Marvel Entertainment has returned with Part 2 of their Marvel vs. Capcom: Infinite behind-the-scenes documentary: “Bringing the Story Mode to Life.” This time, the Executive Creative Director of Marvel Games, Bill Rosemann, Capcom writer Paul Gardner, Capcom Associate Brand Manager Brett Elston, and the game’s producer, Capcom’s Mike Evans, speak about the process of writing the 2-hour-plus Cinematic Story Mode, which is a first for the Marvel vs. Capcom franchise.
“This time around, we decided, let’s really get into what has brought the characters together. I know as a Marvel fan, I always want a story,” said Rosemann.
With 30 playable characters, along with several NPCs and DLC characters Sigma, Black Panther and Monster Hunter making appearances, the team felt it was best suited to introduce characters in various groups of teams on “Stone Missons.”
“One of the things that was very fun early on was thinking of what character pairings would work, and even if they didn’t work throughout the entirety of the Story, they would at least set up good moments,” Elston noted.
Writer Paul Gardner best summed this up in the interactions between Spider-Man and Frank West, as they infiltrate the newly-formed A.I.M.brella Corporation, along with Resident Evil‘s Chris Redfield.
“They both have a similar kind of way of dealing with the world through their wit. The difference is, Spider-Man kind of uses his wit as a weapon, and Frank’s using his wit as a shield.” He also noted how much he enjoyed writing for Ghost Rider and Morrigan.
“Morrigan is a succubus, and so she draws her power from seduction. Ghost Rider is very stoic and he’s kind of almost immune to her charms.”
Other topics discussed include the decision to make Xgard Ultron Sigma’s base of operations, how Jedah’s use of the Soul Stone has corrupted his usual code of honor, ensuring that they preserved the spirit and voice of each character, as well as “peeling back the layers” to show what led to the beginning of the Convergence, as well as weaving all of the characters and their various quests back into the scope of the overall narrative.
Paul Gardner closed with the following statement:
“You know, we’re a game first and foremost. The goal of the Story is to give meaning, motivation, substance and a sense of stakes, to the gameplay.” You can see the full video below, and can check out Part 1 of MvC:I BTS here.
Marvel vs. Capcom: Infinite is currently available on PlayStation 4, Xbox One and Steam PC.
Tekken 7‘s throw breaking will frustrate you the first time you encounter it. People that have been playing the Tekken series longer then you will say “Oh, just look at the hands and you can react!” and your incredulous glare will be justified… for now.
Once you see BoxeR-King‘s throw breaking tutorial, though, you’ll have no more excuses. In addition to giving a decent and basic run down of how throw breaks work and how to practice breaking them, check out the video’s description for excellent throw-related resources such as a Throw-Break Trainer and King’s Chain Throw Chart.
At Capcom Cup 2016, Nathan “Mister Crimson” Massol did very well, making a solid effort before falling in top 16. While this year, he has yet to qualify for the event, he is still on the bubble and is clinched to participate in the European Regional Finals.
While at EGX 2017, Capcom community manager Matt Edwards talked to Mister Crimson about his season. They discuss his two character choices in Laura and Dhalsim. They also talked about his life outside the game, and also discuss what he hopes for in Street Fighter V season 3.
Maximilian is back with more of his character breakdowns for the cast of Dragon Ball FighterZ, this time moving on to the first member of the game’s villainous trio, Perfect Cell. Noting that while Android 16 currently stands as his favorite character in the game, Max feels that Perfect Cell is the character he’s likely best with, due to a combination of “really good normals, really good approaching advancing attacks, supers that lead from almost any situation that you can think of to do them from, and EX special moves that bring you back down to parts of the screen where your other team members can act from. He’s just multi-utility, really damn good, a great comeback character.”
Not at all surprising, given that Dr. Gero’s greatest creation contains the combined DNA of Goku, Vegeta, Piccolo, Frieza, King Cold, Nappa, Krillin and Gohan, along with countless lifeforms. He also has absorbed the bodies of Androids 17 and 18 into himself, allowing him to utilize any of their techniques he wishes, making him the ultimate fighting machine.
Cell’s normals are some of the longest in the game, with his crouching medium being an M. Bison-esque slide he’s possessed throughout multiple Dragon Ball games, while his special skill, the step-in low kick, allows him to move forward during combos to tack on a few more hits and a bit more damage. His Hell Strike immediately teleports him behind his foes, allowing Cell to connect with a swiping strike, which is great for closing out rounds. It can also be canceled into Vanish for a bar, allowing the perfect specimen to confound his challengers with multiple teleports for even more perfectly deceptive mix-ups.
For his Ki Blasts, Cell points downward, blasting at his opponent’s feet, while his aerial Ki attack sees him toss a slashing blast, which looks similar to Rugal’s Genocide Cutter. Cell’s specials include his Telekinesis Crush (which Max sadly got no footage of), which is a full-screen unblockable command grab utilizing QCB+S. The Rolling Crush lunges Cell forward if grounded, or he dives forward if airborne. This causes a hard knockdown, and is super, special and Vanish-cancelable. His aptly-named Perfect Attack is a flip-kick that, when EXed, knocks the opponent to the ground regardless of screen location, where Cell finishes them with a backbreaker — even if already KOed. Since this move is super-cancelable, it is perfect for DHC opportunities — especially if Cell is paired with Teen Gohan, whose supers can only be executed when he is in a grounded state. Perfect Cell’s Kamehameha can only be done on the ground, unlike the Saiyans, but if you hold up or down, Cell will either aim upwards as an anti-air, or at a down-forward angle off of an automatic jump.
Cell only has two super special moves, the Level 1 Energy Field and the Level 3 Solar Kamehameha. The Energy Field covers a massive circular radius around him, and is excellent for waking up, tacking on extra damage, or DHCing him out or into the battle. The Solar Kamehameha can only be used on the ground, but covers a wide screen space and does good damage (even at the end of combos) and can easily be connected off of heavy Perfect Attack for the hefty cost of 4 bars. You can see the full video below, with links to his previous breakdowns.
Have you ever dreamed of playing as the boss in a shoot ’em up, rather than the small-but-heroic ship? Wished that you were the one taking up most of the screen, against another player, who’s in their tiny vessel, doing their best to at least survive the barrage of attacks you’re unleashing? You have overpowered beams, bullet-hell-style waves that fill the screen, and whatever else the Boss Mode allows. This is just one aspect of Senko no Ronde 2, a hybrid shooter and fighting game that beamed over to the Western market recently.
The series originally hails from the Japanese arcades in 2005, succeeded by an Xbox 360 port called WarTech: Senko no Ronde. Senko no Ronde 2 is essentially a reboot of the series’ first title for proper release in the West. For the first time, the game’s extensive Story Mode is translated into English. Taking place far in the future, after Earth is no longer inhabitable, the game’s world involves warring government factions across the galaxy. When a terrorist unit strikes and steals a valuable weapon, it changes the balance of power. New combatants arise, but their motives aren’t entirely known.
That’s the gist of the story, which should satisfy anime/visual novel fans, but I didn’t have an opportunity to delve into that when I tried the game at CEOtaku. Rather than reading and listening to Japanese-voiced dialogue, I braved a somewhat complicated battle system and tried a variety of pilots and co-pilots with a goal of blasting my opposition into stardust.
Jumping into Versus Mode, a screen familiar to fighting game players greets the eyes. A row of faces displays available pilots. Pressing up or down changes the co-pilot, which mostly changes a cooldown ability of a pilot. Every character differs pretty significantly from one another by ship, main weapon and subweapon, Barrage attack, and Boss Mode. That last mechanic uses “stock” which is gained between rounds. Players can enter their Boss version at any time, which turns them into a giant ship for a limited duration, dependant on how much power meter they had. It also restores health. Playable either on arcade stick or gamepad, the controls are in-depth, but not too overwhelming.
Battles take place in round stages with a variety of backgrounds. The combat is mostly a dance of two shooting ships. A dash button allows swift strafing while pressing two buttons for standard attacks. Lev, the first character, has a relatively boring gatling gun and a jelly gun which leaves a damaging trail. His Boss Mode was more interesting; you can fire a wide spread of bullets to fill the screen, which I used to set up a narrower but much more damaging beam. I much more enjoyed Jasper, who mounts the Saiga. A ninja-like ship, Jasper’s subweapon places smoke clouds around the screen and four markers, up, down, left, and right, allowing him to teleport to either one. This lets him easily get close for melee attacks. I also resonated with Ranatus, who’s more of a typical zoner. Her weapons are either a wide spread of projectiles or a focused, damaging beam. Overall, there’s a lot of variety and some really creative subweapons — I saw some that trap the opponent and drain their power gauge, for example.
The battles are divided into traditional rounds, and as mentioned, there are a few uses of Boss Mode stocks. There’s a lot of strategy to them, since whenever you’re low on health or about to perish, you can utilize it to completely turn the tables. However, the opponent isn’t completely helpless. They can dodge the attacks until you run out of time, or worse, destroy the Boss by hitting its weak spot continuously. You have to build up meter to stay in Boss Mode long, or you can spend it alternatively on special Barrage attacks. The developers have told me that many proficient players eschew using Boss and prefer to use meter for those special attacks. Maybe they’re so good, they can avoid dying to any Boss in the game?
One difficulty I came across is that it’s definitely tough to tell what’s going on in the screen. While that’s natural for schmups, it’s a bit confusing from a fighting game perspective. The two genres clash a bit, as I’ve had problems understanding what I’m doing or what button does what, especially when going into melee. I’m sure the mechanics would be more apparent as time goes on, however, get used to seeing a screen filled with flashy, colorful objects. Nonetheless, this doesn’t subtract from Senko‘s strategic, frenetic personality.
There’s definitely a good depth to Senko. A variety of characters ensures there’s something for everyone, and there are more complex systems that I barely touched on in this post. If you like having more layers, there is plenty of strategy to explore. The Boss Mode brings a feeling of utter joy as your giant ship faces the tiny opponent — that’s definitely one of the main thrills for me and a unique selling point. If you’re wondering whether this is similar to any other fighting game, I would say the neutral game feels somewhat like ARMS if it were from a top-down perspective. Ultimately, I would encourage you to give Senko no Ronde 2 a chance.
After covering the game’s combo system, Unequalled Media’s Tyrant is back with episode 4 of his Marvel vs. Capcom: Infinite beginner’s guide, this time looking at movement and wavedashing. One of — if the not the most important — aspects of any Versus game is proper movement. While it’s an essential component of any fighting game you’re trying to play, in a game filled with traps, projectiles, full-screen hit grabs, Dark Spells, Flame Carpets, flight, air dashes, teleports, Drones, Infinity Stones, the ability to tag in your partner at any point off of any move in your arsenal, as well as the occasional Flora Colossus… it’s in your best interest to know how to get around the screen as quickly and efficiently as possible.
After touching on the basics of both directional and two-button dashing, Tyrant moves on to the concept of wavedashing, which involves canceling your two-button dash, into a down or down-forward directional input, with each character having a different timing and rhythm to their wavedashes that will require some Training Mode time to fully utilize. However, there are two rather “dark” exceptions to this form of movement on the Capcom side of the roster. Darkstalkers representatives Morrigan Aensland and Jedah Dohma — true to their original series — possess unique “hover dashes” that will immediately force them to leave the ground, automatically putting them in a flight state which, while limiting their overall ground mobility, allows them trickier mix-up opportunities that are not afforded to the other 28 characters.
Next, Tyrant moves on to aerial movement, which includes normal and super jumps, short hops (reminiscent of The King of Fighters or Persona 4 Arena, and are new to Infinite)as well as air dashes and flight, depending on the character. You can see the full video below, as well as links to Tyrant’s previous episodes.
You can grab a friend and join the fight in Gundam Versus today!
Gundam Versus has landed in the West! It is finally now available on PlayStation 4 for regions outside of Japan. Bandai Namco is marking this occasion with a new launch trailer, in which fans of the series speak up as to why they enjoy Gundam Versus:
Bandai Namco has also released another introduction trailer today, this time featuring the pilots and machines of the popular Mobile Suit Gundam Wing series. Think you’ve got what it takes to pilot the Wing Zero, or the Epyon? Or maybe you’d rather fight for OZ in the Tallgeese?
Here’s an interesting note to file under the rumor mill for the moment. Righteoushall04 has made some interesting posts in the Mortal Kombat X subreddit recently, potentially revealing some roster, gameplay and release details about what will undoubtedly be NetherRealm Studio’s next big project following the conclusion of development on Injustice 2:Mortal Kombat 11.
Claiming to have received information from a credible source on Twitter with connections to NRS — who supposedly leaked the entire MKX roster on his personal website back in February 2015 — Righteoushall04 notes that MK11 is planned to have a roster of 30 characters, with 10 additional fighters planned to be DLC. This would make the game’s cast slightly larger than Injustice 2‘s roster once it receives all three full Fighter Packs, continuing a company trend of increasing roster sizes with each new game. Of these 30 Kombatants, 17 will be returning from MKXL, 7 will be returning from previous games (with 6 of those being from the old 3D-era titles), and the final 6 will be new challengers.
He notes that the new game’s story will feature Raiden as the title’s main antagonist, who appeared to be slipping back into his Dark Raiden ways at the conclusion of MKX’s story by leaving the beheaded (yet still immortal) fallen Elder God Shinnok’s severed head at Kitana and Liu Kang’s doorstep, as the two established themselves as the new King and Queen of the NetherRealm. Gameplay will remain chapter-based, with players switching characters throughout, and will be longer than any of the four previous story campaigns that have come before it. It will also be borrowing plot elements from two of the series’ 3D entries, 2004’s Deception and 2006’s Armageddon — which featured all characters introduced to the franchise at the point, and were the last games set within the original timeline before 2008’s Mortal Kombat Vs. DC Universe and 2011’s Mortal Kombat 9.
Characters who are only in the game as story mode NPCs, similar to Sindel, Baraka and Rain in MKXL, will also be returning, alongside Brutalities and the much-loved Variation System that defined the previous title. Any deceased characters from the previous games will not be returning to action (sorry Nightwolf, Sindel, Shinnok, Smoke, Kabal, Mileena, Shao Kahn, Kintaro, Motaro, Baraka or Stryker players. May we honor the times we’ve had with them.) He than mentions the 17 base roster characters he’s seen “lots of artwork and rendering for,” and they are as follows:
Kano
Li Mei
Noob Saibot
Bo Rai Cho
Johnny Cage
Shang Tsung
Jade
Daegon
Cassie Cage
Jacqui Briggs
Frost
Kenshi
Kotal Kahn
Jax
Onaga
Going off of Arcade/Klassic Tower endings and the events of the MKX prequel comic, it stands to reason that Sonya Blade, Erron Black, Raiden, Scorpion, Sub-Zero, Takeda Takahashi, Liu Kang, Triborg, Tanya, Kung Lao, Kung Jin, Kitana, D’Vorah, Tremor, and Goro could all have shots at returning. Taven and Nitara will supposedly appear in the game as story NPCs or cameos.
The source also elaborated on two of the supposed newcomers he’s seen artwork for, Dominic and Salina. “Salina is a Dream Goddess that apparently has psychic powers and can create things out of thin air and use them as weapons. Dominic is Kano’s son and is part of the Red Dragon with Daegon. Supposedly, he hates his father.” For those that may need a refresher, it was revealed that Kano was training up a son in his ending, with torture being the chief method, giving sufficient fruit to this supposed family grudge.
Finally, the poster notes that Mortal Kombat 11 should release around Spring 2019, which lines up with the NRS tradition of making a new game every other year. It should be noted that this isn’t the first time we’ve seen a leak regarding the roster of an upcoming NRS game, as the entire launch cast of Injustice 2 was leaked earlier this year on 4Chan by an employee working on that title’s mobile game, during the company’s long silence following the reveals of Harley Quinn and Deadshot at last year’s Gamecom.
What do you think about this supposed leak? Do you hope there’s Smoke to this fire? Or do you believe it’s simply a redditor looking for some attention? Give us your thoughts in the comments.
With the latest chapter in the historic Vs. series, Marvel vs. Capcom: Infinite, now available worldwide, Marvel Entertainment has released the first part of a behind-the-scenes documentary about this newest iteration in the storied franchise, entitled: “Bringing a Legacy to Life.”
In the short three-minute piece, the title’s producer, Capcom’s Mike Evans, alongside Capcom’s Associate Brand Manager, Brett Elston and Executive Creative Director of Marvel Games Bill Rosemann, speak about the long-standing legacy of the Vs. series, and how special older titles such as X-Men vs. Street Fighter were to them when they were younger, as well as the massive positive response the game’s initial announcement received back in December when it was first unveiled at the PlayStation Experience.
Rosemann felt that now is the proper moment to release the next step in the crossover series, as both franchise’s characters are “at the height of their popularity.”
“It’s been [six] years since the last game, Marvel vs. Capcom 3, and we felt that the time was right. Fans has been clamoring for a new installment of the game, and we said, ‘Now’s the time. Let’s get the team back together again.’ I remember when we first announced the game, the room erupted. Grown men and women were hugging each other and jumping up and down, and they had signs, and there was weeping. Everyone was asking, ‘When’s Marvel? When’s Marvel?’ and we were finally able to say, ‘Marvel’s coming.’”
In regards to the significant changes to the battle system, compared to the previous 17 years of history and tradition, Evans felt it was time for a return to the original roots of the series.
“We made some bold decisions, to move away from the past [17] years, which has been a 3V3 game, to a 2V2 system. It was a big shift, but we feel it goes back to what the core of the game is, which, when it comes down to it, it’s the partnership between your main character and your partner character. It goes back to the heart of the crossover game.”
Other topics included the development process, the passion of the fans, the history of the franchise, as well as what they believe makes the series so special and dear to all of us in the community. You can see the full video below.
Check out the music available before you drop that Fight Money!
This Tuesday saw the addition of a lot of costumes, the English Manor stage, and the new “music packs” to Street Fighter V. You can now purchase music packs to customize the background music on your stages, with only three available so far: two “Cinematic Battle” packs (with music from A Shadow Falls, the cinematic story mode) can be purchased for Fight Money, while there is also a premium Street Fighter II pack.
Rather than digging through the General Story itself to see if there are any themes worth making you part with your hard-earned Fight Money, Xuses offers this guide to the music included in the two packs, so you can preview it more easily. Check it out below.