Garou: Mark of the Wolves Gets Its Own Launch Trailer for PS4 and PS Vita; Shows Off Gallery Mode and Themes

It’s always nice seeing older games being attended to. Simple ports get us excited, but when the developers go a step further and add features to their game–features like netplay and extras–that’s what gets us really worked up.

While rumored for a release sometime this year, Garou: Mark of the Wolves was finally released for the PlayStation 4 and PS Vita yesterday, after Sony’s keynote at the PlayStation Experience. This announcement came with a really well-done trailer, showing off the game’s core mechanics, in addition to the new features of this current gen port which include new screen borders, a special Gallery mode and special PlayStation themes. We didn’t need this trailer to tell us to get hype, but boy is it a welcome sight.

Source: PlayStation

AOne Games Announces Omen of Sorrow, a New Horror-Themed Fighting Game

You will probably have lost it in the shuffle between Akuma’s official announcement, details on Street Fighter V Season Two and the reveal of a little game called Marvel vs Capcom Infinite, but another new fighting game was revealed during the PlayStation Experience. Shown ever so briefly in a sizzle reel for Sony’s upcoming indie games that are coming to PlayStation 4, AOne Games revealed their new fighter, titled Omen of Sorrow.

A horror-themed fighter, Omen of Sorrow casts characters from myth and literature, with characters like Dr Hyde the Twisted Alchemist and Gabriel the Mongrel Knight fighting it out in traditional creepy locations like dingy laboratories and cathedral bell towers. From the short trailer and the artwork on its site, Omen of Sorrow draws major similarities to Killer Instinct with its character choices, drawing on classic horror tropes like the werewolf and the succubus to pad out its roster. Hopefully we’ll see more unique character designs and locations as we get more information on the game.

Touting itself as a “fast paced, high mobility fighting game”, let’s hope Omen of Sorrow can entice players to stray away from the plethora of big name fighters that are coming out next year. All the footage in the trailer is pre-alpha, so expect character models, moves and the overall visual fidelity to change in future as AOne Games further develop Omen of Sorrow.

Sources: PlayStation; Omen of Sorrow

PG|Filipino Champ Test Out Dhalsim’s Changes for Street Fighter V’s Second Season In These Matches From the PlayStation Experience

Dhalsim is one of the characters who initially felt strong, but ended up to be pretty low tier in Street Fighter V. As such, Dhalsim mains around the world are likely wondering how he’ll be changed for the game’s second season.

One player who’s surely looking forward to how Capcom will be changing Dhalsim is Panda Global’s Ryan “Filipino Champ” Ramirez, the only Dhalsim player at Capcom Cup. Filipino Champ got the chance to check out a test build of Street Fighter V’s second season at the PlayStation Experience. Luckily for us, XSplit’s Kevin “Burnout Fighter” Kim, himself another Dhalsim main, was on hand to capture some off screen footage of Filipino Champ taking the updated Dhalsim out against a few other notable players such as Ryan “FubarDuck” Harvey with his R. Mika, Winterfox’s Miky “Samurai” Chea with Ryu and Circa eSport’s Long Phi Nguyen who was testing out Akuma.

Burnout has shared these matches with us, some of which you can see below. We’ve already noticed that Dhalsim’s V-Skill and some of his anti-air normals come out faster. Can you spot any more changes?

Source: Burnout Fighter

Capcom Puts Forward Its Goals for Season Two of Street Fighter V

With Season Two of Street Fighter V set to start on December 20th, Capcom are aiming to rebalance major parts of the Street Fighter V engine, to compliment the host of new characters that are coming to fight in 2017. In a post over on Capcom Unity, Peter “Combofiend” Rosas has outlined some of the major aspects of SFV which are planned to change in the next season.

The main three areas which Capcom are trying to tackle are reducing the power of certain anti air light attacks, increasing the recovery after successful throws to stop throw loops and ending player reliance on invincible reversal options, like wake-up Shoryuken. Players at the PlayStation Experience have already noted these changes, with moves like Shoryuken now only gaining invincibility when the EX version is used and all anti-air jabs receiving a severe nerf.

Besides these three sticking points, Combfiend states that the main goal of Season Two is “to have each character’s uniqueness truly shine”, with Capcom tweaking things like hitbox and hurtbox sizes, stun and damage values, frame data and so, in order to make each fighter feel different. The whole changelog should be released in a few weeks’ time, so we can really the extent of these changes.

Sources: ultradavid; Capcom-Unity

Marvel vs. Capcom Infinite Will Not Use Assists, Features “Freeform” Two-Character Combo System

This new game is intended to be more easily accessible to new players.

Details on the gameplay aspects of the freshly-revealed Marvel vs. Capcom Infinite are gradually starting to appear over the course of the weekend. We learned early on that the game would feature 2-on-2 teams instead of the 3-on-3 from the last two titles; Capcom Director of Production Mike Evans has spoken to Game Informer on this matter, and added that no assist characters will be joining your duo this time around. Instead, you choose two fighters and one Infinity Stone. The decision to streamline the character select process was made, apparently, to be less intimidating than prior games’ character/assist selection process, and appeal more readily to casual fans–but also to offer the Stone as an assist-substitute, preventing certain characters becoming more like “tools” by being selected solely for what they offer as an assist ability, as the design team has reportedly observed in prior titles.

The Inifinity Stone replaces the X-factor mechanic from Marvel vs. Capcom 3, and the Stones will provide multiple buffs to your team throughout the match–but the exact means of activation and limitations are yet unclear. Experienced players balking at the words “casual” and “accessible” shouldn’t have to worry, though–efforts are being made to keep more advanced gameplay in the mix, particularly through the new ability to instantly switch your fighters at any time, including mid-combo, similar to MvC3’s team aerial combos–but more quickly–and on the ground as well. This mechanic should allow for a sort of “freeform” combo system–at least, that is the design goal.

Marvel Entertainment’s Creative Director Bill Roseman also spoke to Game Informer regarding the concerns that X-Men were off-limits due to licensing issues; he reassured that X-Men are not off the table outright–“That heritage is not lost,” according to Roseman.

Read all of what Game Informer has learned so far about the game here. To see a little bit of this in action, check out Marvel vs. Capcom Infinite’s new gameplay trailer.

Source: Game Informer

Marvel vs. Capcom Infinite Will Not Use Assists, Features “Freeform” Two-Character Combo System

This new game is intended to be more easily accessible to new players.

Details on the gameplay aspects of the freshly-revealed Marvel vs. Capcom Infinite are gradually starting to appear over the course of the weekend. We learned early on that the game would feature 2-on-2 teams instead of the 3-on-3 from the last two titles; Capcom Director of Production Mike Evans has spoken to Game Informer on this matter, and added that no assist characters will be joining your duo this time around. Instead, you choose two fighters and one Infinity Stone. The decision to streamline the character select process was made, apparently, to be less intimidating than prior games’ character/assist selection process, and appeal more readily to casual fans–but also to offer the Stone as an assist-substitute, preventing certain characters becoming more like “tools” by being selected solely for what they offer as an assist ability, as the design team has reportedly observed in prior titles.

The Inifinity Stone replaces the X-factor mechanic from Marvel vs. Capcom 3, and the Stones will provide multiple buffs to your team throughout the match–but the exact means of activation and limitations are yet unclear. Experienced players balking at the words “casual” and “accessible” shouldn’t have to worry, though–efforts are being made to keep more advanced gameplay in the mix, particularly through the new ability to instantly switch your fighters at any time, including mid-combo, similar to MvC3’s team aerial combos–but more quickly–and on the ground as well. This mechanic should allow for a sort of “freeform” combo system–at least, that is the design goal.

Marvel Entertainment’s Creative Director Bill Roseman also spoke to Game Informer regarding the concerns that X-Men were off-limits due to licensing issues; he reassured that X-Men are not off the table outright–“That heritage is not lost,” according to Roseman.

Read all of what Game Informer has learned so far about the game here. To see a little bit of this in action, check out Marvel vs. Capcom Infinite’s new gameplay trailer.

Source: Game Informer

The First Street Fighter V Capcom Cup Champion is USA’s NuckleDu

NuckleDu protected the USA with Guile’s Perfect Guard, and put all comers on the ropes with Mika’s Muscle Spirit.

Through a weekend of stunning upsets and amazing Street Fighter V play, Liquid’s Du “NuckleDu” Dang powered through the competition at full steam and claimed the top spot in Anaheim, and will be the first to have his name engraved on the brand new Capcom Cup, in addition to taking home the largest prize in fighting games to date: around a whopping $230,000 total.

His win ultimately came by defeating Evil Geniuses’ Ricky Ortiz–she rose back up from the Losers bracket to threaten him again with her spectacular Chun-Li, after he knocked her down initially in Winners Finals. Check out the full final standings for Capcom Cup 2016 here.

From all of us at Shoryuken: congratulations, NuckleDu! We knew you could du it!

Sources: Capcom Fighters (Twitch); The Esports Writer (Twitter)

Saunders holds on to world title after poor performance aganist Akavov

Britain’s Billy Joe Saunders (24-0, 12 KOs) retained his WBO middleweight title with a points win over Artur Akavov (16-2, 7 KOs) on Saturday night at the Paisley Lagoon Centre in Glasgow, Scotland.
In his first title defence, Saunders won a unanimous decision by scores of 116-113, 116-112 and 115-113, but he was outworked for most of the fight and fortunate to keep the WBO belt.
Saunders has not been in action since winning the world title with a majority decision over Andy Lee last December,…

Murat Gassiev decisions Denis Lebedev to win IBF cruiserweight title

Murat Gassiev (24-0, 17 KOs) outpointed defending champion Denis Lebedev (29-3, 22 KOs) to win the IBF cruiserweight title on Saturday night at the MegaSport Arena in Moscow, Russia.
The Russian fighter won a 12-round split decision over countryman Lebedev, as the judges scored the bout 116-112, 116-111 for Gassiev, while the third had it 114-113 in favor of Lebedev.
Southpaw Lebedev was busier, but Gassiev landed the harder shots, dropping Lebedev with a body shot in the fifth and marking him…