New Dead or Alive 5 Last Round Starter Set Available on PSN for a Limited Time

Despite the base game’s age, Dead or Alive 5 Last Round still has a decent-sized competitive following, as evidenced by last weekend’s Dead or Alive 5 Last Round Battle Royal grand final at NEC 17.  This is helped by Team NINJA’s constant injection of downloadable content into the game. That said, this tidal wave of DLC can make the game financially intimidating to get into.

To help these players out, Team NINJA has put up a limited time Dead or Alive 5 Last Round starter pack for the game on PlayStation 4. This package, the third of its kind that they’ve offered, is available on PSN for $92.99, and comes with a good amount of DLC, including downloadable character Naotora Ii, as well as Season Pass 3. The latter includes 101 costumes, including the Tatsunoko themed costumes and originally retailed for $92.99 on its own. Additionally, Season Pass 3 is itself on sale for only $65.09.

Interested players should get on these soon however, as both the starter pack and the discount on Season Pass 3 will only be available for a limited time.

Source: PlayStation Store

Combo Breaker 2017 Announces Its Massive Game Line Up and Opens Registration

Moving to the Mega Center at the Pheasant Run Resort in St. Charles, Illinois, Combo Breaker is back for yet another jam-packed Memorial Day weekend of fighting game action. Running from May 26th-28th, Combo Breaker 2017 promises 18+ tournaments, a 24 hour venue, and loads of different events to keep fighting game fans pleased outside of playing their tournament matches.

First off, what games are going to be present at Combo Breaker? Well, for contemporary fighters, you have:

  • Street Fighter V
  • Tekken 7
  • Mortal Kombat X
  • Injustice 2 (this is pending a release date before May 26th)
  • Killer Instinct
  • The King of Fighters XIV
  • Skullgirls 2nd Encore
  • Ultimate Marvel vs. Capcom 3
  • Guilty Gear Xrd -REVELATOR-
  • BlazBlue: Central Fiction
  • Super Smash Bros. Melee
  • Super Smash Bros. for Wii U
  • Brawlhalla

While for retro fighters, Combo Breaker is partnering with 2 Old 2 Furious to bring players special tournaments for Vampire Savior, Soul Calibur II, Capcom vs. SNK 2, and a special arcade-authentic Super Street Fighter II Turbo bracket.

Combine this with player workshops, the return of the Character Auction tournaments, cosplay contests, an arcade room, offline Ranked ladders and much more, there is absolutely no fear of running out of things to do at Combo Breaker 2017. If you aren’t looking to compete, great news: you can actually attend for free as a spectator, just to see the excitement and joy of the fighting game community doing what they love.

If you are interested in competing, registration for Combo Breaker 2017 is now open, with early registration costing $50 and running until January 17th. You can actually skip those lengthy badge pickup queues, as Combo Breaker is offering a service where they ship your badge to you ahead of the event.

Do check out the Combo Breaker website for all the information and check out the trailer below to hype you up even further.

Sources: Combo Breaker; TheHadou

SRK Interview: “Fantasy Strike” Creator David Sirlin — The Game’s Concept, Character Design, & Future Plans

Well-known for being a notable Super Street Fighter II Turbo competitor, former Capcom developer and author of the book “Playing To Win,” David Sirlin has been an integral part of the FGC for more than a decade. He is also the designer of a multidude of card and puzzle games, such as Yomi and Puzzle Strike, that borrow concepts and ideas from fighting games and you find at his website, Sirlin Games.

During PlayStation Experience 2016 earlier this month, I stopped by Sirlin’s booth to play and talked about his latest creation-in-progress, Fantasy Strike (based off of the characters and world of Yomi), a new fighting game with the goal of attracting both new and experienced players with easy-to-pick-up controls and a low execution barrier, while still having the depth and strategy of classic–and modern–fighters. You can read my first impressions of the alpha build in an earlier post.

Marcos Blanco: When and how did the concept for Fantasy Strike first pop up?

David Sirlin: I’ve wanted to make a fighting game for many, many years. I think Divekick was a big influence. The reason I say that is because when you hear how Divekick works, it sounds like it’s going to be a garbage game, like there’s nothing to it. But when you actually play it, it really exceeded my expectations. There was a lot more to it than I thought, and I was really impressed by that. It really opened my eyes and made me think of designing a fighting game in a different way. Instead of thinking about “Lets take Street Fighter or Guilty Gear and try to make it more accessible by making those games easier,” I started thinking from the other end of the spectrum. We started with Divekick, like what if you added the ability to move left and right? That would change it. What if you added one attack button? That would change it. And piece by piece, I added things in my mind until I felt like it was capturing what’s fun about more complicated fighting games like Street Fighter.

Fantasy Strike actually started as an experiment. We didn’t know if it would be a good idea. Would it be compelling? Would it be fun? I did a prototype of it with a programmer. After only one month, it was playable and we started showing it to close friends and other people. They liked it and they encouraged us to keep going. It just kind of built up from there, and as we got a little farther and farther, people were more encouraging. Somewhere in the first few months we realized–okay, this is not an experiment anymore. Everyone we showed this to seems to like it.

Marcos Blanco: Do you think the simplistic nature of Fantasy Strike might turn off the the hardcore crowd of gamers that like heavy execution in their fighting games? How are you going to market this game towards both the casual and hardcore groups of fighting game players, after the game is finished, to get it into as many hands as possible?

David Sirlin: What’s fun about fighting games? Execution can be one thing that’s fun about fighting games. The reason that tournaments are so hype is strategy, the decisions, great zoning, great reads, frame traps and all the techniques that aren’t about hard combos. Everyone understands that. The question is what percentage of all of that should execution really be? If you ask different players, you’ll get wildly different answers. Some are going to say the more execution, the better. I come on the other end of the spectrum, where I know it’s there and I respect it, but I actually want it to be as little as possible, because I find the other parts to be more compelling. I think the strategy and decisions are the most exciting parts of fighting games to me, and difficult execution gets in the way of that. If someone wants their fighting games to have as much execution as possible, they have lots of games to choose from.

We can still get them to be interested in Fantasy Strike, but we wouldn’t appeal to them because of execution. So the casual, and hardcore market that wants the game to be more about strategy, would be an appeal. Players from almost any fighting game can come to Fantasy Strike and very quickly–in a few minutes–be ramped up to playing the real game. So that’s one way you can appeal to even the execution-based player, because they’re getting an experience with their friends from other fighting games that’s hard to have in another way.

Marcos Blanco: There are some characters in Fantasy Strike such as Setsuki, Geiger and Rook who share striking similarities with certain characters from the Street Fighter series, when it comes to character types and move sets. Was this intentionally done to pay homage to that series, that seems to have influenced this game?

David Sirlin: Some of it is and some of it isn’t. I guess Geiger being somewhat similar to Guile and Rook being somewhat similar to Zangief are on purpose. If we want to have an iconic grappler and a charge character archetype, we’re trying to signal to you “Hey. It’s that.” It just helps you know what the point of the character is, when there’s some kind of reference to something you’re familiar with. A good example is Rook’s jumping spin attack. It reminds you of a lariat. Everybody knows lariats go through fireballs because we’ve been trained in that forever; it’s kind of like the universal language so we don’t to explain to people “Hey. That move goes through fireballs.” That’s the reason it’s in the game.

Marcos Blanco: When the game is finished and released, do you have any future plans for DLC content afterwards such as additional mechanics, modes or characters?

David Sirlin: We have several game builds planned for release, not even after. I’d like to hold back on talking about that until they’re a little more solid. If you go to fantasystrike.com, we have shown one of the new modes called Arena Mode. This idea fits especially well in a simple fighting game, as opposed to a complex one like Guilty Gear. Before you play, you pick one of three power-ups that alter your moves in some way and then you pick one of three again and again until you have a total of five power-ups. Then you do a run where you play as this character you built with the five power-ups, against other people who do the same, until you win like 10 times or something and get as far as you can; similar to Hearthstone. For release, we are going to have 10 characters. It’s the same 10 that you were in the Yomi card game, but Yomi has 20 characters now, which are the same characters that are in all of my card games. So I think everyone just understands and expects that those same 10 expansion characters will find their way into this game, too.

Marcos Blanco: When people play Fantasy Strike on both a casual as well as a competitive level, what do you want them to feel about this game as they’re playing against each other?

David Sirlin: That’s a tricky question [laughs]. The first emotion that comes to mind is surprise, like I had with Divekick; like there was more to this than I thought. I don’t know the name of it, but there’s a feeling I’ve experienced in competitive games. I think I’m just trying to communicate that feeling over and over to people. I made Yomi, a card game about fighting games, because I’m trying to capture what’s fun and to pass it onto everyone else in a way that doesn’t use dexterity. I wrote “Playing To Win” which was about looking at the inner circle of competitive people, and passing on their secrets to everyone else. Again, I don’t the know the name of the emotion, but it’s just the thrill of competition, that’s what I hope a wider audience would take away with it.

Additional sources: Fantasy Strike; Sirlin Games

Two of the Top Korean Players NL and XYZZY Square Off in Street Fighter V Online

For the longest time, the two perennial Street Fighter monsters from Korea that people think about are RZR|Infiltration and Secret|Poongko, with an occasional mention of Laugh in the mix. But that’s quickly changing, as two other names are becoming well-known within the circuit.

Both XYZZY and NL are quickly climbing people’s charts as great players. Having become quite the travelers across the tournament circuit, they are always in the conversation about making top 8 at the majors they attend. But now: the Korean Birdie and Ryu players face off against each other in a first to three online. Who is the better pupil of Infiltration?

Source: XusesGB

WildStar – Winterfest Preview Livestream

The WildStar team has posted an hour-long video from a recent live stream even in which Chad “Pappy” Moore and team took viewers on a tour of Winterfest. In addition, Moore reiterated how excited the team is for 2017 and what it has in store for the game.

Browse Street Fighter V’s Season Two Shake-Ups More Easily with This Web-Based Changelog

A slightly less-intimidating version of the massive Season Two changes to Street Fighter V.

If you’re finding Capcom-Unity’s 92-page textbook of today’s incoming balance changes to Street Fighter V a bit daunting to look at, check instead this web-based version, with a handy sidebar menu to jump to your favorite character (or worst matchup) a bit more easily. It can even be switched between English and Japanese.

2017-sfv-web-changelog-cover

You can still grab the basic PDF version, and read about the other additions coming in today’s patch, here.

Source: game.capcom.com via David Stanfield