Team NINJA’s Yosuke Hayashi and Yohei Shimbori Discuss Bringing Dead or Alive to PC, Handling Fanservice

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Over the past few months, we’ve heard a lot from former Team NINJA head honcho Tomonobu Itagaki regarding his thoughts on the current direction of Dead or Alive. However, those currently in charge of the franchise have been rather quiet – until now.

In an interview with MCV, Dead or Alive 5 producer Yosuke Hayashi and director Yohei Shimbori open up about the latest installment of the game, Dead or Alive 5 Last Round.  Here, they talk about how consumer interest in the series is bigger than ever and how fan demand resulted in the creation of a new version, with new stages and characters, for the next generation of consoles, instead of a simple port.

More importantly, they address talk about why, after almost two decades of staying only on consoles, they finally decided to bring the franchise over to PC. “The adoption rate of high-spec PCs and related peripheral devices has traditionally been lower than consoles,” Shimbori explained. “But these days, the perspective of PC gaming has changed drastically and we expect more fighting games will be released for PC users.”

He expressed some concern about modding on the PC version – something a company used to developing on consoles usually doesn’t have to worry about. “We have to deal with mod issues from an IP holder perspective. We would like to ask PC users to play our game in good moral and manner. Otherwise, we won’t be able to release a title for PC again.”

While some may see this as referring to any possible nudity hacks, this concern could also be directed towards modding the game to get free access to its downloadable content, additional revenue that Team NINJA certainly relies on to keep supporting for the series and its community.

They also took time to address the series’ often controversial approach to female representation. “Our characters, male and female alike, are created in a fantasy setting and are using extraordinary abilities to compete with each other in a clearly light-hearted, over-the-top universe,” said Hayashi. “Their abilities are very balanced and we want to present all of them as dynamic, strong, sexy and confident.” For Last Round, this likely refers to the fact that even the male characters are getting their share of fanservicey outfits.

He added that the game has to appeal to fans all over the world. “What is important to remember is that Dead or Alive is a series developed in Japan, where the interpretation of beauty is very different to that of Europe or the US. Our philosophy is to try and make a game that our fans can enjoy, both in the East and the West, and regardless of gender.”

Of course, this isn’t all that the duo talk about, you can read the rest of the interview over at MCV.

Source: MCV via Free Step Dodge

Meet Aganos, Killer Instinct’s Towering War Golem

killerinstinctone-aganos-conceptWith February in full swing, Microsoft Studios’ Adam Isgreen has gone live with an early edition of the Killer Instinct textual stream to drop some early information on the title’s next character, Aganos.

Previously codenamed Golem, this hulking fighter certainly lives up to size expectations, standing taller than Glacius and occupying a ridiculous amount of real estate when compared with even the bulkiest characters the game has to offer.

Aganos’ gameplay will focus around a replenishable resource, readily visible on the character model, that it can use to launch projectiles, build walls, and gain armor. This mechanic will also change up movement and attacks depending on how much of the asset the golem possesses.

Other tools include a unique roll attack (with controllable bouncing), a Shadow move that hinders the opponent while still allowing actions by Aganos itself, and more.

More details on the character’s background can be found in the original post, along with hints on future characters and a preview of additional color palettes heading to Killer Instinct with the Aganos update. Gameplay footage will be made available during the developers’ next broadcast.

Source: Ultra-Combo, tip via Ben2Gen

Yatagarasu Attack on Cataclysm Hits Arcades on February 12

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Indie fighter Yatagarasu will be making its way to arcades for the first time next week. Starting February 12, Yatagarasu Attack on Cataclysm will be available for play in game centers across Japan via TAITO’s NESiCAxLive digital distribution service.

Created by three former King of Fighters developers, Attack on Cataclysm is an update to the original Yatagarasu that adds three new characters: Azure, Kotaro, and Aja. This new version comes to fruition thanks to the backing of an Indiegogo crowdfunding campaign, raising $118,243 of its original $68,000 goal.

With this release, Yatagarasu will join the likes of Melty Blood and Akatsuki Blitzkampf, other doujin fighting games that have made the transition to arcade. It will also eventually make its way to PC, with both Japanese and English language releases.

Source: NESiCA PR Twitter via Kakuge Checker

KVO x TSB Heads to Osaka with New Lineup, Evo 2015 Qualifiers

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Known as one of the premier Japanese tournaments for Ultimate Marvel vs. Capcom 3, KVO is back with an unexpected twist – this time around, it’s a joint venture between Japanese and American tournament organizers, Kyamei and St1ckbug.

The tournament itself is slated to bring more high-level competition with its prospective lineup, but is also focused on creating cultural exchange between players from Japan and the numerous participants and viewers from outside the country.

KVO x TSB is scheduled to take place in Osaka from May 2 to May 4, with livestreams provided by GodsGarden for Japanese speakers and OgreLive for English speakers.

While KVO has a history of catering to both popular and lesser known titles, KVO x TSB will top the previous entries by running eleven titles in three days, two of which–Guilty Gear XRD -SIGN- and Persona 4 Arena Ultimax–will also serve as Evo qualifiers courtesy of St1ckbug and Stunedge, respectively.

More information, as well as a list of games, can be found on the KVO and Team St1ckbug websites. For those hoping to join Team St1ckbug on their excursion to Japan, a helpful guide on what to expect has been posted by St1ckbug himself.

For other players outside of Japan hoping to make the trip or need assistance with signing up, St1ckbug is offering direct assistance via Twitter.

Source: St1ckbug

Slow Down! Evo 2015’s Rules Don’t Reveal Anything About Mortal Kombat X

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With Mortal Kombat X’s April release rapidly approaching, fans are looking for tidbits of unrevealed information anywhere they can, from mysterious retailer listings to the on-going comic book series. While many times these details end up being shoved into the light earlier than anticipated, some can be debunked with just a tiny bit of research.

Such is the case with a rumor that landed online this morning positing the upcoming title may include a mode that allowed players to pick a team of three characters, much like SNK Playmore’s King of Fighters series.

This speculation was fueled by, of all places, the official rules for this year’s Evolution Championship Series event. Funny enough, the bare minimum amount of digging shows that the same exact wording was used for King of Fighters XIII’s guidelines last year.

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These reports caught the eye of hopeful contender Carl “Perfect Legend” White, who reached out to folks involved with the tournament (namely Tom “inkblot” Cannon, Tony “Pond3r” Cannon, and Joey “Mr. Wizard” Cuellar) about whether or not this was legitimate. During this time, we also got in contact with Cuellar, who relayed to us a very similar answer to the one he gave White.

They were leftover rules from King of Fighters XIII. Nothing to see here!

Upcoming Guilty Gear Xrd -SIGN- Arcade Changes Detailed by Arc System Works

With the console version of Arc System Works’ Guilty Gear Xrd -SIGN- now available across the world, it’s time for the arcade version to see some updates.

The next patch, which bumps the title up to ver.1.1, brings console characters Sin Kiske, Elphelt Valentine, and Leo Whitefang to game centers along with balance changes for the entire cast and some slight system tweaks. This new version will be in location testing at select locations in Japan starting this Thursday and running through the weekend.

Below is excerpt of changes that will be applied for the upcoming location test. Take note the listing is not a full log of changes and that, as part of an early showing, the changes are tentative. Take a look and let us know what you think in the comments below.

General Changes

Sin Kiske, Elphelt Valentine, and Leo Whitefang are now playable.
All characters have undergone battle balance tuning. See below for more details.
Buffer reception time for button inputs, forward dash inputs, etc. has been extended.
Inputs for certain command moves such as Special Moves and Overdrive Attacks have been made easier.
When repelling a projectile with Blitz Shield, the opposing character itself is pushed back if close.
Time it takes for Purple Roman Cancels to activate has been shortened.
When activating a Roman Cancel during the opponent’s Blue Psych Burst, the Roman Cancel is now red.
Behavior when activating neutral recovery at a low position changed.

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Sol Badguy

Move Name Changes
Jump D Untechable time on counter-hit increased.
Gun Flame Yellow Roman Cancel reception window slightly shortened.
Kudakero Hurtbox before descent expanded
More difficult to be pushed back when blocked during the descent.
Initial hit damage proration 85 added.
Riot Stomp Damage increased from 10·30 to 30·50.
Initial hit damage proration 75 added.
Grand Viper Easier to increase number of hits with additional inputs.
Fafnir Attack Level lowered from 4 to 3, now +2F on block.
Slide time on counter-hit reduced.

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Ky Kiske

Move Name Changes
Ground Stun Edge Initial hit damage proration 90 added
Yellow Roman Cancel reception window extended.
Stun Dipper Initial hit damage proration 90 added.
Split Ciel Attack level increased from 2 to 4.
Sacred Edge Start-up changed from 5+3F to 4+3F.
When activating a Roman Cancel immediately after start-up, the projectile now comes out
No longer reflected by moves like Zato’s Drunkard Shade.

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May

Move Name Changes
Mr. Dolphin – Vertical (HS) Attack Level increased from 3 to 4.
Overhead Kiss Command changed to “Near opponent 623+K”.
Applause for the Victim Input priority for each button changed.
Remains in standby state even when releasing the button immediately after command input.
After placement is complete, releasing the corresponding button launches.
Attack start-up reduced from 13F to 10F.
Can now Hop on Dolphin before attack-start-up.
Hop on Dolphin Attack damage uniformly set at 50.
Now easier to cancel into air dash after hitting the opponent.

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Millia Rage

Move Name Changes
6+K Attack Level lowered from 4 to 2.
Dead Angle Attack Motion changed, now knocks back horizontally on hit.
Digitalis Untechable time on counter-hit increased.
Recovery increased from 23F to 26F.
Initial hit damage proration changed from 80 to 75.
Winger Knock back on hit changed from wall bound to sliding down.
Forced damage proration on hit removed, initial hit damage proration 90 added, final hit’s R.I.S.C. Level decrease 15 added.

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Zato-1

Move Name Changes
Shadow Puddle Is now removed by an opponent’s attack.
Shadow Puddle Eddie Summon When summoning Eddie from Shadow Puggle, a small amount of Eddie Gauge is consumed.
Dead Man’s Hand Command changed to 214+D.
Proration application timing changed, actual damage increased.
When a large amount of Eddie Gauge remains, attack damage slightly increased.
Untechable time increased.
Break the Law Yellow Roman Cancel reception window shortened.
Great White Knocks back less on hit.
Force damage proration on hit 80 added.
Eddie Gauge Eddie Gauge recovery speed from a destroyed state decreased.
Eddie Gauge no longer recoveries during the certain cinematics such as Overdrive Attacks.

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Potemkin

Move Name Changes
Stand P Attack Level increased from 0 to 1.
Hammer Fall Hitbox expanded forward.
Trishula When activating Yellow Roman Cancel immediately before start-up, the projectile now releases.
Opponent floats lower on hit.
Untechable time on normal hit reduced.
Untechable time on counter-hit increased.
Homing Dash Homing Dash added.

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Chipp Zanuff

Move Name Changes
Crouch S Now causes stagger on counter-hit.
Tsuyoshi-shiki Meisei Visual changed.
Tsuyoshi-shiki Ten’i (HS) Total recovery reduced from 26F to 20F, making it the same as the S version.
Appearance position slightly raised.
Shinkirou Now knocks backs the opponent on counter-hit.
Zansei Rouga Opponent’s behavior as the move connects changed.
Final hit damage increased from 110 to 150.

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Faust

Move Name Changes
Far Stand S Hurtbox before and after start-up expanded forward.
Attack damage reduced from 38 to 34.
Jump 2+K Can now be done from a low height.
Hack n’ Slash From the second hit onwards, can now be guarded with ground block or air Faultless Defense.
Backward (from Spear Point Centripetal Dance) Untechable time increased.
Float of the opponent on hit changed.
Attack damage reduced from 40 to 24.
Grounded Hit-stun Hurtbox during certain hit-stun motions expanded.

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Axl Low

Move Name Changes
Stand P Hitbox expanded.
Sickle Flash Untechable time increased, now downs.
When activating Yellow Roman Cancel immediately before start-up, the projectile still releases.
Initial hit damage proration added.
Follow-up input reception window is now earlier.
Artemis Hunter Input priority is now higher than Sickle Flash.
Hit-stop increased.
Heaven Can Wait Both the high and low version can now be Yellow Roman Cancelled as the attack starts.
Sparrowhawk Stance – High Hitbox expanded.
Sparrowhawk Stance – Mid Hitbox expanded downward.
Before attack start-up the hurtbox extends, and remains after the attack.
Sparrowhawk Stance – Low Hitbox and hurtbox lowered, hurtbox extends before attack start-up.
Initial hit damage proration added.

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Venom

Move Name Changes
Ball Set When holding a different attack button as the ball is being created, the corresponding ball is now set.
P Ball Set’s P Ball position slightly lowered.
Top Spin, Back Spin When hitting a set ball with Stinger Aim or Carcass Raid, the ball’s level is strengthened.
Qv Knock back on hit weakened.
Attack Level now rises when held.
Dark Angel 6 hits added to total number of hits.
Bishop Runout Can now be hit again earlier.
Effect time decreased.

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Slayer

Move Name Changes
6+P Horizontal knock back on counter-hit increased, easier to bound.
Now wall bounds even at middle of the stage.
Bloodsucking Universe Attack damage increased from 72 to 90.
Advantage on hit decreased.
Distance after hit increased.
Dandy Step (P) → Pilebunker Rush distance increased.
Counter-hit behavior changed to wall bound.
Attack damage reduced from 80 to 70.
Takes counter-hit damage during recovery.
Dandy Step (K) → Pilebunker Now causes wall stick on normal hit.
Forced damage proration on hit 70 added.
R.I.S.C. Level decreased changed from 6 to 10.
Takes counter-hit damage during recovery.
Dead on Time Hit-stop added.
Stun damage increased from 0 to 70.
Rush distance increased.
Recovery after the rush increased from 31F to 39F.
Air Tech Fixed bug that caused Slayer’s invincibility time when teching to be shorter than other characters.

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I-No

Move Name Changes
Far Stand S Active time increased from 5F to 7F.
Now causes stagger on counter-hit.
Stroke the Big Tree Knock back on hit changed.
Now causes wall stick in the corner.
Initial hit damage proration 90 added.
Sultry Performance (HS) Now rebounds after full hit.
Charge time of maximum charge reduced.
Sterilization Method Active time increased.
Invincibility above the knee added.
Takes counter-hit damage during recovery.

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Bedman

Move Name Changes
Crouch HS Now jump cancellable.
Knocks the opponent in front of Bedman on hit.
Initial hit damage proration 90 added to 2 and 3 directional input versions
6+HS Start-up increased from 21F to 33F
Throw invincibility added to the latter half of the move.
Now causes stagger on counter-hit.
Hemi Jack Total recovery reduced from 83F to 68F.
Projectile portion’s opponent chase speed increased.
Hit-stun when receiving an attack during the projectile portion increased.
Forward Dash Total recovery reduced from 44F to 39F.
Counter start-up timing changed from 4F to 3F.
Recovery on a successful counter reduced, appearance position now farther.
Air Hang Upward movement distance from a normal attack cancel increased
Upward directional input reception time from normal jump revised, easier to float.
Homing Dash Can now be cancelled with any action.

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Ramlethal Valentine

Move Name Changes
Jump 8+D Untechable time decreased.
Attack damage reduced from 50 to 40.
Recovery time increased from 20F to 28F.
Jump D Now causes wall bound on counter-hit in the corner.
Initial hit damage proration 80 added.
Recovery time increased from 20F to 28F.
Jump 2+D Start-up reduced from 18F to 11F.
Knocks the opponent downward on hit.
Recovery time increased from 20F to 28F.
Jump Deploy Giant Sword Jump 6+S and 6+HS total recovery increased from 29F to 35F, Jump 2+S and 2+HS total recovery increased from 26F to 37F.
Combination (P) K Forward movement distance increased.
Combination route to 4+K added.
Daruo (Glowing Version) Recovery increased from 15F to 16F. Input reception time decreased.
Input reception time decreased.
Glowing version now only activates when completing the motion with diagonally downward.
Calvados Start-up reduced from 12+10F to 7+7F
Attack damage increased from 7 to 8 per hit.
Recovery increased from 29F to 31F.

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Sin Kiske

Move Name Changes
6+P Now jump cancellable.
Recovery increased from 15F to 18F.
Hawk Baker Floats the opponent even when hitting from afar.
Far hit untechable timing now the same as close hit.
Far hit knock back distance decreased.
Elk Hunt Active time increased from 5F to 6F.
Recovery reduced from 12F to 11F.
Hitbox and hurtbox during attack start-up expanded
Initial hit damage proration 90 added.
Now floats the opponent higher on hit.
Beak Driver Landing recovery removed.
R·T·L Fixed bug that caused Sin to remain in place when repeating the follow-up inputs quickly.

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Elphelt Valentine

Move Name Changes
Far S Attack level reduced from 3 to 2.
Pineberry Hurtbox added to the grenade before the explosion, bounces back when struck by the opponent.
When Elphelt herself receives damage, the grenade does not explode.
When colliding with a projectile, explodes at the point of collision.
Bridal Express Base proration added to both ground and air versions.
Miss Confire Knocks the opponent higher on counter-hit.
Mss Travailler Tension Gauge increase when reloading reduced from 200 to 100.

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Leo Whitefang

Move Name Changes
Stand K Gatling route to 6+P added.
Graviert Wurde (S) Range is now unlimited.
Hitbox expanded downward.
Graviert Wurde (HS) Speed reduced.
Hitbox expanded downward.
Kaltes Gestöber Dritt (Follow-up) Throw invincibility added.
Brynhildr Stance → Kahn Schild Attack damage increased from 60 to 90.
Can be Yellow Roman Cancelled during start-up only.
Siegesparade Can no longer be Psych Burst on hit.
Advantage on hit increased from +2F to +3F.

Source: Arc System Works, tip via 00000000

Dead or Alive 5 Last Round Core Fighters Discounted on Xbox One at Launch

Dead or Alive 5 Last Round’s console release is only two weeks away, so to help people get hype for the game, Team NINJA recently released a brand new launch trailer.

The video showcases some of the additions to the game, including returning antagonist Raidou and newcomer Honoka, downloadable characters from Ultimate, and a handful of new stages. A good number of the new costumes are also given some of the spotlight, some of which were designed by fans.

New information on a special launch promo for the Xbox One’s Core Fighters edition was also imparted. For two weeks after launch, the limited title will be available with four characters for only $4.99 instead of the normal $9.99.

As was previously detailed, Core Fighters on Xbox One will not be upgradeable like its PlayStation 4 and PlayStation 3 counterparts, both of which are entirely free.

Dead or Alive 5 Last Round launches on PlayStation 4, Xbox One, PlayStation 3, and Xbox 360 on February 17 in North America, February 19 in Japan, and February 20 in Europe. The title will arrive on PC on March 30.

Source: Team NINJA

Details on Mortal Kombat X’s Special Editions Emerge, Returning and Guest Characters Mentioned

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For those die hard Mortal Kombat fans for whom the regular retail versions of the game simply will not do, here’s some great news. In a recent press release, Warner Brothers Interactive has announced not one, not two, not three, but four different special editions for Mortal Kombat X.

The first of these is the Mortal Kombat X Kollector’s Edition for PlayStation 4 and Xbox One. Made in collaboration with toymaker Coarse, this set will come with a special Scorpion figurine in the manufacturer’s signature style. It will also include an in-game gold Scorpion skin, similar to that of the figure, and the Kombat Pack, which grants access to returning and guest characters. This package has an MSRP of $149.99.

They will also be providing a bundle exclusive to Europe, though it can also be imported through Amazon. This version will come with a Scorpion statue, unique packaging , a copy of the Mortal Kombat X: Blood Ties comic book, and the aforementioned gold Scorpion skin and character content. As with the previous edition, this one is available only for PlayStation 4 and Xbox One. MSRP will be $179.99

For those who prefer to purchase their games digitally, the Mortal Kombat X Premium Edition package will retail for $89.99 and include the additional character pack. Unlike the previous two versions editions, however, this bundle will be available for PlayStation 3 and Xbox 360 in addition to newer consoles.

Finally, the Mortal Kombat X Limited Edition is available for pre-order exclusively from GameStop. This package will include an exclusive, Cold War inspired Scorpion skin, designed in collaboration with the fans and artists over at the Mortal Kombat Kollective, as well as the downloadable character pack. Available only for PlayStation 4 and Xbox One, MSRP is set at $94.99.

Mortal Kombat X will launch for PlayStation 4, Xbox One, PlayStation 3, Xbox 360, and PC on April 14.

Source: Warner Bros. Interactive Entertainment via Test Your Might

Carl Froch vacates IBF super-middleweight title

Carl Froch (33-2, 24 KOs) has vacated his IBF super-middleweight title.
The 37-year-old has decided to relinquish the IBF title rather than make a mandatory title defence, against countryman James DeGale (20-1, 14 KOs).
Froch was set to face former middleweight champion Julio Cesar Chavez Jr. (48-1-1, 32 KOs) next month but an elbow injury forced him to pull out of a planned Las Vegas clash with the Mexican.
“It’s been a frustrating couple of weeks with terms agreed for the Chavez fight only…

Former Midway and Bandai Namco Developer Turned Machinima Star Monty Oum Passes Away at Age 33

Photo c/o Wikimedia Commons.

Photo c/o Wikimedia Commons.

Today, we sadly report that game developer turned machinima star Monty Oum has passed away at the young age of 33, according to Rooster Teeth.

While mostly known for his video work on titles such as Haloid, Dead Fantasy, and Red vs. Blue, Oum also contributed to game development, previously holding positions at Bandai Namco Games and the now-defunct Midway Games as a combat designer. He often stated that his long-term goal was to be able to make “the most awesome fighting game ever.”

Details state that Oum experienced an unexpected allergic reaction to a simple medical procedure, leaving him in a coma before he finally passed on at 4:34 PM on February 1.

Oum is survived by his wife Sheena, his father Mony, his brothers Woody, Sey, Chivy, and Neat, and his sisters Thea and Theary. For any fans looking to honor Oum in his passing, his former employers, co-workers, and friends at Rooster Teeth are asking fans to refrain from sending the usual flowers and gifts, and are instead asking them to do “something creative” and use their imaginations “to make the world a better place in any way that you can.”

Source: Rooster Teeth, thanks to King9999 for the tip.