Indie spotlight: Metagalactic Blitz and its journey to make something one-of-a-kind

Metagalactic Blitz strikes a new note on what a fighting game can be

Metagalactic Blitz is an upcoming top-down fighter currently in development by Pixelvex, an independent game studio consisting of programmer Jared Cook and artist Peter Carlson. It focuses on intense dodgeball-inspired combat combined with a variety of arenas, and characters designed to be unique from the ground-up.

The rules of the game are simple; knock your opponent off the stage by attacking them with a dodgeball, while avoiding and reflecting enemy attacks. The varying stages are more than just different backdrops, they affect the gameplay by encouraging players to pay attention to elements like falling platforms and changes in layout. The upbeat electronic music composed by Matt Rottinghaus completes the game’s sci-fi atmosphere.

Metagalactic Blita Zandra

The game’s difficulty modes were designed to aid with the learning curve. The AI for the computer characters are given certain restraints that are unlocked as they are switched from easy, to medium, to hard, and finally, to Death Mode, which is basically playing the game dialed up to 11 and is not intended to be passable by any means.

“Hard mode is designed to teach players to be competitive online,” said Cook. “No one should be worried about how they match up against Death Mode, it was just kind of my joke! If you can consistently beat Death Mode, then it isn’t hard enough.”

Things like reflecting and certain abilities are reserved only for the more challenging difficulties. Hard mode was designed to give the impression of playing against a highly-skilled human opponent, instead of an all-powerful, yet predictable computer. This should lead to more favorable results online after practicing against the ever-ready AI Dodgebots.

From inspiration to realization to actualization

Metagalactic Blitz has been in development for almost three years, but it all began as a project in college. Cook and Carlson met at Iowa Staten University and began building a role-playing title for a capstone course. According to Cook, the game did not meet their expectations and the duo decided to retake the course, with a new vision for a more polished experience.

Their desire for perfection would lead them to create what would eventually become Metagalactic Blitz. The duo continued to work on their game after graduation, perfecting their concept until it was ready to be put through the Steam Greenlight program and was eventually released as an Early Access title on May 19, 2017.

The developers wanted to take similar physics to those in one of their favorite pastime titles — Super Smash Bros. — and apply it to an entirely new perspective. The aesthetic design of popular MOBA title League of Legends aided the developers in coming up with their own style. Originally, the balls were thrown in straight lines, but had a homing feature added to feel more engaging. This inspiration was gained from the action-indie title, TowerFall.

Metagalactic Blitz Shotgun-Zomborg

“The change of perspective had a huge impact on the gameplay,” said Cook. “We had to think of things that most other people making a game inspired by Smash Bros. never had to consider.”

The two developers went on to combine aspects of their favorite titles into something entirely new. The mechanics of a fighting game are all there. It’s got a rowdy cast of characters with unique abilities, and requires impeccable timing to set up your throws, dodges, and parries. Players will also find mechanics and play methods similar to traditional computer RPGs. Switching from a controller to a keyboard and mouse creates an entirely different experience for those more accustomed to the control scheme. It’s a fighter/MOBA fusion of sorts.

You can really feel the blending of genres the more you play Metagalactic Blitz, and yet, at the same time, it shifts and blooms into something new.

It’s about more than hyperactive dodgeball, it’s about making a connection

Metagalactic Blitz aims to set itself apart by creating positive social gaming experiences. One way it does this is by hosting in lobby chats between players while they pick their characters. This gives players a chance to exchange quick messages without having to open up a separate client to do so. And while other games don’t do much to add to the friendliness of friendly competition, Metagalactic Blitz implements an “Add Friend” button to its interface to bring players together. It’s all right there in the game.

“One of the main things I’ve tried to design for is a game that you can actually connect to someone with,” said Cook. “We hope that people will connect and see someone else’s playstyle that they find interesting and talk about it.”

Metagalactic Blitz Tagline Stage

By default, the game keeps players together instead of transferring them to a new opponent. This is done to keep the conversation going, whether it be through gameplay or through the lobby’s chat box. Cook hopes that this focus on the social space will change online competitors from being faceless opponents to familiar friends.

“My hope is that we can make a non-toxic community,” said Cook. “You can influence that a little bit with your mechanics.”

Time will tell how well these mechanics are received and if they achieve their intended goal, but Metagalactic Blitz‘s heart is in the right place.

Development is nearly complete and the team is eager for the release

Cook and Carlson have been putting in as much of their time as possible into Metagalactic Blitz all while holding down their own full-time jobs. Now that the game has gotten to its current point of polish, the feedback has been generally very positive, according to Cook. The team plans to keep working on finalizing the characters, implementing new stages, and updating the graphics until it fully launches.

“All I can ask is that players out there give it a chance,” says Cook. “There’s so much that our game has to offer. If you want something new, please check it out!”

Pixelvex has created a demo version of the game for players looking to give Metagalactic Blitz a shot. Those wanting to get a more in-depth look at the game after enjoying the demo can purchase the game as a part of the Steam Early Access program.

Pixelvex has truly delivered something that stands out among the fighting game genre. The matches are fast, fun, and best enjoyed with friends, which is something Metagalactic Blitz hopes to create more of.

Metagalactic Blitz is set for full release this November on Steam. Updates for the game can be found via the game’s Steam announcements and on Pixelvex’s Twitter account.

Source: Pixelvex

Check out some Marvel vs. Capcom: Infinite action from VSFighting 2017 and Fight Club NRW 8

Capcom UK has been actively bringing out the latest public build of Marvel vs. Capcom: Infinite around the region. In addition to making an appearance at VSFighting 2017 this past weekend, the game was also at Fight Club NRW 8 in Cologne, Germany.

Luckily for those of us who weren’t at either event, UM Tyrant was able to record some matches from both. The matches feature a number of characters who seemingly haven’t been used much in the previous footage that we’ve shared. These include Arthur, Captain America, Hawkeye, Rocket Raccoon, and Chun-Li,  who join characters we have seen a lot of, such as X, Zero, Morrigan, Nemesis, and Frank West.

For those wondering about who’s playing the characters, the footage below usually features UM Tyrant going up against other European Marvel players such as Packs, and Mr. E.

Source: UM Tyrant

Prepare for Gamescom’s Dragon Ball FighterZ tournament with these VSFighting 2017 combo clips

With Dragon Ball FighterZ playable at VSFighting 2017 this past weekend, European players of all skill levels were able to get their first hands-on with the eagerly anticipated 3v3 fighter. As tons of information has already been discovered from other play-tests, a handful of keen lab monsters jumped straight into the playable demo and began pushing the game to its full potential.

You can see the fruits of their labor below, with players finding combos that use all seven bars of meter! Keep in mind that the build playable at VSF is the same as the initial E3 one, so some combos may be familiar to keen-eyed DBFZ fans.

GFAnBi has also posted some general notes on DBFZ as well, so give them a read if you’re looking for even more information. Gamescom is planning to host the first ever European Dragon Ball FighterZ tournament, so these combos and bits of info should stand you in good stead if you are heading to Germany for the show.

Sources: C_D_Clarke; GFAnBi; who_is_RAD

Pick up BlazBlue Central Fiction’s Es quickly with Monarch’s strategy guide

Monarch, whom was a top 8 finisher in Blazblue at CEO 2016, recently compiled a massive strategy guide for one of BlazBlue Central Fiction‘s new characters, Es.

The guide offers a comprehensive breakdown of Es’s combos, tools, defense, tricks, and more. Of particular use to the new Es player is the “Bors” section, which is a breakdown of Es’s self buff mechanic and how to apply it.

You can read the guide here.

Monarch also has plenty of match footage and Es tricks on their channel, so be sure to check them out!

Source: Monarch

Become a master of the ledge with this primer from SSBM Tutorials

The ledge is a powerful tool in Super Smash Bros. Melee. Sets are won and lost based off devious ledge traps, missed ledge-dashes and split-second edge hogs. Seeing as ledge play is so integral to becoming a great Smash player, SSBM Tutorials is dedicating a two-part video series to keeping control of this tiny bit of stage.

This first episode is strictly about the basics, with narrator CDK telling players about the four essential rules of the ledge, as well as when to use certain get-up options. Every character has unique animations for their ledge jump, ledge roll, ledge attack and neutral ledge get-up, so make sure to learn the situations where a particular option is the most useful.

Expect the second episode of this ledge info bonanza to go live next week, with it explaining advanced techniques like ledge-dashing, Shino stalling, Sami stalling and more.

Source: SSBM Tutorials

Omegazero’s latest Tatsunoko vs Capcom combo video boasts “What’s an execution barrier?”

It’s no secret that the FGC loves complex, flashy combos: anime fans love constructing elaborately long combos, the Smash community has its own live combo competition and then of course, there’s the Versus series and its (in)famous infinites and touch of death combos.

Tatsunoko vs. Capcom was widely considered to be the stepping stone that lead to Marvel vs. Capcom 3Omegazero ozew‘s latest video, which chock full of difficult kill combos, wants to remind you that the soon to be released Marvel vs. Capcom: Infinite owes a hell of a lot to the Wii-exclusive fighter.

To quote the man himself: “MVC:I has exchange combos? I’ve been doing that since before Marvel 3 came out…”

Source: omegazero ozew

Why Tokido’s win at Evolution 2017 is significant to the future of Street Fighter V

Regardless of who you were rooting for, Tokido’s win is a good thing for Capcom’s flagship fighter. Here’s why.

An elated Tokido celebrates his Evo 2017 victory. (Photo courtesy of Chris Bahn)

Las Vegas, Nevada — Sunday night, on July 16, 2017. It was the end of a long and hard struggle for over 2,600 competitors in Street Fighter V at Evo 2017: the final eight contenders now facing off in the finals at the Mandalay Bay Events Center. Panda Global’s Victor “Punk” Woodley has torn through the brackets undefeated to sit on the winners side of grand finals; meanwhile, Echo Fox’s Hajime “Tokido” Taniguchi, after falling to Punk once already in winners quarter-finals, has made it into top eight on the losers side — and survived to face Punk once again in grand finals. The expectation: Punk is going to take Tokido down one more time, and secure his first Evo championship. That was not the result.

Instead, we saw Tokido battle his way first to a bracket reset, and then take Punk down — definitively. This upset brought the Mandalay Bay audience to their feet in a mix of shock, admiration, and vindication. But what makes this particular victory for Tokido so significant to the game of Street Fighter V and its players?

Left behind

SFV-RMika_PortraitStreet Fighter competition has traditionally been dominated by longtime players from Asia; the West has been in the position of playing catch-up, for the most part — until Street Fighter V. As the first Street Fighter without an arcade release, and designed at its core to allow upsets and comebacks against practical odds. Many Japanese players have voiced their disappointment at the separation of SFV from the arcade culture, and at the game mechanics that, by their definition, are meant to level the playing field between experienced players and newcomers. Street Fighter V wants everyone to have a chance — and this game system that weighs heavily on guesswork, rather than purely rewarding skill, has been heavily criticized by many pro players trying to adapt, on both sides of the Pacific.

We’ve already seen how much this has shaken things up. Capcom Cup 2016 saw the first American Capcom Cup champion in Liquid|NuckleDu, in addition to the first-ever all-American grand finals, shared with Evil Geniuses’ Ricki Ortiz. Both NuckleDu, and later Punk, have been pummeling the legendary Japanese pros in their path over SFV’s last season; gaining massive popularity, and making them favorites to win in any event. We are seeing in the course of a season how SFV has indeed leveled that playing field, and how new champions are acting as gatekeepers to seasoned players, now struggling to get a handle on a game that is similar — but so different — from what they’ve played for years, maybe decades.

It was starting to look like the age of legends we had known had already passed. But — how is that a bad thing?

Not “Street Fighter,” anymore

sfv_street_fighter_v_logo_fancyStreet Fighter V is, presently, in a place of dangerously low esteem in the FGC. Ongoing disappointments, criticism and frustration with the game’s design, and erratic communication between Capcom and the fans, have deepened ongoing resentment toward the game.  Longtime fans and competitors are frustrated, and social media is essentially a critical mass of SFV hate. As much as we’re rallying behind both veteran and new competitors — and their victories are well-earned, and should be respected — the rise of prominent new champions in this current atmosphere, alongside the complaints from older players, only perpetuates the perception of Street Fighter V as an aberrant game in the franchise: a game that isn’t even really Street Fighter at all. A game so fundamentally flawed that the Street Fighter masters of old can’t keep up anymore.

As much as we want to see the champions challenged, the gods pulled down from their pedestals, negative perception of Street Fighter V has soured this natural process. A question nags the community’s conscience: are these players winning against their predecessors only because Street Fighter V is so broken that Street Fighter players can’t win at it?

Now, that perception is taken to an extreme, of course. While NuckleDu, Punk, and BX3|Phenom have been terrorizing the prior “gods” of the game, those so-called gods were still claiming a fair share of victories as well. But Capcom Cup and the Evolution Championship Series are the big ones — they are what we remember, above all others.

Defending the home turf

Fans get behind players for lots of different, personal reasons. For every player that wants the old masters to remain dominant, another is rooting for the new generation. This is right; this is natural. And Punk was fighting for not only his own victory, but for something of great significance: an American Street Fighter V Evo champion. Razer’s Infiltration completed his “download” and took it from us last year — and he took it from Fuudo, so America was out of luck either way in that grand final. But this year, the U.S.A. almost had it — it was practically expected to happen. Punk has been a nigh-unstoppable force, and the one opponent that endured to grand finals to meet him had been already beaten once already by Punk in the very same tournament.

Power made flesh

What we saw instead was the Wrath of the Raging Demon. Tokido rose up and took Punk apart — and while we watched Woodley break down and lose control of the match, we saw the Murderface glare, merciless, as he executed his enemy over and over. After stunning Punk’s Karin, we saw Tokido use the time not to teabag, but to style on Punk in ways both fitting and exclusive to SFV’s Master of the Fist — a taunt-combo, and of course the Shun Goku Satsu. We were ourselves stunned to see Punk’s dominance so harshly checked, as it became clearer that Tokido had beaten Punk’s spirit before Akuma dealt the final blows to Karin on the big screen.

Echo Fox|Tokido vs. PG|Punk at Evo 2017, Street Fighter V grand finals

The return of Street Fighter

“Tokido has saved Street Fighter!” some professed, in the post-finals excitement. As the hype spilled over into the Red Bull after-party, spectators and players alike came up to me to proclaim what an awesome finals it had been to watch, and how happy they were that Tokido took the championship spot. Why?

There are two notable aspects to Tokido’s win at Evo that bode well for the future of Street Fighter V. First, as much as Punk’s skill is to be respected and admired — and naturally, how much it would have meant to fans for an American to take the Evo championship — the fact that one of Street Fighter’s classic heavyweights managed to secure a win at Evo once again acts as a reassurance that yes, this is still Street Fighter. This is, while for better or worse, still the game we love in some form. Despite the Crush Counters, despite the input lag, despite the netcode, despite Season 2, the greats can still play this game, and win.

But that’s not all. It’s how Taniguchi played during the grand finals that really cinches it. One of the most glaring criticisms of SFV from professional or longtime players is a lack of depth, of options, of variety. Players can’t express themselves in the game, they can’t be “creative.” Daigo Umehara reiterated this sentiment clearly in our interview at Evo itself.

Tokido had played Ryu in Season 1, because the main he wanted wasn’t in the game yet. He immediately took Akuma as his main once again, as soon as Akuma was added to the roster. Now, in those grand finals, we saw the results of a Street Fighter V character in the hands of a veteran master and character specialist. Tokido’s play was fluid, varied, and evocative of both Akuma and Tokido himself. The way he applied his pressure, his neutral, his mix-ups and mind-games, the occasional parry and command throw — Tokido made full use of what Akuma is capable of in SFV, and while it may not be as “deep” as prior games allowed, he demonstrated what can be accomplished when a dedicated player is in sync with a character, limitations of the moveset and game engine be damned.

sfv_akuma_shun_goku_satsu

East and West

While Tokido basked in his hard-fought victory, Punk was visibly distraught at his loss; it was almost as if “Da God” had gotten a taste of what a “real” god of the game could do. Tokido had become the gatekeeper this time, holding the West at bay once again. The Alpha had met his Omega, so to speak.

Tokido and Punk after the climatic battle. (Photo courtesy of Chris Bahn)

The East had proven itself still mighty — but Tokido didn’t exactly win easily, of course. He talked about specifically training for the Karin matchup with Mago. He’s had to re-tune his Akuma playstyle to best utilize what the Demon can do in his SFV incarnation. Tokido earned victory through the incredible amount of hard work that all competitors must take on to fight at that level — and this is significant as well, because it confirms that veteran players can adapt to this strange thing called Street Fighter V. Shortly afterwards, Daigo Umehara claimed the top spot at two Capcom Pro Tour events in a row (Abuget Cup, and then Fight Club NRW), raising the question if he himself has now found his own “groove” with Street Fighter V.

sfv karin ready poseThrough the same kind of hard work, dedication, and talent, Punk has already come so close to the top, in so little time — and he hasn’t slowed down either after his Evo defeat, earning a win at DreamHack Atlanta soon afterward, and still holding fast to his first-place position on the CPT global leaderboard. He, and others, will rise to challenge the “gods” again, and likely sooner than later. This is how it goes in any competition. NuckleDu is still Capcom Cup champion, and there’s every chance he may be again — or Punk may take his place, or someone else, old or new. We will have new masters, new veterans to come, and Evo 2017’s finals helped to remind us that they still may come from both the East and the West.

Unfortunately, not every playable character –maybe very few, by some accounts — in Street Fighter V allows for as much variety as Akuma does; other longtime character loyalists are instead still frustrated with their mains in SFV. Capcom needs to take heed of this, and continue to build their “service” into the game we all deserve. There’s still a lot of work to be done. We’ve seen glimmers of hope, and that might be enough — for a while longer.


Additional sources: Capcom Fighters; smash.gg


Editor’s note: The views expressed in this article are solely those of the writer, and do not reflect Shoryuken.com as a whole.

Turn up the heat with Kyo in this KOFXIV Ver 2.01 combo video from Persona Entertainment

Continuing their series of combo guides for Version 2.01 of King of Fighters XIV, Persona Entertainment have set their sights on series protagonist and heir to the Kusanagi clan, Kyo. A popular pick even before the Ver 2.01 update, the latest version of Kyo has some serious combo potential.

According to Persona Entertainment, Kyo has to hit his opponent with the latest possible active frames of a move, so he has enough time to recover and continue the combo. If you master hitting people with the very last active frame of certain attacks, you can make Kyo deal some major damage. The 100% combos at the end of the video show just how hard this hot-headed delinquent can hit.

Source: Persona Entertainment

Shine bright with these Starfire combos for Injustice 2

Launched early this week, Injustice 2 players have been hard at work figuring out the Tamaranian princess, Starfire. Hoping to teach players the basics, rooflemonger has created some videos which tells you everything you need to know before you head online.

rooflemonger goes over correct usage of Starfire’s trait, how to hit confirm using her standing 2-3 string along with a whole host of general tips and tricks. If you’re just looking for how to deal some damage, rooflemonger has also compiled a list of Starfire’s bread and butter combos.

Source: rooflemonger

Break reversals in Tekken 7 with Just Frame’s Chicken tutorial

Tired of falling prey to the parries of Asuka? Then you need Chicken.

Introduced in Tekken 3 and named after the bugged narrator clip that accompanied it, the “Chicken” mechanic (or, “Chickening”) is a method of intentionally baiting out reversals. Each character can input a command during their moves that will break reversals, with no negative consequences if the move isn’t reversed. Just Frame‘s latest video shows you how to do it, when to use it, and who to use it versus.

Source: Just Frame