There have been a lot of posts about the number of quality arcade fighters coming out in 2008 on the internet this last week. Though other people have already taken the time to cover most of the console counterparts, I've decided to take a moment to talk a little bit about what's coming up for arcades. This is only going to be a quick overview list... I have plans to go a bit more in depth with each of these games in the coming months, but until then, this is just a cross-selection with a few bits of information on each of the titles.
This year is going to be a rather defining year for the future of the fighting genre in my opinion. While the number of games is impressive, what's more important is the impact these games will have based on the history of the titles and pedigrees that follow them.
I've brought up this point earlier based on a concern that was listed by Amusement Journal, but I'll repeat it here - with the market for fighting games rather stagnant over the last year or so, can the new entries finally make the impact to shake up the most widely played arcade games in Japan? Is the market strong enough in light of recent issues reported by both Sega Sammy and Bandai Namco to support the number of fighting games that it is being asked to support by the developers?
It'll be interesting to watch where these games fall when the smoke clears...
Akatsuki Blitzkampf Ausf. AchseHardware - NAOMI
Developers - Subtle Style
Previous games - Akatsuki Blitzkampf (PC)/Akatsuki Shisei Ichigo (PC)
Release Date - Late 02/2008
Official Website -
http://subtlestyle.net/akatsukiaa/First announced in Arcadia Magazine, Akatsuki Blitzkampf will be Subtle Style's attempt to bring their doujin PC fighting game to an arcade market. The game features an old school sentimentality in combination with an eye on attracting an audience through extremely clean and stylized sprites. The basic game system relies on a 3 button control scheme, focusing on light, medium, and heavy attacks, with basic combo strings branching uniquely between each of the game's fighters. The game also features a fairly simple "parry" system (known as the reflector) that is performed by pressing the medium and heavy attacks at the same time, almost immediately before an attack animation connects with your character. Timing is fairly strict, but slightly easier to pull off than Third Strikes parries. As part of the "special update" for arcades, some moves will also be able to be performed with multiple button inputs rather than their traditional motion. What affect this may end up having on game balance is still to be determined...
Location test video - Akatsuki Blitzkampf Ausf. Achse
Arcana Heart 2Hardware - EX-Board (Specially designed cart system from Examu)
Developers - Examu
Previous Games - Arcana Heart
Release Date - 03/2008
Official Website -
http://www.examu.co.jp/arcanaheart2/Arcana Heart 2 is the sequel to Examu's popular all-female fighting game, Arcana Heart. The game is set to feature six new characters and several new Arcana to strengthen the roster to 17 characters (and hundreds of possible character/arcana combinations). The game will also feature three new systems, Arcana Blast, Critical Heart, and Arcana Homing. The custom board that Arcana Heart 2 will use is part of a new PC-based hardware solution for Examu. Based on the information provided by
Game Watch, the EX-Board will be using a Windows XP embedded OS with 2 VGA, S-Video, Composite, and Jamma video output. No word on the strength of the hardware yet, but future releases on the system will be using specially designed ROM cartridges for games.
AOU 2008 Video - Arcana Heart 2
BlazBlueHardware - Taito Type X2
Developers - Arc System Works
Previous Games - Guilty Gear, Hokuto No Ken
Release Date - 2008
Official Website -
http://blazblue.jp/Arc System Works second foray into high definition arcade fighters, BlazBlue isn't trying to reinvent the wheel for the company, but rather prove why they remain one of the most popular fighting game developers in Japan. The game also marks Arc System Works second release on Taito's Type X2 platform, meaning that the previous experience that went into designing Battle Fantasia should serve them well despite the differing styles the two games have. Despite a similar look, BlazBlue is not a continuance of the Guilty Gear story arc, but rather an original game created by the original Guilty Gear team minus Daisuke Ishiwatari's creative hand for design. Daisuke Ishiwatari, however, will still provide the original score to the game.
System wise, BlazBlue will use a 4 button control scheme featuring 3 attacks buttons and one special button known as the "Drive" button that will offer unique effects based on the selected character. While it has been said that Arc System Works has wanted to create a game that focuses more on ground-based combat, from the videos at the AOU 2008 show, the game will still contain the notable "flair" that Guilty Gear is known for. The recovery time on knockdowns is a bit reminiscent of Hokuto no Ken though, which means that if you don't roll or tech out of an attack that sends you to the ground, your response time to wake up is delayed quite a bit. I didn't see any real abuse of this from AOU, but it is probably only a matter of time before this system gets put through the gauntlet at location tests, since AOU was the first hands on time anyone had with the game. BlazBlue's sprites are rendered at 720p resolutions, making them almost double the size of the Accent Core sprites. Don't let anyone tell you that this game isn't "true HD"...
AOU 2008 Trailer - BlazBlue
Fate Unlimited CodesHardware - System 246
Developers - 8ing/Cavia
Previous Games - Bloody Roar
Release Date - 06/2008
Official Website -
http://www.capcom.co.jp/fate_uc/The latest in a series of fighting games based on the Fate Stay/Night series, Fate: Unlimited Codes is being developed by 8ing with assistance from Cavia. Capcom is set to handle the publishing of the game. While the game is built with 3D characters and does feature some minor 3D side-stepping, the primary focus of the developers has been to create the feel of a 2D fighter while providing a slightly more cinematic experience through 3D camera cuts, angles, and movement. A lot of people have expressed concerns that this game reminds them a bit of the doujin fan project Fatal Fake, and while the game does seem to have some striking similarities, Capcom and 8ing are hoping to offer enough differences to encourage fans to spend some time in arcades with the new game.
Trailer - Fate Unlimited Codes
King of Fighters '98 Ultimate MatchHardware - Taito Type X
Developers - SNK Playmore Japan
Previous Games - King of Fighters XI, King of Fighters Maximum Impact Regulation A
Release Date - 03/2008
Official Website -
http://game.snkplaymore.co.jp/official/kof98um/SNK Playmore's re-release of King of Fighters '98, Ultimate match is set to feature slightly upgraded graphics (including new 3D backgrounds), a new, playable boss team, and several gameplay tweaks set to re-balance the game for a new round of tournament fighting. The new Ultimate style is a mix and match between the features of the Advanced and Extra styles (such as dash hopping, roll escaping, and charging), to allow for a third choice of options to find the perfect match for a team. At first I was honestly a bit surprised that King of Fighters '98 Ultimate Match didn't look any better than it currently does visually being that it was originally set to be a "higher definition remake", but after seeing King of Fighters XII, I can understand why. Though Ultimate Match is still technically a remake, King of Fighters XII is currently getting the primary focus from SNK Playmore Japan's artistic talents...
Location test video - King of Fighters '98 Ultimate Match
King of Fighters Maximum Impact Regulation A2Hardware - Taito Type X2
Developers - SNK Playmore Japan
Previous Games - King of Fighters XI, King of Fighters Maximum Impact Regulation A
Release Date - Summer 2008
Official Website -
http://www.snkplaymore.jpI'm going to hold off on saying anything too much about Regulation A2, because for right now outside of a teaser and some promotional artwork, we haven't seen anything from the game that has separated itself from the first Regulation A. I'll be watching out for any additional information as it comes up...
King of Fighters XIIHardware - Taito Type X2
Developers - SNK Playmore Japan
Previous Games - King of Fighters XI, King of Fighters Maximum Impact Regulation A
Release Date - Late 2008
Official Website -
http://www.snkplaymore.jpThough I've covered most of what I know about King of Fighters XII
here, I will reiterate that SNK Playmore's drive and desire may be finally paying off. I don't say this often, but in the small 30 seconds of shaky cam videos, I can already tell that SNK Playmore Japan has something special on their hands with King of Fighters XII. The ball's in their court now... Let's see if they can drive this one home.
AOU 2008 Trailer - King of Fighters XII
Melty Blood Actress AgainHardware - NAOMI
Developers - Ecole/Type-Moon
Previous Games - Melty Blood Act Cadenza ver B
Release Date - 05/2008
Official Website -
http://e56.info/mbaa/Despite no showing AOU for development reasons, Melty Blood Actress Again is listed as still being on track for a May 2008 release date. From what we know about the game so far, Ecole is introducing two new characters (Riesbyfe and Roa) to the fighting game series (the two characters are not original and are featured in the original source material for the game) and will also be implementing a new system that will allow players to choose between different characteristics for their fighter which will affect the speed, power, and abilities the fighter has. The first style is the Crescent Moon Style which will allow for an emphasis on mobility and combos. This is the style that is closest to the current Melty Blood engine. The second style is the Full Moon style which emphasizes power at the cost of speed and combo-ability. The final style is the half moon style which is essentially an "Easy" mode for beginners. It lacks options, so you will be more limited in what you can and can't do in the system. Though this is speculation - balancing these modes may be in part what has caused the delay in showing the public Melty Blood Actress Again. Ecole and Type-Moon have not been very punctual at keeping deadlines for the series in the past, so I would probably expect the current release date to slip slightly.
Monster Ancient ClineHardware - EX-Board
Developers - 8105 Graphics
Previous Games - Monster (PC)
Release Date - 2008
Official Website -
http://members.jcom.home.ne.jp/8105/This is sort of a pipe dream coming true in a way. The doujin studio responsible for Monster (PC) has hooked up with Examu to bring the PC fighting game to arcades with higher resolution sprites and a new character (maybe more) to add to the mix of fighters. Though I haven't been able to play the game too much (to be honest, I've only booted it up once or twice), I know that it has a rather devoted fan following. Some people were turned off a bit by the game's choice of character roster (lots of beasts - wolf men, dog men, bear men, tiger men, etc...), but from what I hear there is a rewarding system underneath it for those who can look past it and get to the meat beyond the bones.
Samurai Spirits SenHardware - Taito Type X2
Developers - SNK Playmore Japan
Previous Games - King of Fighters Maximum Impact Regulation A2
Release Date - 04/2008
Official Website -
http://game.snkplaymore.co.jp/official/samurai_sen/While Samurai Spirits Sen has made some improvements over the last few months, most location test previews still have the game being described as Soul Calibur's little brother. This isn't necessarily a fair comparison, but considering the return to a 3D weapons based combat system for the game, SNK Playmore Japan should probably have been preparing and expecting for this. Unfortunately, graphically speaking the game loses something in the transition and after seeing King of Fighters XII and what could've been, it makes the 3D elements of this game that much tougher to swallow. But there's hope still. The damage output of the attacks has been increased quite a bit, leading the game to have a very deadly feel where the tide of the battle can shift rather quickly. Whether or not SNK Playmore Japan will be able to continue to improve till its release later this spring has yet to be seen, but I'm eagerly hoping that it can at least step out of the shadows a bit and find an audience all its own.
Location test video - Samurai Spirits Sen
Sengoku Basara XHardware - System 246/256
Developers - Arc System Works
Previous Games - Guilty Gear, Hokuto No Ken
Release Date - 04/2008
Official Website -
http://www.capcom.co.jp/basara-x/Speaking of lost in the shadows - if there is one game that I had to pick that has really found itself in the backgrounds over the last couple of months in the arcade fighting scene, Sengoku Basara X would be that game. With higher profile releases coming from Capcom (Street Fighter IV) and Arc System Works (BlazBlue), it is hard to believe that Sengoku Basara X is still on the radar. The game is running on the PS2-based System 246/256 hardware meaning that at this stage it is already decidedly dated in a way (when compared to the current offerings just around the corner). In addition to this, with a few lackluster location tests behind them, I was wondering whether or not Sengoku Basara X would be forgotten altogether.
Both companies are hoping to draw from the Sengoku Basara fanbase to drive sales and appeal for this game, but I can't help but wonder if that's going to be enough in light of recent announcements...
The game uses a similar system to BlazBlue on a superficial level. It features 3 attack buttons and a special button (in this case the Engun button) which will call on an assist character to perform a certain action based on when it's pressed. The longer you wait to press the assist, the higher your assists character's level will be and thusly so, the more damage you'll do. I've already covered Sengoku Basara X briefly
here, so if you are interested, I would recommend checking out that link as well as the link to the official website above.
Tokyo Game Show promo - Sengoku Basara X
Street Fighter IVHardware - Taito Type X2
Developers - Capcom
Previous Games - Street Fighter III Third Strike, Marvel vs. Capcom 2
Release Date - 07/2008
Official Website -
http://www.capcom.co.jp/sf4/While my own hype for Street Fighter IV has decidedly cooled since AOU, I do understand that when most people think of fighting games in 2008 this will be the game that comes to their mind. I'm currently working through some notes that I was sent in regards to the game and the AOU 2008 build, so when I get through those I'll be sure to post them along with what information we have. Until then, this is the one game on the list that I feel has been covered more often than any other (due to its console port implications), so I don't feel its necessary to go into full details until I get the AOU post up on the site. I will say this much though, even though a lot of people tend to be rather negative when I mention EX around Street Fighter IV, certain parallels between the two can be made despite objections to the contrary. I'm holding off final judgments until I can sit down with a cabinet, but in my opinion, Capcom has a ways to go if they wish to win the hearts and minds of the hardcore fighting fans especially with the spectre of BlazBlue and King of Fighters XII looming over them... Could bringing back former Street Fighter fans be a possible thorn for Capcom's attempts to appeal to what should be their core demographic?
AOU 2008 Trailer - Street Fighter IV
Virtua Fighter 5 RHardware - Lindbergh
Developers - Sega, AM2
Previous Games - Virtua Fighter 5, Fighting Vipers
Release Date - 2008
Official Website -
http://www.virtuafighter.jp/index.htmlThere's unfortunately not much information circulating about Virtua Fighter 5 R at this point in time. Though there was the AOU 2008 trailer which showcased a new character and a possible returning character (Taka-Arashi), the only other information we have is that the game will feature new stages and new modes of play unique to Virtua Fighter 5 R. Sega has made it clear that this isn't some basic update with some balance changes and goofy new pirate costumes... This is set to be the next "big" Virtua Fighter update that will shift the focus of the competitive scene off the current builds and onto something they hope is even more rewarding.
AOU 2008 Trailer - Virtua Fighter 5 R
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