)
We are very grateful for all that we were able to learn thanks to everyone's participation. Yesterday, there were more than 200,000 matches played and we were able gather useful data about the connection status.
As for the damage values, we first thought to leave in the loop combos because they would be rare and fun; but looking at actual combo and damage data, we were able to discover that a large number of players are successfully performing these combos.
A classic arcade stick returns to fight once again!
HORI’s Fighting Edge sticks are already well-known in the community, and much loved for their clean, classy design. The last available versions for the prior console generation still fetch a high price through third-party sellers. But now: the Fighting Edge is back for PlayStation 4 — and it looks better than ever.
Interesting note: on the current market, we’re quite accustomed to seeing a fightstick with built-in compatibility with both the last-gen and current-gen consoles, as well as PC; new sticks for PS4 typically include a PS3 setting. This stick however breaks the pattern, being designated for PlayStation 4 only.
It only takes a quick glance to see how striking the simplistic design aesthetic of the prior Fighting Edges has been carried forward and updated for the new generation. The black plastic frames shining brushed aluminum and chromed edges — combined with the etched logos, it is a very, very pretty fightstick.
Note that, like the immediate predecessor the RAP.N, the pushbuttons are once again in the NOIR layout, not the more-common Vewlix style.
Components: like HORI’s other recent offerings, this stick packs in the Hayabusa lever and low-profile short-throw Hayabusa pushbuttons. I’ve covered these components multiple times before in prior reviews of other HORI sticks, and my opinion remains the same: I find the Hayabusa lever workable but a little loose for my taste, while I really like the short travel and matte surfacing on the Hayabusa buttons. These buttons are standard-sized and the joystick bracket is accommodating for replacement of other parts from other manufacturers, if you want to rock the Fighting Edge case with customized parts. And regarding customization — like the RAP series, this stick is easy to get into and mess around with as you feel inclined.
Much like the RAP.N, the top panel bolts don’t allow effective access to the interior — even less so, in this model. To get in, you need to remove the bottom panel(s).
In terms of performance, there is no discernible difference in responsiveness in-game between this stick and the other recent HORI models. Its size and weight make it comfortable for lap-based play, and it has two large rubber pads on the base to keep it from sliding around. The control panel is on the right side of the case, tucked under the top panel.
Also included: standard switching between digital input or one of the analog sticks. The ASSIGN function works like previous HORI fightsticks.
This stick has abandoned the turbo function — expendable for our genre, generally. You can still reassign buttons as desired. A new addition (for HORI) is the tournament mode switch, which cuts inputs from the PS button, and the OPTIONS and SHARE buttons. While I loved the RAP.N’s start button cover, this is a much more practical option — if a bit less fun. This version of the Fighting Edge also includes a headset jack, like other recent HORI models.
This stick is pretty big. That works to its advantage for vigorous fighting game play, though it’ll take up a lot of backpack space if you want to take it to your weekly. It will fit in Splitframe’s carrier bags, and the Qanba Aegis too, if you’ve got one of these on hand. The “handle” grooves make the fairly hefty stick easy to grab and go.
There is one glaring flaw to the Fighting Edge’s build: the bolts that hold down the metal top panel are only half-threaded, almost certainly to ensure that they cannot be over-tightened, to prevent the plastic parts of the case from being damaged. This protects the case from overzealous modders, but prevents the bolts from holding the top panel completely flush to the base, allowing it to slide around nearly 1 mm in all directions; this might not sound like much — until you really get into the game and notice the metal plate and bolts rattling around from the force of your inputs. The movement isn’t as bad as the plastic top sheet on the Mad Catz TE2 could be, but it will annoy some players — and frankly makes the Fighting Edge feel a bit lower-quality than it is. DIY solutions include adding washers to the bolts to fill the extra space, or using double-sided tape between the top plate and the plastic case. Still: this is an unfortunate flaw in an otherwise gorgeous fightstick.
For those in the market for a sleek, stylish, and comfortable arcade stick, you won’t go wrong with HORI’s new Fighting Edge — as long as that you don’t mind that slight looseness of the top panel, or are willing to make the mods to address it. It runs a little higher in price than the RAP family: that brushed metal elegance will run you $199.99 USD. It has just officially become available for purchase today; look for it at HORI’s website, or at Arcade Shock.
Pros:
Eye-grabbing, stylish visual design.
Comfortable size and weight.
Reliable and responsive Hayabusa components.
Includes a tournament-lock switch.
Cons:
Bolts holding down metal top panel don’t hold it flush, allowing it to shift position and rattle.
Not back-compatible with the PlayStation 3 console.
As it enters the next stage of its Fig campaign, Earth Romancer‘s sole developer Thomas “BlankMauser” Luvan has released a short interview, talking about his goals with Earth Romancer. With it taking inspiration from multiple genres — not just from other fighting games — Luvan is hoping that Earth Romancer will be a true evolution of the platform fighter, rather than just it iterating on Super Smash Bros. Melee or Super Smash Bros. for Wii U.
Based on the complexity of its systems, Earth Romancer is clearly aimed to please the hardcore competitive crowd. While other fighting games are pursuing accessibility with mixed results, Luvan is aiming to provide a huge creative sandbox that players can go wild experimenting in. It should still have the “pick up and play” feel that Smash has, while also providing that mechanical depth for dedicated players to immerse themselves in. The ultimate goal of Earth Romancer is “helping people understand the joy of playing a complex fighter.”
While some may have been turned off by the initial two character designs, not all of Earth Romancer‘s cast is made up of anthropomorphized animals. The full game will feature solar-powered cyborgs, water valkyries, rabbit time lords and even a space pirate boxing champion — so there’s something for everyone. When you also consider each character has two movesets thanks to Earth Romancer‘s Red and Blueshift system, platform fighter fans have got plenty to sink their teeth into, should Earth Romancer be funded successfully.
If you wish to hear the whole developer interview, check out the video below. Along with Luvan explaining more about the game (and showing off some never before seen characters), it has brief interviews with GRAPHT’s Gllty and famed Melee commentator prog about Earth Romancer‘s potential.
Good news for Marvel fans and true believers, the X-Men and the Fantastic Four are coming home — for all intents and purposes. In a deal that’s been quite a few months in the making, Disney have acquired 20th Century Fox for a whopping $52.4 billion. As part of this deal, the House of Mouse gains full ownership of 20th Century Fox’s TV and film studios, along with cable networks and its back catalog of franchises.
This means that not only do Disney and Marvel regain the film rights to Deadpool, the Fantastic Four, and the X-Men, they also now own the rights to the Avatar series, the Simpsons and brands like National Geographic. As a result of this deal, we could see Wolverine, Storm, Magneto and Cyclops making their grand return in Marvel vs. Capcom: Infinite.
For all the celebration though, this deal only outlines Disney’s growing monopoly on pop culture. With it already having Star Wars, the Marvel Cinematic Universe, and now the Simpsons as part of its portfolio, it’s looking like it’ll only be a matter of time before Mickey Mouse owns the entirety of the American entertainment industry. On the plus side, it does mean we could possibly see Homer Simpson, Yoda, and Donald Duck as future guest characters in MvC:I…
If you’re a fan of “hack’n’slash” MMOARPG action, you’ll be thrilled to hear that Wild Buster: Heroes of Titan has officially kicked off its Early Access phase of development. This comes on the heels of what Nuri Works and Insel Games call the successful completion of “several closed Alpha and Beta tests”.
The latest Zy Universe developer blog has been posted on the site, a lore piece designed to reveal the origins of the planet Zaixing, a name that in Mandarin Chinese means “disaster”. According to the team, this fits the background of the overarching story. The goal of the piece and of all future lore articles, is to provide players with immersion extending beyond gameplay.
It appears that Daybreak Game Company is preparing at least two new games are in development, one an “online RPG” and the other “an online FPS/TPS game”. Job descriptions provide a few hints: The games are both multiplatform. One is based on “a popular old-class IP” while the other is “a hugely popular global IP”. Indications are that an announcement for one of the two will be coming sometime in early 2018.
NetherRealm Studios has announced a free trial for Injustice 2 that will run December 14-18 on PlayStation 4 and Xbox One. Throughout the duration of the trial, players will have access to the first three chapters of the phenomenal story mode, all multiplayer modes — including online matches, and the entire base roster (minus Braniac). Players will also be able to check out select DLC fighters within the Multiverse mode that is active during the trial period. On top of the free trial, those who enjoy the title are welcomed to pick it up at a 50% discount “at participating retailers.”
Injustice 2 is an incredible title, and there ‘s no better chance to check it out and see if its the fighter for you. Do yourself a favor and experience the story mode, it’s one of the best in a fighter to date.
Injustice 2 also received a new DLC character for it’s Ultimate Edition owners as well. Atom is a unique addition to the roster that fights by adapting his size to the situation. Check out some day-one impressions here, and the free trial trailer below!
[At the time of writing, it has not been confirmed if the free trial is a worldwide event, or limited to the UK — as this trailer is posted on a UK-based YouTube channel for WB Games, and doesn’t specify what regions will enjoy this promotion. We will update with what regions can indeed access the trial once we obtain that confirmation. – Editor]
It has been teased (and begged for) for an eternity: a fix for Tekken 7‘s input lag on PlayStation 4 (an apparent side-effect of the Unreal Engine) has finally arrived on consoles.
Those hoping for any other changes in version 1.10 will have to do some sleuthing: the Update History only reveals the planned “game performance optimization,” and Tekken’s official channels have not — at the time of this writing — revealed any patch notes.
Capcom Fighters’ weekly recap catches up with the 2017 Capcom Cup Champion, before his victory.
Echo Fox’s Tokido was a favorite to win last weekend’s Capcom Cup, and claim the two biggest Street Fighter V competitions in 2017 for himself — but RISE|MenaRD fought the good fight back out of losers bracket for a Grand Finals rematch — and despite being a single round from elimination, won it all after a bracket reset.
On this week’s Wake Up Wednesdays with Michael Martin, Martin passes along his chat with MenaRD — interviewed after making the cut for top 8, but before he claimed the Cup for himself. They discuss MenaRD’s path to Capcom Cup, and his thoughts on some of his opponents; watch it below!