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Community Blog


The Top 6 Most Powerful Characters In Street Fighter Canon

By: starlordtitus Jan 29, 2013 | 6 Comments

The most powerful Street Fighter characters made appearances throughout many games. Coming down to the Top 6 was down right close. But behold, the most prestige fighters in all of Street Fighter.

6. Ryu

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Ryu is perhaps the most famous character in the Street Fighter series. His humble beginnings to his uprising in ability to topple the giant champions of the world made him the fighter we all wished to be. The hero of Street Fighter and overall legend, he is known for usually snatching victory from the jaws of defeat.


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The first DLC released for Borderlands 2 is a whole new class to play with, is the Mechromancer worth your time?

If you pre-ordered Borderlands 2 (from select retailers) you got the Premiere club for free, this gave you a few start-of-game weapons, but more importantly gives you free access to the first DLC, a new class called the Mechromancer. If you didn't pre-order, this DLC costs $9.99 (800 MSP).

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Brutal Legend review

By: BatRastered Sep 25, 2009 | 14 Comments

After some hands-on with Brutal Legend, what's the verdict?

Editor's Addition


Click here for the Brutal Legend Giveaway!


Rent It

Brutal Legend is a good looking game with some serious production values. It's basically a hack-and-slash 3-d platformer mashup. The animation is great and the dialogue and voice acting (featuring Jack Black) are top-notch. You can certainly expect some laughs while playing through this game. It feels like you're controlling a Jack Black animated feature.

You have two basic weapons, your axe and your guitar. Your axe functions much like you'd expect it to, with decapitated and bisected enemies strewn about in its wake. Your guitar allows you to shoot either some sort of lightning, or pyro effects. The pyro allows you to knock enemies up in the air, where you can knock them out baseball style with your axe.

The controls are tight while on foot, but tend to get a little loose when you're in your vehicle. Like most third person 3-d games, this one too suffers from some camera issues. There are options to set the camera speed, and those help, but a re-center type button would've been nice. One of the boss battles has you driving your car, but the camera is panned out and not behind you which creates a bit of steering trouble (for me anyway).

The finished game also includes a muliplayer mode, which should add some replayability to this title.

If you like the hack-and-slash or 3-d platformer genre, I'm sure you won't be dissapointed with this game. Me, I love everthing about this game, except playing it. It's really not my style, game-play wise. I'd love to watch someone else play through it. I would definitely try before you buy, especially if you have an XBox live gold account, as you can download the demo right now, for free. If you're one of those people who loved Psychonauts so much that you still talk about, well, WTF are you doing reading this, don't you have a pre-order to pick up?

icon icon Brutal Legend releases October 13, 2009. Pre-order now.

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Borderlands 2 Pro-Tip: How to glitch and beat Pete the Invincible

By: Arthvader Jan 20, 2013 | 4 Comments | Updated: Jan 21, 2013

Goukijones, Batrasterd, and I take on Pete the Invincible using a glitch to our advantage.

On Wednesday, January 16, Goukijones, Batrasterd, and I went and took on the raid boss of Mr. Tourge's Campaign of Carnage, Pete the Invincible. During the course of this particular fight, though, we ended up getting Pete into a spot where he essentially got stuck, allowing us to defeat him without much issue.

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Battlefield V Check Out The Launch Maps

By: goukijones Nov 1, 2018 | 0 Comments

Oh boy ... Day 1 PWNn for me!

I'm going to be on Xbox One for Battlefield V. HMU, I'm ready to go!

Community Blog


25 WTF Fight Sticks

By: derkasan Oct 15, 2012 | 3 Comments

We've all seen pictures of awesome fight sticks; now it's time to see some of the worst.

The Internet is home to some of the most awesome fightstick mods out there. However, there are a number of downright goofy sticks out there as well. Some are official, some are homemade, but all of these monstrosities are bound to make to make you say "WTF?!"

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Crimson Relic

SSFIV Developer Blog: Voices and Sound Effects

By: Crimson Relic Jan 18, 2010 | 4 Comments

Developers of Super Street Fighter IV give us some more insight.

Thanks to Azrael forums for the translation!


The National Tournament has finally gotten underway, and the first Tokyo qualifier has been decided!* Also, the weather just keeps getting colder. Everyone, be careful not to catch a cold! This is Tsukamoto.

(*Az: There is a link here that leads to a results page for the first Tokyo qualifier. The "Lettuce Sandwich" team of Shiro (AB), Ojisanboy (SG) and Kyabetsu (VI) won. The page also mentions that Mago's team will take part in the qualifier in Northern Japan this Saturday 1/23, and details about the Tokyo Qualifier will be posted on the Nakky Blog 1/22.)

Continuing on from last week, Mr. Tomozawa and I would like to talk about the voices and sound effects. We're gonna get really in-depth about the voices and SE!

-- First off, tell us about the character voices.


For the character voices this time around, not counting the prologue or ending, all together there are around 10,000 bits of data. It's probably a bit unheard of to have this many vocal samples for a fighting game. There are a lot of characters, and also because of things like splitting one voice into several parts, the overall number just increases.

-- What do you mean by splitting a voice?


For example, let's take Gouken's "Kinjite! Shoryuken!" (Forbidden Shoryuken). That isn't just "Kinjite!" and "Shoryuken!". For the last half of the motion, we match up the voice with the the action, so it gets cut up into "Sho" "ryu" "ken". For the arcade version, that was the extent of the increase, but when we made the home version there were more characters and rival battles, so the data became about 3 times as heavy as the arcade version.

Gouken's Shoryuken

-- There certainly are a lot of lines (battle narration) during the rival battle.


When looking at a video of a rival battle on an internet video site, in the comments someone had said "Is there this much talking in fighting games nowadays?" But I think on average the characters won't talk that much (laughs).

In manga/comics, before a battle they often have a little verbal sparring. The characters talk just about at that level.

Yes. In SSFIV's battle narration we've added and changed some things around, so that's something to look forward to. For example, now right after the battle gets started there will be some lines of dialogue. But if the character gets hit in the middle of their lines then they stop talking. So if possible, please refrain from hitting them and listen until the end (laughs). Also, we've changed some of the triggers that would initiate a voice sample from the rival battles in SFIV, and some of them have completely new triggers. So looking for those can be fun.

-- So there's something for those who have already seen the rival battles to enjoy as well.


There are no rival battles that use only the same voice samples from SFIV! If anyone finds all of the voice samples, I'd give them a present (laughs). I'm pretty sure you definitely can't find them all.

Rival Battle

-- With that many, checking them also seems like quite a task.


Yeah, unlike the prologues and endings, we have to check these during a battle, so it takes time. For example, if we want to confirm the FIRST HIT trigger, that one only happens once a battle. So first we have to try it for both the 1P and 2P. There were 17 of those triggers in SFIV. So that's 17 for 1P and 17 for 2P. We also had both Japanese and English, so 17 x 4 = 68 voice samples, and that's just for one rival battle. We have to confirm each one to make sure its the right voice, that it did come out, and adjust the volume as well. At first we didn't really know what we were doing, so it was just shots in the dark. But now we've got the process worked out efficiently.

That's always difficult. For the English voices, even as we were checking them we had no idea what they were saying (laughs). But the feeling was right on the mark, so that's our sound team for you!

We worried quite a bit about the English voices. With Japanese, as long as we could hear it then we could confirm whether the lines were correct or not. But I'm not a native English speaker or anything like that, so there were a lot of things that I didn't understand, had no idea what they were saying. There are also characters who speak with an accent, so those were particularly difficult to understand. If I couldn't hear what they said, then I had to go back to the script and confirm it, then go back to the battle and see if I could pick it up. Characters who spoke easy to understand English were fun, but for characters with a special accent, especially El Fuerte, I had no idea. I had to check many times "Is this what he's saying?"

-- Speaking of English, in SFIV you can change the character voices to English - how was this decided on?


As we want people to understand the story and emotions of SFIV, we basically thought to just have the voices in Japanese. But if we talk about the impression of the series up until now, there are some characters were players must have thought "I wish he'd speak in English." So for those players, we wanted to be able to give them the option to have an English voice for that character. That's one reason. Also, from our overseas players, a lot of people said they wanted to use the original Japanese voices. For example, people who want to use Ryu in his original voice. So in order to be able to enjoy various styles, we set it up in SFIV that you could change the character voices individually. Of course, SSFIV will be the same.

-- Were there any other incidents with the English voices?


I mentioned this before, but various countries have different ways of speaking, right? So then characters end up having accents. The easiest to see this in is Rose's Italian accent, she uses a very hard R. You have to roll your tongue for it. We put that much detail into it, so if everyone would listen closely and notice it I think it'd be interesting. Also, attention was paid to the differences between American and regular English. I have no idea though (laughs).

Depending on your tastes, you can set certain characters to English and try out various settings. As Ken's Japanese and English voices are both cool, I can never decide which one to pick (laughs). Also, Sakura's English voice is pretty high pitched, so that's interesting.

Sakura's English voice is an actual high school girl! Well, she may have graduated by now, but at the time of recording she was still in high school. As her voice has quite a different image from the Japanese one, I rather like it.

Sakura During Battle

On the other hand, Cammy's voices in Japanese and English are pretty close to each other.

Ms. Sawashiro, Cammy's VA, is really good at English. She was able to smoothly read the formal name of BLECE (Boiling Liquid Expanding Cell Explosion) with no problems. We recorded two different patterns, and her concern was "I don't really have confidence in a British accent". Everyone who was there could only say "Like we'd be able to tell the difference?" (laughs)

I heard this from Mr. Endo, but Cammy's VA Ms. Sawashiro went to the overseas recording to take notes. She spoke a few lines to Cammy's English VA, and only hearing that voice, the sound director said to Cammy's English VA "You don't have to speak yet". Ms. Sawashiro is so good, that she was mistaken for the English Cammy's VA.

Cammy During Battle

Rufus's English VA also gave it his all, not to be outdone by Mr. Hatano. There's lot of good stuff to listen to, so I hope everyone gives the English version a try!

-- Speaking of, judging from the promotional videos the announcer's English voice seems to have changed.


Yes, its been changed. We wanted players to feel with a quick listen that SSFIV was new and different, and Mr. Endo felt that the easiest way to get that feeling across would be through the announcer. As this is a series update, there are some sounds we couldn't change, particularly the character voices. So as this would be the easiest to understand, we changed it.

Now tell us about the SE.

The environment, the hardware, even TV's from when we made sounds for SFII have all changed. So if we tried to use the same sounds, it just wouldn't fit. If we borrowed the sounds from SFII and tried to force them into SFIV it would just sound off.

There are people who want to hear the old hit sounds from the 2D games. But SFIV is presented in 3D, so having them in would kind of be an ear-sore, I think.

Even within the Street Fighter series, the hit sound has changed quite a bit. Especially in Alpha - in SFII the hit sounds were quite heavy, but in Alpha they were much lighter. We did study the previous titles, and though it was really a trial and error process, I feel like the SE we have now are the best fit for the environment and the images. For example, in the past the sound for punches and kicks were the same, but in SFIV they're different, so this is an area in which we've improved. Also, there's been a little change in SSFIV from SFIV. We've tweaked the volume balance so its a little easier to hear than in SFIV.

Ryu Vs Juri During Battle Hit Mark

-- How about SE that goes with the stages?


For stage SE, first we have to decide where exactly we are going to have sound. For example, the stage designer had expressed a wish for the car in the India stage to blow its horn. But the car doesn't really move around on screen, so if the horn sounded people would probably wonder what it was. So its best not to have that sound. Of course we had voices for the elephants or anything else that sticks out, but the battle is the main attraction, so we can't distract from that.

We also can't have move SE and focus attack SE covering each other up. Its difficult finding a balance that preserves the right feel and doesn't interfere with the fight.

Also, depending on the stage materials, the jump, landing, and knockdown sounds change. If you listen carefully, you can pick up on it. On the Overpass Stage, the sound changes for places on the ground with puddles of water, and the Brewery has both metal and wood parts of the floor. Talking about stages in SSFIV, the Korean stage has both a stone pavement and asphalt, both of which make different sounds. SE is pretty difficult.

Korean Stage Stone Pavement

It is. Even if there's just one SE that's a bit grating to the ears, it'll be improved upon greatly. You can really feel the passion of the sound team. I hope all the players keep this in mind while enjoying the game.

-- Do you have any favorite voices?


For voices, I'd like for everyone to listen to all the taunts. Even if you have to set them all one by one, please give them a listen (laughs)! Also personally I really like Juri's voice, so definitely check her out! Her voice is a big reason why she's just a vibrant character.

--How about any SE?


For SE...this kinda covers everything, but we're doing it in 5.1ch. So its not just a basic flow of sound, but everything happens point by point. Probably the easiest to understand is the sound when the meter fills up. Also, I really personally like the sound of the fire on the Vs screen. Its kind of a background noise, but its really nice. It might be a little difficult to hear just in stereo though.

-- I don't think there are a lot of gamers who are experiencing the 5.1 sound though.


Yeah, there probably aren't a whole lot of people who have that setup. But if you know someone who does, please go have a listen! Also, the feel of the remixed BGM will change as well under this sound system.

Aah, I don't have a sound system at home. ...Well then, I'll just have to buy one! Give me some good recommendations later.

-- Do you have any final comments for the fans looking forward to the sounds?


Regarding this, I have a comment from Mr. Endo, so I'll read that first.

"The song composition, where to put in sounds, the sound effects, all have been planned by the sound designer. Where to loop the songs, the sound effects, and their dynamic usage, if you can naturally get pumped up while playing that's what we were aiming for, so we'd be happy."

As for me, I personally feel that voices are the big focal point in fighting games. They're often called tools of fighting. As a tool, if we think about it that way then it doesn't matter if its there or not. But voices include your spirit. Voices can bring out that character's specific traits, and you can also feel the passion of the voice actor. Maybe you don't really get an appreciation for it in the arcade, but for the console version, in the rival battles and things like that, it really reinforces the characters personality and background. This is something featured in all voices, so if possible I'd like for you to listen to all of them.

That's right. BGM, voices, SE are tools of the fight, just like controls or graphics. They bring out an important part of the experience!

I hope everyone enjoyed today's entry. We got a chance to talk about some things we normally don't get to talk about. If you could find an interest in how we made these things, I'd be very happy.

Next week we'll be talking about character design!
Until next time!

Community Blog


Zero2990's Dead Island character build (Sam B)

By: Zero2990 Aug 20, 2012 | 5 Comments

I decided to start creating character builds because I see to many newbs online

So some of us was excited for Dead Island before release, No? Well I was and it turned out to be a pretty shitty game, that was before I looked at character builds that make this game actual fun.. Yes Dead Island is actually fun, can you imagine? 

So the last week I've been playing as the top hat sporting power house/rapper Sam B. Some people online have no idea how Sam should be played and opt for the machine gun approach, not in this build. I'll have you cracking undead skulls in no time.. From Lv1 as a matter of fact. This build looks at Combat and Survival skills only, Sams Fury tree may seem fun but it's about as useful as ...

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Palomino Urban Nights #13 Las Vegas, NV 05/28/11

By: Cinderkin May 23, 2011 | 6 Comments

There is a tournament coming up in Las Vegas, called Palomino Urban Nights #13. There will be a few games there including Mortal Kombat, Marvel vs Capcom 3, Super Street Fighter 4, and Arcana Heart 3. A live stream will be offered as well. Check it out.

Team will be attending this weekend, and we are looking forward to competing. We want you guys to keep a look out for us this weekend on the stream. Below you'll find the info on the tournament for those that live in or near the Las Vegas area should come by. Check it out. Don't be a Jimmy!


Palomino Urban Nights #13 - Las Vegas, NV - 5/28/11

Date: Saturday May 28, 2011
Time: Starting at 4pm
Location: Gemini Arcade Palace, 4180 South Sandhill Road
Entry Fee: $5 each game
Venue Fee: $3 each person
**Payouts for all games is 70/20/10**

Mortal Kombat 9 Singles
PS3/360 (Whatever is available)
2/3 rounds, 2/3 matches, finals are 3/5
99 second time limit
Double Elimination
**Use of any glitches (Ex: parry glitch) will result in a loss of that round**
**Use of any codes are banned**
**All characters except Kratos are legal**

Marvel vs Capcom 3 Singles
PS3/360 (Whatever is available)
2/3 matches, finals are 3/5
99 second time limit
Double Elimination
DLC characters are legal
**Winner of the previous match must keep same team members, but can switch assists**

Super Street Fighter 4 2v2 Character Lock
PS3/360 (Whatever is available)
Each team member must play (A1 vs B1 = A1, A2 vs B2 = B2, A1 vs B2 = B2, Team B wins)
2/3 rounds
99 second time limit
Double Elimination
**Teams can not have two of the same character**

Arcana Heart 3 Singles
2/3 rounds, 2/3 matches, finals are 3/5
99 second time limit
Double Elimination

***Event is BYOC (Bring Your Own Controller)***

**Event will be streamed courtesy of Top Tier Gaming!**



Community News

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Bulletstorm's DLC pack announced and day 1 DLC released

By: iorilamia Feb 22, 2011 | 10 Comments

Bulletstorm doesn't suck so much afterall! DLC announced and it is sounding gooooood.

First off, theirs already day 1 dlc which is called Standard Online Pass for $9.99/800 MSP, it gives you 6 bonus Echo levels (we ended up getting this a long with pre-order bonus ;D )

Screw Echo thats lame, the fun comes this SPRING! With the Gun Sonata pack for the same price. This DLC pack comes with much more though.

THREE new maps for Anarchy multiplayer mode, Sewers of Stygia, Hotel Elysium, and the Villa.

Two new Echo maps, Crash Site and Guns of Stygia (mehhhhh, gonna be a while before I could give a damn about this game-mode)

And two new Leash colors, Flamingo and Pulp. I'm guessing pink and orange? PINK LEASH SOUNDS AWESOME! Maybe they will have a different function aswell. (customizing your characters clothes a long with gun and leash are actually a nice touch in multiplayer)

Once again, this pack will be released this Spring for 800 msp/$9.99 on XBL and PSN.

-On a side note, a site listed a Royal leash will be EA store only and another dlc leash would be called Obsidian, it also lists the bonus leashes we got from playing demo and having day 1 DLC/limited edition, check it out here jimmy's-----,9329,leash-colors-of-bulletstorm-guide.html


So what do you guys think of the DLC? I think it's worth it if you are into all the game modes...maybe $7.99 would feel a bit more reasonable, but since I strongly dislike Echo ( I might grow to like it) it feels like a $5 DLC for me. Leave your commnets below on what you think, jimmy!


Source: and looking at PSN to see Standard Pass.

Community News


Left 4 Dead 2 and Left 4 Dead DLC "The Sacrifice" out now

By: Arthvader Oct 6, 2010 | 2 Comments

you heard that right.

The latest DLC for BOTH L4D and L4D2, The Sacrifice, is now available through Steam and XBL. Steam  users will be able to get the DLC for free. XBL users, however, will have to pay 560 MSP ($7) for each game, which if you own both games and want to play the sacrifice on both, you'll pretty much end up spending a total of 1120 MSP ($14). The latest DLC will allow you to chose amongst the four L4D survivors who will sacrifice their life for the rest of the team to survive. L4D2 owners who get's this DLC will also be able to the play the NO MERCY campaign as well, updated just for L4D2 with meele weapons added.

During the time of the DLC's development, Valve had made a digital's s comic, Enjoy:


please leave any comments below.

NeverDead is a third person action shooter from Konami. The main character can be set a blaze, electrocuted, loose all of his arms & legs & STILL won't die. Is it any fun though? Can you beat it less in than 9 hours? WTF is a Sangria demon? Japanese games.

Gameplay. Combat. You can use a sword. You hold the left trigger and flail around with the right thumbstick. This is good because you are actually moving around the sword, you can block and attack from different angles this way. Better than just smashing "A" over and over. You get guns too. So now we're kinda Devil May Cry style gameplay here. You get handguns, rifles, shotguns, uzis and they are all duel wielding. After you find two of each of course. Don't know if I ever got 2 rocket launchers for my character set. Doesn't matter, I didn't really use the guns anyway. Speaking of My Character Set, you get experience and can unlock different upgrades. There's a ton. So many that I don't have a clue what I'm doing with them.

Abilities. You get ability slots and can fill them up with different perks for your guy. Like Increased Jump, Blade Power, Sprint, Combo Blade Attack and the Sixth Sense. I have 15 unlocked and there must be like 30 more I could buy, most are just upgrades with a little "+" next to them and cost double/triple the XP. You don't have to buy the cheaper ones to unlock the more expensive ones. Auto Combat Roll - Automatically combat roll to avoid flying objects. Really? 100000 XP. Really?? 4 slots. REALLY?! Yeah, so is that even necessary. Just roll mofo! Fragile - Fall apart from the lightest touch. He already falls apart from the lightest touch. So I've really stopped caring about the XP and perks right now. I'm focused on not dying and doing quick damage with the sword.

Limbs. The only way you can die is to have your head eaten by these little white rolling monsters with spikes that are everywhere. They seem to just respawn too, no matter how many you kill. So you are in a constant rush to roll around and pick up your limbs. When you take too much damage in the game your entire body will blow into parts. You control the head, rolling around you must gather up all of your limbs and attach you head back to your neck. You can't just get close to the body, you have to roll the head around to the neck area. Plus you got the little white Jimmys trying to eat your head and if you don't pick up your other limbs fast enough they will eat and swallow those as well.

Metroid ball gameplay. You can rip your head off, toss it like a basketball and roll then it around like a ball. There's a few parts where there are actual puzzles and tunnels to get through by just using your head. Similar to the ball in Metroid. I like this a lot, there just wasn't too much of it. You have got to look closely to find some hidden stuff.

Story. Character design. One of the coolest things about NeverDead is the character design. Don't get me wrong, you fight a lot of the same shit over and over. But the villains and the bosses are very cool. Sangria is one of the coolest looking video game characters of all time. Deal with it. And it sounds like a queen, it's immortal, and it farts. Bonus! All of his scenes so far are dope. The story? Uhhhhh you're a demon and a demon hunter and it seems like the feds are cool with you, because you help them hunt eviler demons. Your partner -who just happens to be the hot chick in the story- shows up at your apartment, shoots the door in and is all like "We got a job." She then shoots him a couple of times to convince here to come along and then they finally leave the apartment. Special note here, I think the chick shot the shit our of the door AND kicked it in. Upon leaving the building, you see the main Jimmy seriously locking the front door. There was nothing left!

Remember Enslaved from last year. NeverDead is better than that. Bryce for example is a great character. 500 years ago when he was cursed with the immortality, he was like a completely different person. But I guess 500 years of immortality should change a man. In Enslaved at the end of the game it was just the Matrix boss, you know that guy on TV. You don't have a clue about Enslaved right? I keep bringing it up. Sorry. Better than Enslaved, but not as good as Darksiders.

NeverDead is fun, slightly challenging, has an OKAY story and also has some of the most amazing looking characters and boss fights. The combat is fun and you can build your character differently from mine. I'm having a good time playing NeverDead and I'd reccommend you Rent it!

I'm just going to add this part in right here. I have just finished the game. The final boss fight was completely different from every other boss fight. It was challenging. Pro-tip heads up on the ground pound, avoid that by jumping in the air. The chick will keep yelling at you. Just be ready to jump every time she starts screaming. Then there is some seriously cheesy lines in the final sequences. Real cheesy. Follow your dreams kid!

After all according to Raptr I spent about 9 hours playing NeverDead. I don't think any game is worth $60 for only 9 hours. I tried to play the multiplayer and attempted a quick match. No quick match found, would you like to host your own room? No. Go to the server browser. NOT 1 GAME, Not 1 PERSON. Wow. Forget about the multiplayer, NeverDead has a quick and fun story with some great characters, but you should probably Rent it! first. Don't be a Jimmy!

Vote, Comment & Share. Thanks for reading.

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