Eight years after his intro to the Evo 2010 Super Street Fighter IV finals, Zaid Tabani — a.k.a. Redrapper — found inspiration in the new version of Cody’s theme for Street Fighter V: Arcade Edition. The result: this fantastic remix! (NSFW language included.)
And that’s not all: Zaid Tabani’s movie project Ranbat has been transformed into an upcoming album, featuring FGC community mainstays such as Gootecks, James Chen, and Sherryjenix. Look for it on July 27!
“FiveMoves” reads the cheeky handle that Press Button Win uses to play online. Perhaps “FiveishMoves” was already taken, but that’s alright — it’s still perfect for his brand new tutorial series “Think, Don’t Mash!”, which tackles the concept of simplifying move-lists in order to learn a new character or game. While the example provided here is performed in Street Fighter V, it’s a broad concept that applies across all fighters.
The concept is as simple as the effort required to make it work — by forming a gameplan around a few moves, you learn to use those moves better. It also helps commit that information into your long-term memory, and gradually, you can build a nuanced understanding of a character’s entire repertoire through this simple chunking exercise.
Are you a Smash player that’s been on the fence about Hit Box‘s new Smash Box controller? The company has put a new demonstration video just for you:
Featuring programmable variables for tilt values and angles, the Smash Box’s functionality is centered largely around “modifier” buttons. As demonstrated in this out-of-the-box beginner’s guide, the modifier button allows you to toggle between full and half-held presses — this gives you control that is more difficult to achieve with an analog stick.
With his return to Street Fighter V: Arcade Edition, Cody also brings with him a new take on his classic theme. This new theme was the work of Daniel Lindholm, who also did a few other songs for the game — including those for other DLC characters such as Ed, Menat, Zeku, and Sakura.
GINX Esports recently had an interview with Lindholm where the latter got a chance to talk about the creative process behind these themes.
First up, to get it out of the way, Ed theme was loosely based on Eminem’s “Lose Yourself” as some have speculated. In fact, the similarity was enough that Capcom actually had them change it up a bit. “They said, ‘You managed to replicate that song, now please change it so we don’t get sued,” he states.
He ended up changing the bassline, this time taking inspiration from another well-known artist: Tupac Shakur. He took inspiration from “The Humpty Dance”, a song that Tupac did while as part of the alternative hip hop group Digital Underground.
Among the themes that Lindholm has worked on, Zeku’s theme has become a fan-favorite. For the aged Bushinryu master’s theme, he decided to go with genres that today’s generation may not be listening to. Hence, we hear a lot of ’70s disco — something he felt went with the Zeku’s outfits. Said since Zeku does come from Japan, he eventually decided to substitute in a flute instead of the saxophone you’d usually hear in funk music. However, the unreleased Saxophone versions of the theme can be listened to on his YouTube channel:
Meanwhile, Sakura’s may be at the opposite end of the spectrum, with some players preferring the more classic sounding “Kasugano residence” stage theme. Lindholm explains that he wanted Sakura’s theme to reflect that she had grown up.
“I think the character resembles her growth from fanhood to womanhood,” he states. “Her character needs to be more mature, and that’s why we settled on this… not club-house, but straight-house music for her.”
As for Cody’s theme, Lindholm refers to the now iconic voice line from his Street Fighter IV theme – “Turn the beat back.” For Street Fighter V, he sampled this and cut it up, word for word. He also added in elements of New York hip-hop to bring life to the sound of Metro City. Interestingly enough, the initial versions sounded a bit darker.
“It ended up as more of the Bronx, as a darker hip hop. The brass section has been the same, but the bassline was darker in that part. It didn’t sound positive for Cody’s new perspective on life.” Lindholm continues saying, “He’s had this nihilistic view, but now that he has a purpose in life, I wanted to make it lighter. The intro was a small inspiration from SFIV.”
Of course, that’s just part of the interview, you can read the rest, including tidbits on his work on the music from the game’s story modes over at GINX Esports.
The times they are a-changin’ and the Raiden is de-aging.
In this day and age where old film franchises are getting rebooted, and video game movies aren’t as bad as they used to be, it should come as no surprise that Mortal Kombat is getting reimagined. However, it seems that the upcoming reboot, produced by James Wan and directed by Simon McQuoid, is making some significant changes to the franchise’s cast.
According to a report by That Hashtag Show, New Line Cinema is in the process of casting for a new live-action Mortal Kombat film. What’s interesting however are the details revealed by the casting call, including the identity of a new main character.
The biggest change from previous Mortal Kombat media is the addition of a new character, Cole Turner. This new character is a widowed boxer in his 30s who cares about his estranged daughter, currently in the custody of his late wife’s mother and sister.
A new main character is a pretty big change on its own, but some of the other changes to the cast are almost equally as shocking.
The casting sheet reveals that Raiden in this reboot will now be a 14-year-old boy, quite a drastic change from the elder god we know from the series. Additionally, Sub-Zero and Scorpion are nowhere on the list, which may be an even more shocking change, considering that they’re arguably the faces of the franchise.
You can learn more about the casting call for the new Mortal Kombat reboot film from That Hasgtag Show.
From hilarious entrances to breathtaking comebacks and upsets, this event had it all!
With CEO 2018 now in the history books, the Capcom Fighters YouTube Channel recently posted a quick video, as they often do, looking back at their Top 5 moments from the latest Capcom Pro Tour Premier Event for your viewing pleasure.
This event was one of the most stacked Street Fighter V: Arcade Edition brackets we’ve seen so far in the 2018 CPT Season, so there was plenty to enjoy both in and outside of the game. From some of the great top 8 entrances, such as NuckleDu channeling Kazuchika Okada to make it rain in Daytona Beach, or Panda Global Infiltration’s amazingly hilarious recreation of former European and Intercontinental Champion Val Venis’s iconic ring entrance, to IWGP Heavyweight Champion Kenny Omega ejecting James Chen from the commentary table.
There was certainly a lot of entertaining activity going on. We also had the massive upset of Epsilon|Takamura taking out 2017 Evo Champion Echo Fox|Tokido in the Akuma mirror, Mousesports|Problem X’s destructive Abigail, the breathtaking Grand Finals between QANBA.DouyuTV|Xiao Hai and Fudoh|Fujimura and much more.
You can see the full video below.
What was your favorite moment of CEO 2018? Share your picks with us in the comments section!
Released in arcades in 1998 and on the Sega Dreamcast in 2000, Plasma Sword: Nightmare of Bilstein is the sequel to the 3D sci-fi fighter Star Gladiator that Capcom can only seem to occasionally remember they made. It’s a shame, too, and not just because the 3D sub-genre is having something of a resurgence right now: as NewChallenger.net demonstrates, this personality-filled game had some galactic-sized combo potential.
Links, loops, juggles, supers, and a new character-specific power up mechanic called “Plasma Field” allowed for a wide variety of sometimes absurd, but always interesting, combos. Combine this with an out-of-this world roster, unique game-play, and an absolute bangin’ OST, and one really has to wonder why Capcom never revisited this series in the modern era.
A great new fighter enters the ring, but is it worth the cost?
Initially teased as an April Fool’s Day joke, Fighting EX Layer has finally come to fruition and to full release on the PlayStation 4 on June 28, 2018, after much anticipation from longtime fans of the Fighting Layer and Street Fighter EX titles.
There is definitely an undeniable charm surrounding ARIKA’s titles, and it shows in full force through every aspect of Fighting EX Layer. There is no doubt that this is a fun fighter with a massive amount of potential, but is its potential enough to warrant its current state?
Visuals and Sound:
The overall art direction for Fighting EX Layer is absolutely stellar, and it certainly stands out. Its art style is what initially drew me to the title. Characters are dynamic and uniquely designed. Nobody looks cooler than Skullomania, except for maybe Shadow Geist, he’s cool too. (I’ve found the most success playing as Hayate, however.) Stages are colorful and react subtly to the action — for example, tumbleweeds roll in whichever direction they are knocked into when on the Wasteland stage, and barrels get knocked over in the city location.
Perhaps this is the intended style, but the animations for the game seem a little choppy. It certainly makes combos look dynamic when executed, but they can be jarring for those expecting a more fluid look, especially when online lag only makes matters worse. The art direction can only take the title so far without the game looking flat in some instances.
Fighting EX Layer‘s sound design comes straight from the 90s and it shows through every sound effect and music note. The character themes perfectly match their subject and the stage themes set the mood well. It would be great for there to be a sound test mode in the future that allowed players to fully appreciate the wonderfully composed tracks on their own.
While a very minor criticism, I wish that there were subtitles for the intro sequences for fights. The characters are so full of personality and I wish (as a non-Japanese-speaker) I knew what they were saying to one another to flesh out the overall experience.
Gameplay:
Combat in Fighting EX Layer is incredibly stylized with special moves taking characters across the stage with giant leaps and bounds. It feels great to execute combos and dash at opponents. You can also perform Super Cancels into all three available Super Attacks while dealing insane amounts of damage. Many of the features and systems are not explained in detail within the actual game and will require some quick reading of the digital manual to get the most out of what’s possible.
There are two methods available for inputs. The modern and simplistic Progressive input style only requires short directional inputs, usually in a single direction which assists newer players who may have difficulty pulling off certain inputs, and others who want to activate their special moves as quickly as possible. The traditional Classic inputs require the tried-and-true quarter circles, dragon punches, and full circle motions like in most fighting games. What may lead to some contention is whether or not players need to be on the same input settings in tournaments, as one method may lead to greater success due to its ease of use.
The Progressive input option is not the only accommodation for newer players to fighting games either. There are also Easy Combos, which can be turned on and off in the settings, that create an auto combo when dashing and pressing light punches or kicks. These easy combos end with a Super Attack, so proper utilization can lead to devastating results. Chain combos are also possible by linking together a light medium and heavy attack of the same kind.
One of the largest differentiators for Fighting EX Layer is the Gougi Deck system, ARIKA’s take on buff loadouts similar to the Gem system in Street Fighter X Tekken. Before the release of Fighting EX Layer, this caused a small amount of concern. Gems could be customized to create personal loadouts that broke the balancing of the game. Luckily, Gougi Decks are pre-constructed, which creates a sense of balance, but that doesn’t mean all Gougi are created equal. Some effects make players invisible or add several invincibility frames, which seem more game-breaking than simply getting a boost to speed or strength.
Gougi Decks help create even more variety for the roster by allowing players to utilize characters in entirely different ways depending on the Gougi Deck equipped. This means there is a ton to learn about every character on their own and with every combination of Gougi Decks. That’s a lot to manage, but through plenty of practice and understanding of one’s own loadout, consistent success should be in one’s future.
Offline:
Fighting EX Layer is almost as bare-bones as it gets when it comes to a modern fighting game. There is an offline versus mode, which only allows two human players and no CPUs, a training mode, an Expert Mode, and a look at your unlocked Gougi Decks in detail under the Gougi menu.
Offline versus works as one would expect, but there are no additional options available to enable custom settings like the number of rounds or the length of a match. Players are able to choose their character, Gougi Deck, input style, color, and stage. There will eventually be additional Gougi Decks and color packs in the future, but none are currently available on the PlayStation Store.
Training Mode offers a variety of options without ever having to return to the main menu. Characters and Goigi Decks can be changed on the fly, Gougi can be activated individually, all together, or completely canceled. Additional details like Data Display, Command History, Advantage Display, and Input Delay that can be toggled on and off as well for the more studious fighting game player. The opponent has a large number of customizable options as well for their status, stances, guarding, guard type, recovery, and throw break. Those who like to test out combos against specific actions can find a lot to love about the multiple recording settings for general, after wake-up, and after-guard.
The Expert mode that assists players in learning combos for specific characters is not anywhere near user-friendly. The names of the moves will be the only things displayed, with no mention of inputs. So if you forget the name of a move, you will need to constantly return to the command list. Including the inputs necessary to pull off certain moves and combos would be beneficial for all players, a small touch, and a curious omission. Expert mode can be played in both Progressive and Classic input styles, so be sure to give them both a shot to see whichever is most comfortable.
There is one final offline mode hidden within the game, which is certainly one of the most curious decisions made within the game, known as Kumite mode. It can be found hidden within Training Mode and can be activated when adjusting the Opponent’s Status to CPU and the format to Kumite. From there, players can adjust the difficulty from Easy, Normal, and Hard. Kumite mode is a ton of fun. It is incredibly fast-paced, especially in comparison to say, Street Fighter V‘s Survival mode, which requires buff selection and loading between each fight. Fighting EX Layer‘s Kumite mode brings one fight after another without a moments delay. Players are granted a small boost in health after each match, so selecting a Gougi Deck with health absorption can’t be a bad idea.
Matchmaking:
Fighting EX Layer has two online versus modes, Ranked Match and Casual Match. The ranked mode works just as one would expect, with players competing against one another to increase their overall level to show off their skills. Casual Match consists of creating or finding a room for players to go head to head in a rank-free environment. There are no spectator modes available but players can view the leaderboard to see who’s on top. Also, additional details surrounding one’s personal statistics can be viewed in the Record tab, showcasing one’s rank, wins and loses, medals, and overall success against all other characters.
At first, my time spent online may take longer than some would prefer. There were frequent instances where it would take longer than ten minutes to find a match online when the only requirement was that players were within the same group. My connection quality standards started at 5 but were moved down to 3 at ARIKA’s recommendation, but the only difference found was an increased amount of lag. Also, while done to ensure there is no boosting performed to one’s rank, players are not allowed to rematch one another after a one person wins two total games. This makes that long wait for matches even more of a drag.
There are a variety of factors at play for my initially negative online experience. The install base is not all that large for the title so the potential matchups were not in an abundance. While my online gameplay is not affected in other games, Fighting EX Layer did mention the NAT type of my network could have some effect on the connection speed, according to my PlayStation 4, it is a NAT Type 2, not Type 3 which would incur the most negative effects.
After more extensive playtesting during higher traffic times a few days after the initial release finding online matches was not a problem. But don’t try your luck at any time before noon CST, I was able to get consistent matches back to back later on in the evening around 8 pm CST. Another learned tidbit was that players can begin their matchmaking search while at the main menu by pressing the options button. This allows players to peruse through other modes like Training and Gougi to brush up on their techniques while waiting for a match whenever the connection times grow long.
I had zero success finding a casual group to play with after multiple tries at different times on separate days. It is entirely possible that everyone who purchased this game is focused on competitive play, but it is not completely plausible. The idea that there are virtually no players using the title to play against one another casually is not encouraging for newcomers. This all could change with time, but there has been no indication of players making any more rooms nearly a week after release.
Conclusion:
Fighting EX Layer is definitely a fun game, no doubt about that. The roster is diverse, albeit small, the moves are simple to execute, although a tad clunky, and the visuals are distinct, if not a little unrealized. This can be understood when dialing in the factors surrounding the development. ARIKA is a small studio without the resources of AAA fighting game developers and Fighting EX Layer is a true labor of love.
All that being said, $60 for the complete title, which comes with one additional character and set of Gougi Decks, is a bit too much to ask from those who are not die-hard Fighting Layer or Street Fighter EX fans. Sure there is a $40 version available as well, but even that price point seems to steep. The game doesn’t feel complete and while it may shape up into something great later down the road, in its current state it is far from being seen as a full-fledged release.
In the end, it becomes more of a conversation about supporting a developer than getting the full value of your dollar. Many will view Fighting EX Layer as an investment, expecting new characters and modes to be released in the future but is that how the general public will see their purchase when none of this is certain? Hopefully, the title will receive enough support to be polished into something truly exceptional, through devoted fans, and ARIKA’s hardwork.
ARIKA provided Shoryuken with a review copy of Fighting EX Layer.
There has been a sudden uptick of countless 3rd-person perspective arena fighting games, from Pokkén Tournament to My Hero One’s Justice. You could fill an article on its own just counting the titles appearing in this sub-genre in the past two years, but rest assured: there are a lot of them.
Most of these games come from major developer/publisher Bandai Namco, and most of those have been for preexisting major franchises. Indie developer The Balance Inc. is attempting to move in on this market with its newly announced original IP Override: Mech City Brawl.
This new mech fighter boasts some incredible Saturday-Morning-Cartoon level designs (you have got to be dead inside to not appreciate a wrestler mech with a building-sized steel chair) and, in its own words, “competitive” multiplayer. Taking a gander at the official website‘s about page, we can also see there’s some interesting customization options, as well as a 4-player co-op mode:
About
Pilot a diverse roster of epic mechs, each with their own play style, special moves, and finishers. Tower over your opponents and lay waste to entire cities underfoot in local and online versus, co-op, and more.
Key Features
Supercharged Mechs – Pilot 12 outrageous mechs of epic, skyscraper-sized proportions, each with diverse fighting styles and unique skills.
Real World Locations – Destroy 3D arenas modeled after actual cities and countries, including Tokyo, Egypt, San Francisco, and Mexico.
Party Co-Op – Gather two to four friends to engage in party co-op where each player is responsible for one part of a towering mech.
The Garage – Customize your mechs in the Garage, changing their accessories and skins to create your own unique style.
Multiple Game Modes – Challenge other players in local and online Versus and Co-Op modes and experience Override’s story in a single-player campaign.
Override: Mech City Brawl goes into open beta August 10th-12th (which you can sign up for here) and launches on PC, PlayStation 4, and Xbox One on December 4th.
One of the most interesting controller projects in the works for Super Smash Bros. is Alt Lab Controllers’ Smash Stick. As you may know from our previouscoverage, the Smash Stick eschews the all-button layout of other alternate Super Smash Bros. controllers and instead uses an analog arcade lever.
At the recently-concluded CEO 2018, Alt Lab Controllers brought the prototype of the Smash Stick to let players have a go at it. As part of this, they captured video of some players trying it out on both Super Smash Bros. Melee and Super Smash Bros. for Wii U, as well as their impressions of the new controller.
You can check out this video below.
Alt Lab Controllers’s Smash Stick is set to open its crowdfunding campaign this coming October.