Tuesday, October 30, 2007

Akatsuki Blitzkampf Review

[Sorry for the delay in getting this posted - work and jet lag sapped my energy the past couple of days.]

Akatsuki Blitzkampf came out of left field for me. When I first downloaded the demo of the game, I barely gave it a second look past the start up screen. I only have a limited amount of time to devote to fighting games in between bouts of the latest shooter (my big gaming passion), so the sequel to a rather poor (and incomplete) game was not high on my priorities list. With that said, I'm afraid I made a horrible choice in my decision to shelve the game for a few months. Actually sitting down with the game for an extended time, I can confidently say that under the right circumstances and with the right players, Akatsuki Blitzkampf is one of the best doujin fighting games I've played in years – no questions asked.

To be honest, part of the reason why I didn't initially order Akatsuki Blitzkampf back in May was the fact that I was relatively unimpressed by the preview movies posted on the game's official website by the developers Subtle Style. From the videos shown off, Akatsuki Blitzkampf appeared to be cut from the same mold of Melty Blood, Monster, and other recent doujin releases – essentially a Guilty Gear derivative with more flash than substance. This isn't necessarily a bad thing, but I enjoy a lot of variety in my fighting games and after the high quality release found in Accent Core demanding my attention, I wasn't quite sure what place another doujin Guilty Gear-lite game would have for me.

I was pleasantly surprised however to find that my “first” impressions of the game were completely off the mark. What Subtle Style has done with Akatsuki Blitzkampf is bring more flash into an old school fighting system while maintaining its depth and focused game play. Other reviewers have commented on the apparent similarities to Street Fighter III Third Strike, but I find personally that comparison is a bit shallow. Though it is a fair comparison, overall Akatsuki Blitzkampf seems to borrow the best of Capcom's classic flagship title and imbue it with more of the quirk that SNK was known for during the NEO GEO era. The influences are apparent in the characters, style, and system. The game is a game for those who remember a time when combos were earned and footsies were more than simple set ups to super moves.


The controls in the game are fairly standard. Each character has several primary basic techniques that are performed in conjunction with the game's standard attack buttons (A - Light, B - Medium, and C - Heavy) and the game's directional inputs.

Dashes are performed by pressing back or forward twice. This will dash your character into the respective direction.

Throws are performed by pressing the A and B button at the same time, with a directional input able to dictate the direction your opponent is thrown. Similarly, a Throw break can be performed by pressing toward or away from your opponent and the A + B attacks. The timing is a bit iffy in my opinion, as often times most throw escapes that I've performed have been random.

Recoveries or “Tech” moves can be used to avoid being hit by moves that will sometimes juggle you on the ground. By pressing any button at the moment of being knocked down by an opponent's move, you will recover with a roll and avoid any timed ground hits. It's a simple maneuver, but it is important to master early to avoid some of the nastier combos in the game.

The last basic technique is the Reflector system which can be performed by pressing B and C at the same time. The easiest way to describe the Reflector system is to compare it to Parrying in Third Strike. By pressing the B+C, your character will flash blue for a moment and will be able to guard a timed attack without taking any damage. There is also a moment of advantage provided by the successful “reflection” of an attack which would allow for you to follow it up with a move.

Unlike other games with this same system however, not all reflected moves will provide enough of an advantage to use haphazardly with any follow up attack. The speed, power, and distance of your opponent's attack will need to be taken into consideration in order to determine the best course of follow up action. Some characters with a speed focus may also be able to recover quickly enough to negate most of the advantage gained by a successful reflection and actually put you at a disadvantage for using the Reflector at an inappropriate time. Because of these slight tweaks to an already gamer tested system, Akatsuki Blitzkampf has provided a new layer of depth into a game element that is often accused of limiting the mind games that are often found in fighting games that have a “Parry”-esque system.

With these basic techniques, the game really shines when you start to mess around with the actual combo engine in the game. Unlike a lot of the previously mentioned doujin fighting games which share common chains between characters, Akatsuki Blitzkampf's characters have fairly unique chains that must be learned from trial and error (or by visitng the Shoryuken forums and reading up on the huge thread dedicated to the game). Though there is a bit of a balance issue present in the game due to some characters having some ridiculous combo potential, for the most part, you win and lose at Akatsuki Blitzkampf more from your ability to read your opponent, set traps, and punish mistakes rather than using powerful combos that are more of a study of memorizing appropriate inputs than traditional fighting game set-ups.

There are a total of 12 fighters in the game (including the hidden characters), each with their own play-style and moveset. Akatsuki plays similar to Ryu (from Street Fighter), so naturally he's a favorite among anyone who first picks up Akatsuki Blitzkampf. The game's background and story is pretty unimportant in the grand scheme of things. Each of the characters have their own motivations, as the game is set in a future “fascist” setting that seems to have ripped a page out of World War II and mixed it with a Japanese slant. With that said, I haven't delved too much into the actual story of the game, so I can only comment in passing that the flat cut scenes which are made up of very little animation are passable, but not impressive. However, the characters themselves are all unique enough to serve the purpose of the game and include a selection of a nun with guns, robot clones, tanks, and more.

Graphically, Akatsuki Blitzkampf is a mixed bag. The characters and animation are great, but the choice of the setting for the game has muted a lot of the visual differences between each of the characters (most are made up of similar color palettes). They may play differently, but for some gamers there may not be enough “oomph” to go hand in hand with the technical differences. The moves however provide much needed flash to the game's engine. Though it is only superficial, the game's use of colors to augment specific game hits and collisions go well to improve the overall appearance of the game. I will note however, the backgrounds in the game are notably flat and are a bit bland. The game looks decent, but these minor complaints may turn off those looking for a true “next generation” 2D fighting experience.

The sound and music in the game are good, but suffer from more of the same feeling that the graphics and backgrounds are plagued with. It isn't the lack of quality that brings down the aesthetics (both visual and audio), but rather the lack of variety and intriguing transitions. The score goes a long way to help the feel of the game, but by the 5th or 6th time that you hear the title track or specific stage themes I wish that the different levels would have provided a more noticeable difference. The sound effects are okay, but minimalistic. They do the job, but are only subtly important to the game's overall presentation.

Where Akatsuki Blitzkampf really shines is the multitude of game modes provided by the developers. The bread and butter of the game is found in the VS option which provide the basic mode that most gamers will spend the majority of their time with.

The game features VS. computer opponents, VS. Human (local play), and finally an option to watch two computer opponents fight in a series matches (which can be done to help improve your own technique). There is an arcade mode to supplement the standard VS feature as well as act as the game's story through the perspective of your chosen fighter. Hidden in the game is a tag battle mode that is highly spastic and one that I've generally avoided. It's fun in a way, but the game turns into a huge mess when the tag mode really gets going.

In addition to these basic modes, the game also features a training mode and tutorial for use to improve your in-game technique. Though the tutorial is unimportant, the training mode is essential for refining some of the game's basic skills.


When you've felt that you've done enough in the game's basic set up, you are also given the option to begin fighting online via direct IP connection or through the game's matching system (think Friend codes on the Wii). By inputting an alphanumeric code into the game which is provided by your opponent, you are able to challenge friends, keep track of rankings, and see who is currently online in your matching list. When played online, the quality of the game is directly determined by the proximity of your opponent. I've had plenty of matches that were near perfect online and others that were horribly laggy. Most of these options can be tweaked in your configuration settings to provide an optimal experience, however playing opponents out of country should be done solely with the understanding that it will be tough to get an acceptable match for both parties.

I've said it before and I'll say it again – the success of a traditional fighter in a lot of ways is going to be determined by the game's inclusion of online support. I'm glad to see Akatsuki Blitzkampf support online play and support it well so long as you follow certain guidelines.

SCORE: 4/5



Overall Akatsuki Blitzkampf serves as a great game that is both familiar and new at the same time. Though the story mode and single player modes are rather simple and unnecessary affairs, the game truly shines as a traditional vs. fighter in a genre filled with games that have tried to move past their “old school” roots. In the grand scheme of doujin releases, Subtle Style is already being rewarded for its efforts in Akatsuki Blitzkampf with an impending Japanese arcade release. Following the path of Melty Blood from PC doujin studio to arcade release is not easy for fighters, and the fact that Akatsuki Blitzkampf is doing so speaks wonders of its quality.

The game is not for everyone though. The simple graphics and sound may turn off some gamers, but for those willing to spend some time with the combat system and combo engine, a satisfying game is easily found. For fans of the King of Fighters or Street Fighter who struggle through the latest Guilty Gear clone, Akatsuki Blitzkampf is like a breath of fresh air. 2D gaming may be slowly fading away, but so long as smaller developers and independent studios can put out a quality product like Akatsuki Blitzkampf I'd say that 2D gaming still has a great and promising future.

There are issues of course (like all games), but those are easily put aside in favor of what the game does right.

Bottom Line: With doujin fighting games becoming a dime a dozen, Akatsuki Blitzkampf rises above the rest and provides one of the best recent fighting game experiences all wrapped with a neatly enabled online package.


Monday, October 29, 2007

New Neo Geo Anthologies Being Planned for US Release

SNK Playmore USA's "In Development" page has a couple of new surprises for NEO GEO fans. World Heroes Anthology and Fatal Fury Battle Archives Volume 2 are now listed by SNK Playmore USA as being in development for the company on the Playstation 2. It's amazing to me that after so long of neglecting their fans in the US, SNK Playmore (and SNK Playmore USA) have really put out a wave of games in the last year.

Sure, we may be getting scraps that Japan has had for months (and sometimes years), but the lowered development costs on the Playstation 2 and the shift of focus to the Playstation 3 on the part of Sony Computer Entertainment of America means that the chances of more 2D games getting green lit for the US are more likely now. I think its safe to assume that both of these games will probably be placed under SNK Playmore USA's budget label of $14.99 that Fatal Fury Battle Archive Volume 1 and Art of Fighting Anthology was released.

I'm still waiting to see King of Fighters XI on the shelves since it was pushed back from the original ship date, but gamers should have their hands on that sometime within the next couple of weeks.

Stern Pinball Wheel of Fortune Brochure

Stern Pinball has updated their website with the hand out brochures for their upcoming Wheel of Fortune pinball game. I would recommend heading over to Pinball News to get a break down of everything that is known about the table (including some great pictures from the Stern booth at the AMOA show). The game is set to be released the first week of November.

New Soul Calibur IV Images

Jeux-France posted a handful of new images from Soul Calibur IV this past weekend. Though the game is still set for an unspecified 2008 release, the detail shown in the shots is already posturing the game to become one of the best looking fighting games on the market. This is expected in a way considering the visual history of the series, but with all the "tech" focus on Bandai Namco's other fighter (Tekken 6 and its cell-based technology), Soul Calibur IV may be flying under the radar a bit for some gamers.

It'll be interesting to see how the lack of an arcade release affects the console versions of Soul Calibur IV. Considering the previous console focused Soul Calibur (Soul Calibur III) had a few game-breaking bugs, it should be something to keep an eye on when it's closer to the game's release.

Sunday, October 28, 2007

Samurai Spirits Sen 1st Location Test Videos

I haven't had time to sit down and watch all these videos yet to provide any impressions on what we can see, but I thought it would be worth a post anyway just to draw everyone's attention to the recent Samurai Spirits Sen location test. The game is currently about 40% complete, but a release date is still in question for the title.

I'm not feeling a great sense of confidence from the videos since it appears that in a lot of ways the game is essentially turning into a Samurai Spirits Maximum Impact (albeit moving at a slower rate), however I'll try to break down all the information available about the games sometime after I get my bags unpacked and get over my jet lag from my trip.

Until then, enjoy the videos courtesy of a couple of different YouTube! users (Tenbouta and tsukache).








Wednesday, October 24, 2007

Heading out for the Week

I was planning on posting the Akatsuki Blitzkampf review this evening, but it's going to have to wait. I have just had something come up that is requiring me to fly down to Florida for the week. I'll have my laptop with me, so I may do some infrequent updates if something big comes up, but nothing like the twice a day "routine" I've gotten myself into lately.

The Akatsuki Blitzkampf review will be up on Monday October 29th (my birthday by the way - happy birthday to me).

For the next week, if you are wanting to keep up on any news on games and odds and ends that I usually cover, you can't go wrong with the link list I have posted along the left bar.

Of particular interest (in my opinion) would be Racketboy, Arcade Heroes, GameSetWatch, Neo-Arcadia, and GamerCafe. All of them have something to offer, so if you get bored staring at my relatively unchanging front page (and extremely infrequent updates for the next few days), you can't go wrong with any of the links that I've posted.

I should be back Sunday evening if all goes well.

Tuesday, October 23, 2007

First Direct Feed Images of Super Street Fighter II HD Remix

Over at the Capcom Digital Blog, Brian Dunn has put up a post-"Gamer's Day" update on the Super Street Fighter HD Remix project. Though we don't have a direct feed videos of the game in action yet, Rey Jimenez and Brian Dunn were kind enough to give us the first series of direct feed screen shots. Everything is a work in progress, so they ask that we view it all with that in mind. The game seems to be progressing nicely. The character select screen is probably the most interesting of the shots provided as it provides us our first look at some of the characters previously unseen - including my personal favorite Vega (claw).

I will say though that I am going to miss the "grittiness" the original sprites had. In the process of cleaning up the game, I get the impression that the game is looking much more mechanical and paint by numbers. Of course in a way this is exactly what they are doing with the old sprites, but I still feel a pang of nostalgia for the old Super Turbo sprites.

I guess that's what I get for seeing this game evolve from what I grew up with.

I've posted a comparison image below from the arcade version of the original Super Turbo right after each of the new screenshots.




Monday, October 22, 2007

Akatsuki Blitzkampf Web Gallery

I finally took the plunge and purchased Akatsuki Blitzkampf a couple of weeks ago. After the recent announcement that the game was bound for arcades I decided it was about time that I finally put in some effort in learning the game and its system.

I am happy that I did.

Overall, Akatsuki Blitzkampf is one of the best 2D fighting games I've played in years, which is a surprise really since I didn't have much interest in the game when it was first released back in May.

I'm going to post a full review tomorrow, but I thought a small web gallery will hold everyone over until then. Hope you enjoy.

Street Fighter IV Gamer's Day Interview


Gametrailers has posted a great interview from Capcom Gamer's Day. Of particular interest to fans of Street Fighter happens to be the first section where Christian Svensson speaks about the direction the game is taking and its relationship with the trailer.

The comments about paying close attention to the teaser seems to me to imply that the trailer is more than just a thrown together hype piece and far more reflective on the style of game they are going for than what was originally thought. To me (and I may just be reading too much into this), I would almost go so far as to say that it almost confirms that the game is going to be built out of the same cel-shaded 3D polygons that were featured in the teaser - especially since the comments come immediately after the question about whether the game is 2D or 3D...

I could live with that, if that's the case. I would love a sprite based fighter, but if the game can stylistically be as engaging as the trailer I'll be happy. Purists be damned I guess, but the important thing is making sure that a solid fighting engine is in place for the heavily anticipated sequel.

But now the "bad news". The producer of the game, Yoshinori Ono, was also the producer on Capcom Fighting Evolution. For fans of the series, this may be a damning revelation, but I'm not one to pass judgment... Yet. I just wonder what the motivation was handing the Street Fighter IV franchise off to the producer who was partially responsible for one of the most disappointing Capcom fighting games in recent memory.

I also find it interesting that this wasn't mentioned as part of Ono's credits when Christian was listing Shadow of Rome and Shin Onimusha. Weird how certain things are "forgotten" when you are trying to build up the development team of a game.

Ghost Squad Wii Gets a Budget Label Price Cut

Gamestop's pre-order page for Ghost Squad on the Nintendo Wii just posted a $20 price cut over the past weekend. The game is now set to be sliding in under the "budget" label target of $29.99.

For a game that promises all the arcade action of the original Ghost Squad (and all of the updates found in Ghost Squad Evolution from what I've seen), it's really hard to argue about the bang for your dollar. Add to the mix a console exclusive 4 player mode, WiFi support (mostly limited to high scores), and new unlockables, Sega has no arguments from me about the game.

The Wii represents a new opportunity for light gun games if companies choose to take advantage of it. It's one of the first times an additional accessory will not be required purchase by consumers in order to get the full experience out of the product. I'm hoping that Ghost Squad and Resident Evil Umbrella Chronicles is signaling a show of support for the genre which may in return spawn more releases.

Melty Blood sequel - a Typo Error

I reported a couple of weeks ago on a rumored sequel to Melty Blood Act Cadenza that was brought to my attention by Neo-Arcadia. Unfortunately for fans of the series, the rumor has lost its wings as Gamercafe has recently revealed.

Basically as a refresher, the rumor about a new Melty Blood game came from a listing for a video for Melty Blood Act Cadenza 2 on one of the upcoming Enterbrain Super Battle Opera DVDs. Most of the Super Battle Opera DVDs feature previews for upcoming fighting games, so it wasn't unheard of to see a new game listed to be shown off via video form.

However, its listing was a simple typo on the part of Enterbrain, as the DVD listing has now been corrected to read "Melty Blood Act Cadenza version B2". This will come as a bit of a disappointment to some I'm sure, as the Melty Blood series has developed a rather rabid fanbase within the PC doujin circles.

Perhaps the added attention the series received on the part of this mix-up will attract the developer's focus and inspire a new sequel. With ver. B2 on the downside of running its course, it's possible that it may be about time to look at evolving the series.

Sunday, October 21, 2007

After Burner 20th Anniversary CD Box Set

Sega Direct has posted the full details of a special 20th anniversary CD soundtrack box set of the arcade (and console) classic After Burner. The track listings include select songs from the entire span of the After Burner series including the recently released After Burner Climax. The 6 CD set will also feature an official history, special artwork, pictures of cabinets, and box art from the last 20 years.

Unfortunately, like most of the Sega Direct special soundtracks, the chance of this making its way to Sega of America's distribution is slim to none, so if you are interested in picking it up you will have to import it (at least for those living outside of Japan). The box set is going to be released on November 29th for 8,800 yen (about $75 USD).

Whether or not the value is worth it is entirely dependent on your ability to hum the theme song to the original After Burner. I know personally I still get the over whelming sense of nostalgia that comes with memories of racing through a canyon in After Burner II anytime I even think of the game's soundtrack. It's definitely a favorite of mine. Now, if Sega can only continue the series based on the strength of Climax (and avoid the PSP misstep which was simply mediocre) I'd be a happy guy.

One More Deathsmiles Video to Wet Your Appetites

ExGoku from YouTube! has posted one more Deathsmiles video to wet gamers appetites over the upcoming Cave shooter (it should be shipping out this week from my understanding). Once again, forgive the YouTube compression quality (and the lack of sound this time). Hopefully like the other two videos there should be enough here to get you excited for the game.

Official Death Smiles Website Launched

For some odd reason I must've missed this one over the course of this last weekend, but Cave has launched the official Deathsmiles website. Unfortunately the only link that seems to be active at this time is the link to the characters page featuring the two lead characters of the game and their familiars (an owl and a bat). Not much to get excited about yet, however Cave is usually pretty good about updating their websites once the game takes its spots in arcades across Japan. I'm sure in the next couple of weeks there should be plenty of screenshots and videos of the game in action for fans, so I would recommend bookmarking it if you enjoy the genre.

Saturday, October 20, 2007

Street Fighter IV Curveball

Over at the Capcom BBS, Christian Svensson has posted one of the biggest Street Fighter IV curveballs I've seen. After the GPara comments where Capcom Japan stated that they couldn't answer any questions in regards to the project because it was Capcom USA's lead, I had assumed that the chances that the game was being developed in-house in Japan were practically non-existant.

However, it seems that the GPara response was only given because Capcom Japan was wanting to defer any questions and answers to Capcom USA because they are working on a contracted basis to develep Street Fighter IV. All media and press information will be handled solely by Capcom USA while Capcom Japan handles the actual development of the title under Capcom USA's supervision.

A convoluted mess I know, but it at least sheds a bit more light on the story. I'm a bit shocked myself, especially after the cold shoulder Capcom Japan seemed to give the GPara questions, but hey, this is one time I'm glad to be wrong.

Check out Christian Svensson's post here for the full details.

Friday, October 19, 2007

New Death Smiles Videos Up On YouTube

ExGoku on YouTube has posted two new videos of the recently released Cave shooter Death Smiles. Quality is a bit garish, but that's simply an unfortunate side effect of YouTube's compression program. I have a feeling that this game may be worth every penny of the AES carts that I sold to purchase it...



Small Street Fighter IV Update

This can probably be filed under "old news" to people familiar with the rocky road of the Street Fighter franchise, but GPara has posted a small article outlining a few details about Street Fighter IV and the role that Capcom Japan has in the title. Unsurprisingly, Capcom Japan has deferred any questions about the game to Capcom USA and has basically stated they have little-to-no involvement with the planned release.

Considering that Capcom USA is the current rights holder to the Street Fighter brand, it was pretty much expected that this was a Capcom USA led project. It is interesting however to see Capcom Japan respond in such a way.

But, who's the developer of the game? This seems to be the million dollar question.

With Capcom USA's development studio put on "hold" after the release of Final Fight Streetwise, it is unclear whether or not the game is being handled in house, being outsourced to a western company (like the new Bionic Commando), or being outsourced to a Japanese company. It also poses questions about the likelihood of an arcade release since if it is solely being helmed by Capcom USA, the company will more than likely push for a release for their primary audience (console gamers in the US) first.

Obviously this doesn't discredit the chance that the game will see an arcade release in Japan (a la Soul Calibur III) or in conjunction with the console release, but the chances that it is being developed as an arcade game first (or with timed exclusivity) and a console game second are slim at this stage.

Anyone out there have information about the distribution of Capcom arcade games in the US market in recent years that they would like to share?



[Update] How's this for a curveball?

Over at the Capcom BBS, Christian Svensson has posted one of the biggest Street Fighter IV curveballs I've seen. After the GPara comments where Capcom Japan stated that they couldn't answer any questions in regards to the project because it was Capcom USA's lead, I had assumed that the chances that the game was being developed in-house in Japan were practically non-existant.

However, it seems that the GPara response was only given because Capcom Japan was wanting to defer any questions and answers to Capcom USA because they are working on a contracted basis to develep Street Fighter IV. All media and press information will be handled solely by Capcom USA while Capcom Japan handles the actual development of the title under Capcom USA's supervision.

A convoluted mess I know, but it at least sheds a bit more light on the story. I'm a bit shocked myself, especially after the cold shoulder Capcom Japan seemed to give the GPara questions, but hey, this is one time I'm glad to be wrong.

Check out Christian Svensson's post here for the full details.

Commando 3 Gamer's Day Footage

Gametrailers.com has posted some great footage of Commando 3 as part of their Capcom Gamer's Day media blow-out. The series which began in the arcades is now making its way to the Xbox Live Arcade and Playstation Network featuring 3 player co-op play, online leaderboards, and an old school action that is highly reminiscent of the original Commando and its sequel Mercs. The game is on set for a release later this year and is being developed by Backbone Entertainment.

Thursday, October 18, 2007

First Street Fighter HD Video

Fake Fireballs and Super Reversals? It seems the gameplay tweaks promised by Dave Sirlin aren't simple balancing changes as what was rumored. There are some serious gears in motion here and it seems that we've only seen the tip of the iceberg of what's in store for Super Street Fighter II HD Remix.

The first gameply video is embedded below courtesy of the Capcom Digital Blog:


What can I say? It’s been an exciting week with the Capcom Gamer’s Day event in London. HD Remix was shown there and I’m waiting for word back from the Capcom folks that were at the event in London to see how the game was received. I’ve already seen one shot from the show on the internet.

How about the announcement of SF4? Tell me you guys aren’t stoked about that! I’m glad it’s finally announced, because it’s been a pretty hard secret to keep. I know you guys have a lot of questions about SF4, but I don’t think we’re going to be allowed to say anything about it for a while.

This week, I’m able to only get you an off-screen capture of the SFHD in action off of my camera phone. Our big and expensive capture system is currently on the fritz, and I’m not sure for how long. I hope this will do for now.

A few things I want to point out about it though:

– The HUD and fonts are very early. We haven’t done anything to jazz it up yet. So I know it looks boring now, but it’s something we’ll be working on.
– The frame rate looks very bad because the recording was taken with my cell phone’s video camera.



So, from news about our event this week that should now be making its way around the gaming news sites, I’m sure you’ve heard some new things about the title. You’ll be able to see some of those changes in the video. I think the widescreen support is very obvious. As you may remember, we weren’t planning on including any sort of widescreen support that would extend the edges of the playing field to the edge of the screen. But the community voiced that they wanted it really bad, so we decided to put it in. The mode is optional, so you can play in standard 4:3 if you want to. It’s not a stretched mode, but something similar to what’s been suggested on many forums as a widescreen option. Essentially, it’s a zoomed in mode, with a portion of the top of the screen cropped off.



You’ll also notice the new Ken level music. Again, this is an optional feature, but I am working with a bunch of talented individuals to get new music in the game. I’ll let you know who they are later as we get closer to release.

There are some other new and cool things in the video that I’ll just let you guys find for yourselves. I will say that we are playing in the new remixed mode and if you look closely, you might see some of the changes. Ryu is pretty obvious, but it’ll take some hardcore observation to see some of Ken’s changes.

I think that’s all for now. BTW, I’m playing as Ken and our Community Manger Seth is playing Ryu (on a Hori stick for the 360). Hope you guys like it!


—Rey

New Samurai Spirits Location Test


Wow.

Color me surprised.

Over on the official SNK Playmore website, the company has announced the first location tests for Samurai Spirits Sen. After not showing up playable at either the AM show or the Tokyo Game Show, I had assumed that the earliest we would see this latest 3D Samurai Spirits or King of Fighters XII was at the AOU show in February. SNK Playmore however seems to have some other plans, and has stated that on October 27th and October 28th, the game will be on display at the Hey Akihabara arcade.

I look forward to seeing the game in action despite my apprehension about the title. I'll be watching out for any reports or videos coming out about the game just as soon as I get them.

In a week of great Street Fighter news, I hope that this doesn't get overshadowed in its importance to the fighting game community. It's hard to think of anything else but Street Fighter, but SNK Playmore's latest efforts are surely worth a bit of attention.

Samurai Spirits Sen (like King of Fighters XII) will be running off the Taito Type X2 arcade hardware.

Super Street Fighter 2 Turbo HD Remix First Screenshot

Over at Jeux Actu, the first set of Capcom Gamer's Day images have been posted. Though most of them are of the conference slides outlining the company's plans for 2008, one of them really caught my eye. On the fourth page of images, the first screen shot of the Super Turbo HD project can be seen with a match between Ryu and Ken (just as Dave Sirlin had said). The match is being fought on Ryu's stage which looks good (not great). I'm sure videos are inevitable now, so I'll hold off passing judgment on the images until then. I would recommend heading over to Jeux Actu if you are also mildly interested in the rest of the Gamer's Day line-up including the Wii exclusive Wii Love Golf game.

Wednesday, October 17, 2007

How to Improve Your Street Fighter III Game

It's only fitting that I post this now on the heels of the Street Fighter IV announcement...

Over at EventHubs.com, a new Street Fighter III guide has been posted that goes into a lot of advance techniques, but does it in a way to make them as accessible as possible even to low and mid-level players. Currently there is a general overview as well as a closer look at Akuma-based strategies for Third Strike. Both pages are highly recommended if you are just trying to shore up your game or even get into Street Fighter III for the first time. The site is also worth a bookmark as well as other characters' strategy sections should be posted as time goes on.

To read up on how to get better at Street Fighter 3, check out the article here.

Direct Feed Arcana Heart 2 Screens

Dengeki Online has posted a set of the first direct feed images of Arcana Heart 2 on its website. The sequel to the popular Examu fighting game is scheduled to hit arcades in 2008, and has promised to expand the already plentiful cast of ecclectic fighters and sets with even more of that "special" attitude the first game was known for. I should be receiving my copy of the PS2 port of Arcana Heart sometime in the next couple of weeks, so I'll post my impressions of the Japanese import at that time. Until then, head over to Dengeki Online to see some great shots of its sequel. Yes, it may be a fighter that appeals to a certain demographic, but it still has a pretty good punch in the game play department if I do say so myself...

Dave Sirlin on Street Fighter HD Remix

In the mess that the Street Fighter 4 announcement has caused on most Street Fighter related websites, Super Street Fighter 2 Turbo HD Remix has sort of been lost in the shuffle.

Fortunately, Dave Sirlin (a team member involved in the HD update to Super Turbo) has been kind of enough to post a few details on his blog about the upcoming XBLA and PSN title. According to his post, Super Street Fighter 2 Turbo HD Remix is playable at the Capcom Gamer's Day albeit with only Ken and Ryu selectable.

Unfortunately, those nasty media embargoes come into play again and it just so happens that we more than likely won't see any screen shots or videos of the game in action until Friday.

Personally I'm looking forward to finally seeing the game. The artwork has drawn some criticisms (it was solid at the beginning and seemed to slip a bit) and a few concerns were raised about what the project's scope was really going to entail, but when it is all said and done I can't be a Street Fighter fan and say that I'm not excited about the prospects of the game.

I'll try to be sure to post up a few images when Friday rolls around and the embargo lifts. I'm sure they'll probably be plastered all over the internet by that time.

Until then, I recommend heading over to Sirlin.net and check out Dave Sirlin's comments on the game. I've posted a few details below to wet your tongue, but the full article is definitely worth reading.

From Sirlin.Net:
By now you've heard that Capcom showed a playable version of Super Super Street Fighter 2 Turbo HD Remix at Gamer's Day. Things have changed since I last spoke about the game. Here are some new features we showed that we didn't think we'd be able to do when the project was first announced.

* Gameplay-wise, HD Remix is the next game in the SF2 series. Rebalanced and tons of changes.
* Includes an arcade perfect version of Super Turbo SF with no changes. Two games in one.
* Widescreen 16:9 support
* Remixed music

I'm very excited about the new gameplay. We've only shown Ken and Ryu so far, but the rest of the game is playing great already. I'm overseeing all the changes and getting feedback from tournament players along the way. I'll go into lots of detail about this new gameplay soon, but not quite yet.

Street Fighter IV Teaser

I know it's just a teaser, but the styles of Ken and Ryu remind me quite a bit of a "darker" Battle Fantasia or Rumble Fish. I think this is the first sign that Street Fighter IV is not going to be sprite-based, but rather 3D polygons with cel-shading... It looks good though. Promising, even in its brevity. I'm going to be optimistic about the game, despite a lot of question marks in regards to the developer and platforms being planned. After a good 8 years since the last Street Fighter, Street Fighter IV already has a lot of weight on it shoulders... I'm sure the development team can already feel it pressing on them.

Street Fighter 4 Announced by Capcom

Gamesradar is reporting live from the Capcom event in London and has the scoop that Street Fighter 4 is in development by the company. Development of the title has just begun and the release is more than a year away at this point in time. No platforms have been announced as of yet (pesky media embargoes may make information slim-pickings at this point). According to the news site, a highly stylized concept trailer was shown off with Ryu and Ken fighting, but no gameplay footage was seen.

I'll have more information as it leaks in this morning. It seems that the long wait Street Fighter fans have had in regards to a new fighting game in the series has finally come to an end...

[UPDATE] I've been told that the trailer for the game that was shown off in London can be seen at http://www.streetfighterworld.com/, which is going to be Capcom's "official teaser site" for the new Street Fighter game. Unfortunately Capcom has seemed to have had an issue with a bit of a bandwidth explosion and I haven't been able to get into the site all morning. At this point I guess it's a matter of F5-ing until you finally connect.

There was a bombshell alright, unfortunately it just so happens to have landed directly on Capcom's servers.