New The King of Fighters XIV Chinese Premium Edition Details Hint That DLC Costumes Are Coming in December

Gamepoch has dropped details on the upcoming Premium Edition for the traditional Chinese version of The King of Fighters XIV onto their Weibo page. While these are mostly the same details that we already reported on some time back, there is some new information that might excite players from the rest of the world.

One of the details revealed is that the game–at least in China–will be getting DLC costumes each month starting in December. These costumes will be free for those who purchase the Premium Edition, and purchasable for those who bought the regular edition.

Now whether or not these are the same costumes that have already been released for the rest of the world (Classic Kyo and Nightmare Geese) alongside the Classic Iori, or if they are new costumes for the rest of the cast, is as of yet unknown.

The traditional Chinese version of The King of Fighters XIV launches in China on November 18.

Sources: Gamepoch (Weibo) via Gatoray; HB|John Xuandou

Tekken 7: Fated Retribution Undergoes Version H Patch at End of November, Here’s the Changelog

Tekken 7: Fated Retribution has received another title update for the arcade cabinets in Korea and Japan. Coded as “Version H,” the update will be out on November 29th, and will be the version used in the finals of The King of Iron Fist Tournament. While the changelog addresses that “various (other) system related bugs have been corrected,” no details on said bugs were included in the changelog, as it focuses only on three characters: Akuma, Gigas, and Master Raven.


AKUMA

  • Akuma’s hurtbox during all his Forward, Backward Jumps and Demon Flips moves have been made larger. This adjustment will make it easier to hit an airborne Akuma with a larger amount of moves.
  • The Recovery Frames for Akuma landing after performing a jump has been increased. This adjustment will make it more easier to punish Akuma when he lands to the ground after being in an airborne state.
  • Demon Flip 1, Demon Flip 3, Demon Flip 4, Demon Flip 1+3 / 2+4 have the same adjustments made as above. (Recovery frames increased after landing.)

MASTER RAVEN

  • An unintended damage increase to the 1st hit of her b+4,4 would occur after doing a specific input. This was unintended and has now been fixed.

GIGAS

  • Specific moves that were affected when trading with Gigas’ Rage Drive has been corrected. Since they weren’t intentional, the behaviour of the Rage Drive has been adjusted. (FW – Gigas could cancel out certain characters Rage arts with his Rage Drive in previous versions so I think this is what this change is particularly targeting.)
  • Being able to do a Crazy Knuckle (b+2) after triggering the Earth Quake from Gigas’ Rage Drive has been fixed.

Special thanks to Flying Wonkey again for the translation from Japanese.

Source: Avoiding the Puddle

PlayStation Lifestyle Interviews Harada on What We Can Expect from Tekken 7

PlayStation Lifestyle recently sat down with Tekken 7 producer Katsuhiro Harada, to discuss some details on the upcoming Tekken 7 console port. There is a lot of mystery surrounding exactly what features and content is coming to the console release, though we do get a hint here or there. Here’s a quote from Harada:

The Tekken series has continued for 20 years, and you’ve seen what we have done in the past, right? Has there ever been an installment in which we never including anything extra for the console release?

While promising, it doesn’t offer much to fuel discussion. When pressed further, we were given little tidbits about what to expect as far as the story itself is concerned.

The main storyline portrays the showdown between Heihachi and Kazuya Mishima. Not only that, but we delve into why the father and son began their quarrel in the first place. A lot of the mysteries that were left unanswered will be explained.

Harada also hinted at the potential long term DLC plan when asked.

Up until now, our DLC was free, but we were only able to provide free content for two to three months after launch. However, current feedback from players has been that they want to see a longer span of support after the release, so we are currently still discussing our plans for DLC.

More was discussed in the interview, so be sure to check it out to catch up on the exact details provided.

Source: PlayStation Lifestyle

Limited Edition Skullgirls 2nd Encore Pre-Orders Reach 10,000 Copies, Ensures Japanese Voices

If you’ve been following Skullgirls, you’ll know that early this year Japan got a physical copy of Skullgirls, courtesy of Arc System Works, complete with a Japanese dub. The following outcry from the rest of the Skullgirls-playing world was heard by Lab Zero Games, and North America was offered their own Skullgirls 2nd Encore discs through Limited Run Games. After promising a final version of the game for players to enjoy on PlayStation 4 and PS Vita, there was also a promise made to patch Japanese voices into the game if it gathered enough physical pre-orders to cover licensing fees. Less than an hour ago, the threshold pre-orders needed to pass was met.

If you want to get your hands on the final version of the game, complete with Lobbies, new intro animations, Japanese voices, and every character–in addition to the full color manual and soundtrack CD, this may be your only chance to get it! Pre-orders end tonight at 11:59 PM EST, so be sure to head over to Limited Run Games quickly if you want in on this limited-issue physical release.

Sources: Limited Run Games; ASW

– SoundBlasterX Giveaway #3!

MMORPG.com has partnered with Creative for a series of SoundBlasterX giveaways. We’ll be giving away a SoundBlasterX H3 headset and two SoundBlasterX AlphaPads each week over the next month.

– Horizon Zero Dawn: An RPG that Plays Like an Action Game

The Playstation YouTube channel has a great new video to show how the world for Horizon Zero Dawn was created. Managing Director Hermen Hulst likens HZD as a role playing game that plays like a shooter, something that Guerrilla Games is well-known for. The game’s team shows off some of the locations within the game world and speaks about the challenge of creating something wholly open world role-playing environment.

Panda Global Announce Release Dates for the Panda Global Rankings v2 for Super Smash Bros. for Wii U

Released just before Get On My Level 2016, Panda Global’s first world rankings of Super Smash Bros. for Wii U players was the first real attempt to create a unified ranking system for this iteration of Smash. Similar to the Melee It On Me top 100 for Super Smash Bros. Melee, this player list acted not only as a who’s who of top players in Smash 4, but also as a guide for tournament seeding and a sort of “shopping list” for esports teams, looking to pick up unsigned players within the top 50.

A lot has changed since that initial list, with players yo-yo-ing between the top positions and new talent from across the USA, Japan and Europe elbowing their way into that top 50. With that in mind, Panda Global and the PG Stats team are compiling a new top 50 ranking for 2016, planned to release ahead of Genesis 4 in late January.

There are still two tournaments this year which will count towards this PGR version 2, those being 2GGT: ZeRo Saga and the UGC Smash Open. With much of the Smash 4 community vigorously debating who is in the top ten, let alone number one, this list will no doubt a hot button topic for the first half of 2017.

Source: PG Stats

BlazBlue: Central Fiction Shows Up on the List of PlayStation 4 Pro Enhanced Games

The beefier version of Sony’s latest console, PlayStation 4 Pro, launched on November 10; alongside upgraded hardware–which helps stabilize framerates for any game–there’s a growing list of “PS4 Pro Enhanced” games, that will support 4K and HDR features on compatible TVs.

The Japanese PlayStation 4 site recently published a list of games that includes a few confirmed Western titles, like KNACK and inFAMOUS Second Son, but also mentions Asian games. Among them figures BlazBlue: Central Fiction.

There’s a thread on Reddit with a few mixed impressions about the feature, but it seems that the 2D fighter’s visuals improve–with the right setup.

Currently, no other fighting game is listed offering this support.

Sources: Sony Asia via Gematsu; Reddit

Fantasy Strike Is Coming to PlayStation 4, Playable at the PlayStation Experience

The PlayStation Experience is going to be quite the convention for fighting game fans, as Sony has announced another fighting game that will be on the showfloor from December 3rd to 4th. Created by the author of “Playing to Win” and designer of Yomi and Puzzle Strike, David Sirlin’s Fantasy Strike will be at the PlayStation Experience, planned for a future PS4 release. For those who aren’t familiar: Fantasy Strike is a fighting game which aims to vastly lower the entry barrier for fighting games, by having most inputs be assigned to a single button.

No quarter circles, 720s or pretzel motions here: all special move inputs are assigned to one button press. Crouching has been removed and throws can now be countered by pressing nothing. You did just read that right, taking your hands off the stick when someone tries to throw you will initiate a “Yomi Counter,” reversing the throw with a cool reversal animation and giving you a full super bar.

Fantasy Strike is still in early development, but David and his team have so far implemented eight characters from the initial ten available in the Yomi card game, with the team planning to add more characters, more modes and GGPO matchmaking into the final product. Fantasy Strike is also coming to PC, and is actually playable in a pre-alpha state–but it does require a Patreon donation for access.

If you are at all interested in the concept of a fighting game which cuts through the complexity of input systems to get to the juicy core of mindgames, spacing, footsies and so on, swing by the Fantasy Strike booth at the PlayStation Experience to try it out for yourself.

Sources: PlayStation Blog; Fantasy Strike

Tokido Talks to Red Bull about Street Fighter V’s Input Lag and How Certain Characters Became Weaker When It Was Reduced

One of the most contentious issues about Street Fighter V has been the game’s input delay. At launch, the game had a larger-than-average amount of input delay–8 frames–than most fighting games. While this has now been reduced, many are hoping that it be brought down even more.

At the recently concluded Red Bull Battle Grounds, Red Bull eSports’ Anne Ellis got a chance to talk to Hajime “Tokido” Taniguchi about this issue. According to Tokido, due to the input lag, aggressive players stood a better chance at winning. “One mix-up is all it took to score a victory” he states. He further elaborates, saying that certain characters, such as Laura, benefited a lot from the input delay, making their mix-up-centric play styles stronger. Once the input lag was reduced however, these characters started losing more–since their mix-ups became much easier to react to.

Tokido hopes that if Capcom reduces the input delay further, they also take these characters into consideration and adjust them accordingly. “Maybe they can change more,” he says. “They changed only input lag. I think maybe it is good they change something more.”

Of course, that’s not all that Tokido talks about in the interview. He also discusses his character choice, the concept of “fairness,” and of course, Akuma. Check out the full article over at Red Bull eSports.

Source: Red Bull eSports