By: goukijones Jul 2, 2011 | 6 Comments
E3 2011 Exclusive: Team Gouki checked out Earth Defense Force: Insect Armageddon. While BatRastered grills the PR Jimmy, GoukiJones raips on screen. Later FnJimmy offers his take as well. Don't be a Jimmy!
Earth Defense Force: Insect Armageddon is a cheap game Jimmy, $40 bucks out the gate. We might have a serious deal of fun here. 3 player online co-op, 4 different suits to use and upgrade, tons of bugs and aliens to shoot and destructible environments. Developed by Vicious Cycle Software out of North Carolina, EDF could be their best game yet. Of course "could be" is the key word there since I haven't actually played the final product. I am hype.
I had fun while playing the demo. You can check out my killin' bugs and dropping buildings in the video below, while BatRastered asks as many questions as he can.
E3 2011 Exclusive Interview and Gameplay
It appears that Ryota Niitsuma, Marvel vs. Capcom 3's producer, has disconfirmed Sentinel in an interview conducted with Eurogamer Espana (Google Translate link), which was originally written in Spanish.
This normally wouldn't be too big of a deal, but someone posting under the name Lupinko has been leaking information about MvC3 for some time, and has been extremely accurate to date, revealing numerous characters in advance. He claimed Sentinel and Hsien-Ko would be announced, but Niitsuma's statement today goes directly against one of his predictions.
Here's a translated version of the relevant paragraph from RyanCE.
Ryota Niitsuma: Indeed, we could not choose characters that were not on [Marvel's] list, and if there were some we wanted to use Marvel told us "do not pick that, take this one instead." In this sense, we wanted to bring back a couple of characters from MvC2, such as Juggernaut and Sentinel, but we could not.
Many people are currently split over who to believe on this since Lupinko has been so accurate to date, but Niitsuma is the title's producer.
Other things of note from the article include:
• The first DLC package won't be expensive. When asked about the schedule for DLC, Niitsuma said they haven't already planned this, but, "Potentially we could release a DLC [package] every two weeks..."
• Niitsuma talks about the possibility of releasing a balance patch once the game has launched, although Capcom has made other statements like this in the past for the Street Fighter 4 series, saying they can patch the game after wards, if needed.
• There's at least one character to be revealed besides the 36 member roster. This might be Galactus, as an unplayable boss.
What do you Jimmys think? Let us know in the comments. Thanks for reading.
Original interview (with translation) is here
By: Cinderkin Dec 17, 2010 | 15 Comments
Famitsu.com did a write up with Daigo Umehara, collecting his thoughts on the changes in Super Street Fighter 4 Arcade Edition. Extremely lengthy, but also very insightful
Thanks to samjkim for translating this interview.
NOTE: This is an extremely lenthy interview. Make sure you have the time to read it. Very insightful for Street Fighter fans. Some very interesting notes from The Beast Diago. Images added by me (Cinderkin) to make the interview a little easier on the eyes.
Toyoizumi: You got to play some AE. What are your first impressions?
Umehara: Impressions… Basically that it’s over for projectile characters (laughs). All the non-projectile characters have gotten buffed, whereas I think Deejay is the only projectile character that has really gotten buffed. Sagat has gotten better, but Ryu, Akuma, Guile, Dhalsim, and I suppose Chun, they’ve all gotten nerfed. And grapplers have also gotten buffed. Projectile characters were strongest in Vanilla, but it’s the other way around now in AE. But I plan to use Yun so it’s not a big deal for me. I guess that’s my impression of AE.
Toyoizumi: It seems there are some people that say that Ken is now the best shoto.
Umehara: Well Ken was originally somewhere halfway between a projectile and non-projectile character. And I wonder just how far he can really get against the top tiers. He loses to Zangief, so…
Toyoizumi: Is Zangief really that good in AE?
Umehara: I think he just happens to have good match ups against AE’s best characters. In Vanilla, the top tiers, Sagat and Akuma, happened to be bad match ups for Zangief. But now the best characters, C. Viper, Yun, Yang, etc. are weak against Zangief. I wouldn’t be surprised if we saw a lot more Zangief players in AE. So I mean if Ken can’t beat Zangief, and he’s really neither here nor there versus the rest of the cast, I don’t really see the point of using him. It’s much better to go with a different character.
Toyoizumi: So you picked Yun?
Umehara: Yeah I’ll probably go with Yun. He’s really good (laughs).
Toyoizumi: Just how good is he?
Umehara: First, Genei Jin is the most powerful super in the game, and you have a lot of opportunities to land it. Furthermore, after Genei Jin, you can immediately go for a tricky front/back mixup. Then there’s his dive kick. It’s really fast and has a good angle. You can basically get in on your opponent whenever you want. And finally I think his Ultra is pretty good, too.
Toyoizumi: You can connect Ultra after EX Lunge Punch (Zesshou Hohou), right?
Umehara: Right. I think his only weakness is his low health. He’s just really solid overall. It’s just that his match up against Zangief seems a little bad. But against the rest of the cast, he’s very solid. You have a large window to cancel far medium punch into Shoulder (Tetsuzan Kou), then hit confirm into Genei Jin.
Toyoizumi: Do you think his meter will only be used for Genei Jin?
Umehara: No, it definitely depends on the situation. For example, you want to use EX Up Kicks (Nishou Kyaku) as an anti-air. And you want to use EX Lunge Punch to combo into Ultra. But his meter fills up before you know it. And in AE, none of the Supers are that powerful, but with Yun, you definitely want to respect that flashing Super meter. That’s what makes him so scary.
Toyoizumi: He built meter very quickly in Third Strike, too.
Umehara: Yeah. That’s a major point for Yun. He can wait until he has meter to really go in on the opponent. So time is in his favor–the more time that passes, the closer he is to getting full meter, and the more the opponent is at a disadvantage. I haven’t really touched Yang so I can’t say for sure, but his Seiei Enbu is not really that powerful of a Super to begin with. I think that’s what really sets the Twins apart.
Toyoizumi: How are your impressions of Yang so far, despite not really having used him?
Umehara: He can Focus Cancel out of EX Up Kicks, and he can chip away[?] with Mantis Slashes, so I think he has an advantage against Zangief. I haven’t really looked into it, but it seems Yun doesn’t have any tools besides Shoulder to work with against Zangief. But even then, Zangief can most likely punish it on block. Furthermore, Yun’s dive kicks are almost useless in that matchup. He’ll just end up getting 50/50′d himself, and that’s a bad situation considering the health difference. In any case, it looks like Fei Long, Yun, and Yang are the top tier at the moment.
Toyoizumi: Fei Long is still good?
Umehara: Definitely. He may have lost invincibility on roundhouse Chicken Wing, but his normals got slightly buffed, and his Rekkas are as solid as ever. On top of that, he has a command grab and strong combo capabilities. His only bad match ups in SSF4 were Chun Li, E. Honda, and Boxer… I think? But those three have all been nerfed, so he’s now relatively stronger. Come to think of it, out of the non-new AE characters, Fei Long is probably the strongest. C. Viper is also very good, but I wonder if she can compare to Yun.
Toyoizumi: In SSF4, Cammy and Boxer were considered fairly high up. What about in AE?
Umehara: Boxer still seems to be in the upper tier, but he’s been nerfed, so he’s not top tier. Cammy didn’t really have any good pressure tools besides tiger knee Cannon Strikes, so it’s going to tough for her now. Then there’s T.Hawk and Hakan… If you ask me, it’s basically hopeless for them (laughs). T. Hawk is definitely an annoying opponent, but I think that’s about it. He’s gotten buffed, but that doesn’t mean much considering how weak he was to begin with.
Toyoizumi: And what about Akuma? He was one of the top tiers in Vanilla.
Umehara: Hmm.. I think Ken is now a better shoto than Akuma. I think both Ryu and Akuma are in the upper tier, but they’ll have a hard time against Yun, Yang, and Fei Long. So that’s why I don’t think I’ll be using Ryu. It’s fine if you have a few bad match ups, but when it’s against most of the cast… Also, Makoto seems to be a lot stronger than I thought she’d be. I like how good her crouching light kick is. And her rushdown seems really strong. Her Ultra 2 (Abare Tosanami) has gotten buffed so you can’t throw fireballs. And when you can’t zone her out, she’s in the advantage. She might be a solid upper tier character. Though she doesn’t stand a chance against Yun and Yang (laughs). But she’s solid overall.
Toyoizumi: Wow so Yun and Yang are that good?
Umehara: Haha, yeah it’s almost like… “Wow, really? Is it OK for them to make them this good?”
Toyoizumi: Ono did say in an interview that he wanted a super tier character like Vanilla’s Sagat. I guess Yun and Yang are it?
Umehara: I’m going to main Yun so it’s all good for me (laughs).
Toyoizumi: OK, now how about your console character, Guile? It seems that the startup time of his air throw has been nerfed…
Umehara: It’s unfortunate that it got nerfed. It’s one of his signature moves. I can understand nerfing Flash Kick and Spinning Back Knuckle, but the air throw? It’s almost like they’re saying, “Guile? I guess you can use him… if you really want…[?]” But he can still hold his own, and I think he’ll be upper-mid tier. It was hard for him before to deal with E. Honda’s jump-ins, but since that’s also been nerfed, it should now be a little easier for Guile. But for me, I’ll probably use him a little bit as an alternate.
Toyoizumi: It seems that once Yun and Yang get in on Guile, it’s over for him.
Umehara: Right. It’s just a bad match up for him, so that’s about it for Guile.
Toyoizumi: It seems that it’s always been Ryu for you… Why Yun?
Umehara: I’ve always liked Yun, but he wasn’t really in a lot of other games. I wasn’t really into Street Fighter 3, so I never really considered learning him. And he might as well not have been in CvS2 at all (laughs). But he’s really good in AE, so I finally thought I’d really give it a go. But I might not if Zangief really ends up being top tier.
Toyoizumi: Do you not like using Zangief?
Umehara: Personally, I think he’s a bit boring. He’s good, sure, but as for gameplay, he basically has to stay patient forever until he somehow scores a knockdown, then start doing mixups. That’s it. I think I’d get bored of it pretty quickly.
Toyoizumi: So it seems you like characters with a lot of versatility. Like Yun, who has a lot of ways of getting at the opponent.
Umehara: Yeah, he has a ton. It’s a good thing that he has low health, considering how good he is. People might figure out how to play against him eventually, but I think Genei Jin’s potential will still overcome that. I’m sure we can get more damage out of it than what the current max combo does.
Toyoizumi: Both his Super and Ultra are good, so I’m sure he’ll get better with more research. If Evo’11 is AE, do you think you’ll use Yun?
Umehara: Yes. Yun and… probably another character to use against Zangief. Maybe Guile… or Sagat, even though I haven’t really used him.
Toyoizumi: Does Sagat beat Zangief in AE?
Umehara: I think so. EX Green Hand doesn’t knockdown even on hit, so it seems like it’s going to be a tough match against Sagat. Mixups after knocking down with Green Hand has been one of Zangief’s main strategies, so it’s a major nerf to have him be at just a little frame advantage on hit. They haven’t made him more powerful, and even if his SPD range has been increased, it doesn’t make a difference in a match up against Sagat. In any case, if I use an alternate, it would be a balanced character who can also beat Zangief.
Toyoizumi: How about Dhalsim against Zangief? It seems to be in Dhalsim’s favor as well.
Umehara: I think so, too. But it’s too scary to think that once Zangief gets in, it’s basically over.
Toyoizumi: Yeah that’s definitely true. And Sagat obviously has higher health.
Umehara: Dhalsim’s damage output was upped in Super, but that’s gone back down. I think Dhalsim players aren’t going to like the adjustments. His standing [back] light kick has gotten a tiny bit slower, too, so I think that’s going to make a huge difference.
Toyoizumi: Where do you think Sagat stands in the rankings?
Umehara: Lower high tier, I think. Zangief is a powerhouse, so it’s a huge boost if he can beat Zangief. But I don’t know how he’ll fare against Yun and Yang yet.
Toyoizumi: So you think Zangief is in competition with Yun and Yang for top tier?
Umehara: Yeah. I think there will be a lot of Yun and Yang players. [translator's note: I had trouble translating this next part] There are characters that, because they have powerful combos, don’t have good anti airs, or don’t have invincible moves, so they rely heavily on rushdown. But both Yun and Yang have a good, balanced set of tools.
Toyoizumi: Among the characters from Street Fighter 3, it looks like Yun and Yang are the only ones to have non-EX moves with invincibility. Dudley’s Jet Upper and Ibuki’s uppercut both require EX for invincibility, and Makoto’s Fukiage doesn’t even hit opponents on the ground.
Umehara: Now that you mention it, yeah. Even though neither of the twins are Shoryuken characters. I’m guessing they did that because all of the new characters thus far have been very weak. But even then, I think they overdid it (laughs). Ah, but I think Boxer might beat Yun and Yang.
Toyoizumi: How so?
Umehara: Neither of them have a good answer for Boxer’s Dash Straight, and his crouching roundhouse is just too good. Then there’s EX Dash Straight, which can take care of dive kicks… so I think he’ll be pretty decent against them. And he’s not bad against Fei Long and C. Viper either, so he seems pretty solid.
Toyoizumi: But Boxer has a hard time against Zangief.
Umehara: I think it’s much better this time around, though. And he can take care of Zangief’s jump-ins [?].
Toyoizumi: So it looks like the top tiers are: Yun, Yang, Fei Long. Then Zangief and Boxer after?
Umehara: Yeah. And C. Viper, too. She was already pretty good in Super, and they haven’t touched her too much. Deejay’s been buffed, but in the end, I don’t think he can cut it. Maybe if he was just a little faster… [walking speed?]
Toyoizumi: So out of Super’s new characters, are the ones you mentioned above the only ones you think are good?
Umehara: I think all of them have gotten better, and considering that projectile characters have gotten nerfed, I think it might be fun to mess around with Makoto and Hakan now.
Toyoizumi: What about Juri?
Umehara: I don’t think Juri will make it very far… (laughs).
Toyoizumi: Ibuki was thought to be very good when Super first came out. What about her?
Umehara: Hmm… she’s gotten weaker so I don’t know. Just the fact that her damage has been nerfed makes things tough. And she’ll have a hard time against Yun and Yang. Yeah… It looks like we’re already getting a picture of how AE is going to play (laughs). Yun, Yang, Fei Long, C. Viper are going to be in the top, and everyone else will be working to beat one of those [A little shaky on translating the last line].
Toyoizumi: You visited Kuwait recently. Was it for a SFIV tournament?
Umehara: It was for exhibition matches with their tournament winners as well as other players from nearby.
Toyoizumi: So you were like a special guest at their tournament?
Umehara: Right. It was like I was part of the main event, so my face was printed on the ticket and everything (laughs). I was playing the entire time. Oh yeah, and there was an entry fee for about 15 Kuwait Dinars, I think?
Toyoizumi: How much is that in yen?
Umehara: Maybe about 4,500 yen?
Toyoizumi: That’s expensive (laughs).
Umehara: Yeah it is. And they were also selling tickets to play me once for 5 Kuwait Dinars. And most people played me three times [?]. I think there was maybe a total of 100 people there. And considering that it’s a country of only 3 million people, that seems like a pretty big turnout. Ah, and there were also people from Dubai, too.
Toyoizumi: How were the challengers?
Umehara: There was a fair share of beginners, but people were a lot better than I expected. There were some really good Guy, Gouken, and E. Honda players. I shouldn’t be careless in what I say [?], but I think they were the best Guy and Gouken players I’ve played so far.
Toyoizumi: Better than players online with really high PP?
Umehara: I thought so. The Guy player was especially outstanding, though I didn’t get to see a whole lot of his matches.
Toyoizumi: Better than known Japanese Guy players?
Umehara: Yeah, he was definitely that good. He might have been the best player in Kuwait. The person who won the tournament was actually a Chun Li and Abel player, but because I had a lot of experience against those characters here, I didn’t have much trouble against him. It could be that the Guy and Gouken players stood out because I had just never seen really good Guys and Goukens before. They said they were going to have an even bigger event next year, so I’m looking forward to that.
Toyoizumi: This isn’t related to Street Fighter, but what kind of place is Kuwait? With all the oil there, did it seem like there were a lot of wealthy people?
Umehara: Hmm, there were definitely a lot of luxury cars on the road.
Toyoizumi: (Laughs). You showed me pictures of the hotel you stayed at and it seemed very high class.
Umehara: Did it? The actual room I stayed in wasn’t as posh. But the lounge area was huge. The event organizer seemed to be pretty wealthy so…
Toyoizumi: An oil tycoon!?
Umehara: Hm, not sure about that. But he was definitely wealthy. I saw his house, and it was huge… Really huge.
Toyoizumi: Like you have to walk forever to get from the front gate to the actual house huge?
Umehara: Not that big. But it was the biggest house I’d seen personally.
Toyoizumi: I was wondering, does everyone there wear turbans?
Umehara: No, it differs from person to person. And it doesn’t seem like it’s a law or anything. The Gouken player I mentioned wore a turban and a traditional white outfit to the tournament. But then on the second day he was wearing western clothes. I realized then that it wasn’t required. It seems more like formal wear.
Toyoizumi: I see. Just plain jeans and T-shirt.
Umehara: Yeah. The casual western clothes we all know. And the embassador who came to watch said that because videogames were very popular in the Middle East, he’d like to have this kind of event again.
Toyoizumi: Oh really? Videogames are popular there, huh?
Umehara: Yeah it appears so. Like in very cold countries, you can’t really go out in the winter, so videogames get popular there. It’s the same in very hot countries. It’s hard to go out during the summer so I think people end up playing a lot of games. So videogames are popular in very hot and cold countries.
Toyoizumi: Are fighting games their main game?
Umehara: No, actually I think FPS’s are the most popular. But it seems there are also a lot of fighting game fans as well in the Middle East.
Toyoizumi: I’ve heard that you enjoy trying foods. How did you like the food in Kuwait?
Umehara: Well… When I first got there we had amazing Italian food at this huge touristy shopping mall. It was the kind of Italian that you can’t get in Japan. So I asked them if they eat this well all the time, and the organizer said, “Don’t tell me you’re satisfied already!” So he really got my hopes up. But we had Kuwaiti food later that night and it was really bad (laughs).
Umehara: They asked, “How is it, isn’t it great?” and I thought to myself, “I think we just have different tastes…” (laughs). I ate it, saying “It’s delicious, delicious,” but I don’t think it fits the Japanese palette.
Toyoizumi: That’s too bad.
Umehara: I was thinking, “Hm… I’m going to have to stick to that Italian place at the mall from now on.” (laughs).
Toyoizumi: (Laughs). Moving on, what are your plans from here on?
Umehara: I don’t think I’ll be going overseas much once Arcade Edition comes out. The main tournament season overseas is between spring and fall, so it’s mostly smaller events from now until then. Plus they play mostly console over there, and very few of the tournaments before the major season are worth sacrificing Arcade Edition time for. So I’m going to stay here mostly and dig my hands into AE. Then in February, I want to really get into MvC3. Marvel gets at least 3, 4 years of play overseas, so I have to play it.
Toyoizumi: So you’re thinking internationally as well as several years into the future.
Umehara: Yeah. It might not catch on in Japan, but my battlefield is in the US, so it wouldn’t make sense not to play what might become the most popular game there. Although I’m sure I won’t be able to win at first.
Toyoizumi: Things will get really hype if there’s a Justin vs Daigo MvC3 match.
Umehara: Hmm… I wonder though, how long it’ll take to get to his level.
Toyoizumi: You might be one step ahead of him in SF4, but is there really that big of a gap when it comes to Marvel?
Umehara: Yeah. But now we have XBL/PSN. So even if there aren’t a lot of people playing it here, I think we can create the necessary environment to take on the US. I tried playing online in America before, and the lag is really horrible there. So the top players in the US don’t have a choice but to get together and play in person. So in that respect, I think Japan has an advantage. There may be a large gap now, but I have confidence that we can catch up eventually.
Toyoizumi: I had the idea that the internet connection in America was really advanced, but I guess that’s not the case.
Umehara: It’s bad at the moment. But even if Japan has good internet connection, it won’t mean much if a proper competetive community isn’t established.
Toyoizumi: There aren’t plans for an arcade release of MvC3 in Japan at the moment. There’s no way to know just how well the game will do.
Umehara: Maybe there’ll still be people who really get into it. I’m sure there are people who feel that they just can’t win in SF4 if they start now. I want to play against those people, people who drifted from SF4. Their play level might be a little lower at first, but I think they’ll be more than able to create strategies.
Toyoizumi: It’s like how Darkstalkers was when it came out.
Umehara: Right, right. “I can’t beat people in SFII, so I’ll get good at a different game.” I hope MvC3 will attract those kinds of people. SF4 is definitely my main game, but I’d like to get into MvC3 with the hope that I’ll be able to win in one or two years. Street Fighter X Tekken is still a ways off, and we don’t know if it’ll catch on. So it’s better to learn a game that is sure to be popular. In fact, I’m actually hoping to hold a MvC3 tournament myself.
Toyoizumi: There might be other players who decide to devote themselves to it if you show you’re serious.
Umehara: Maybe just a very tiny few (laughs). Maybe 30 players?
Toyoizumi: No, no. I’m sure there’ll be more. By the way, have you played much of the Versus games in the past?
Umehara: No, and that’s why I think I really have to go hard with MvC3. I don’t even know the basic theory. So I’m going to give a lot of thought to it beginning with character selection.
Toyoizumi: It seems it’ll be played for a long time in the US, so you probably have a lot of time.
Umehara: Yeah, I’m sure it’ll be around for at least 3 years. There are people there who played only MvC2 all this time. They still get like 100 people in MvC2 tournaments.
Toyoizumi: Speaking of tournaments, I heard there’s going to be an tournament on December 25th for a new SSFIV AE title.
Umehara: Huh? Where? Singles?
Toyoizumi: Shinjuku Club Sega Nishiguchi. 3on3.
Umehara: Oh really? I want to enter. But aren’t they giving out too many titles? It would have had more value if they only gave it to, like, national champions. But I guess there are a lot of people who want it, so maybe it’s best to give out a lot. But December 25th…? I don’t think there’s going to be many participants (laughs).
Tell us what you think in the comments. Don't be a Jimmy!
By: Cinderkin Oct 10, 2010 | 6 Comments
The guys over at X360A.org sat down with Lead Designer of Gears of War 3 Cliff Bleszinski to talk about the new modes, changes, and beta for GOW3.
Tell us what you think in the comments. Don't be a Jimmy!
By: Cinderkin Jan 24, 2011 | 15 Comments
A very short interview with Marvel vs Capcom 3 producer Ryota Niitsuma was done by Videogamer.com. It talks about why Frank West was cut from the game, and that Phoenix Wright was considered. Check it out.
The interview is very short so I'm just going to paste it below with some added photos.
Given his presence in Tatsunoko vs Capcom, you'd be forgiven for thinking that Dead Rising's Frank West was a shoe-in for Marvel vs Capcom 3, but that's not the case. Producer Ryota Niitsuma has explained that Frank was cut from the game's roster at a late stage, despite the work that had already been put into his character.
"As for Frank West, he was actually in the process quite deep, and in one of our high quality CG trailers he was actually part of it," Niitsuma told VideoGamer.com at the end of last week. "But we've taken him out, due to the fact that we've foreseen some extra work involved, just from the nature of his moves. We felt we could direct our resources to better use, so we've taken Frank out."
Another Capcom favourite who hasn't made the line-up is plucky lawyer Phoenix Wright. But while Wright may not be naturally suited to the fighting genre, Niitsuma seems happy to consider his future inclusion - provided that MvC3 gains a following.
"Phoenix Wright is obviously a famous franchise - especially in Europe, actually. It would be interesting to see him, although he distinctively lacks the number of moves he might have [in a fighting game]. But if Marvel vs. Capcom 3 does well, he's definitely up on the list as one of the characters to add, given the chance."
What do you Jimmys think? Will Frank West make his appearance as DLC seeing as they put a ton of work in him already? What about Phoenix Wright? I for one have no Objection on his inclusion (see what I did there).
Don't be a Jimmy! Tell us in the comments. Thanks for reading.
Gouki.com had the honor to speak with Yoshinori Ono from Capcom while at EVO 2011. Check out this exclusive interview.
The video speaks for itself.
Thank you very much to Yoshinori Ono and Capcom.
Yoshinori Ono recently did an interview with Gamespot talking about how Super Street Fighter 4 3D Edition came about. He also goes into details about the pass mode. Check it out.
Tell us what you think in the comments. Don't be a Jimmy!
Quick there's a scruffy white dude looking at the xbox controller, send out the cute little Asian girl. Heard. goukijones literally gets a hand all over experience with the new Razer Onza controller for Xbox 360.
Seriously, everything was completely professional. I did not care for this controller at all. I don't like cords and it comes with a 15 foot cord. sad face. There is no confirmed wireless version. The two extra shoulder buttons are programable and that is a cool idea. But they are too close togther. Maybe that would take some getting used to. I was also not impressed with the d-pad. Microsoft just created the twisty d-pad, which is great. The Razer Onza has another flat surface for the d-pad. Jimmy don't like that. The highlight of the controller is the adjustable thumbsticks. I really think that will make a huge differnce in any FPS experience. Hey yo, send me a wired one for free and then maybe I'll consider buying a wireless one.
By: goukijones Jan 10, 2011 | 5 Comments
One of my personal most highly anticipated games right now, is inFAMOUS 2. I got a chance to sit down and play the recent demo. You know, that same one from the video that was released last week.
When I saw inFAMOUS 2 on display and playable at CES over the weekend I was ready to pound it. I love that gameplay video that was released last week. I've seen it like 5 times. I saw that the floor demo was the same thing, I knew I was gonna be able to PWN. Special thanks to Joe Castagno from Sony for being totally smooth while we filmed him talking about inFAMOUS 2. Joe knew everything about the game and was very informative.
Needless to say, demo railed. Here's the highlights:
0:15 Joe Castagno explains inFAMOUS 2
0:31 goukijones begins the gameplay demo
1:05 goukijones gets hit
1:10 goukijones asks if there is a Block or a Counter
1:14 Joe says not for this demo
2:08 Doesn't seem to be a smooth transisition here
2:13 goukijones asks about inFAMOUS 2 release date
2:17 Official Sony Release Date repsonse
2:21 goukijones asks about multiplayer and/or co-op
3:21 Unskippable cut scene
3:53 Chopper down
4:06 Ionic Vortex free roam
4:20 People and cars flying away in a giant tornado
4:40 Cinderkin asks about the Demo Release Date
5:08 Demo railed
By: iorilamia Dec 19, 2010 | 4 Comments
Henning and Wells speak
Down at GameInformer they got a pretty big interview with Naughty Dog co-president Evan Wells and creative director Amy Hennig . Extremely informative, lots of info here containing how they got ideas for things, how they made stuff work, software, and what is install for the future. Good seeing interviews like this opposed to the 3 sentence ones we see so frequently with Capcom representatives and shit. Some stuff from interview, glad they aren't thinking of incorperating the Move, screw that crap,possible xbox or PSP port? Said the game wasn't really married to a system, but currently they are focused on PS3, and that they ARE taking the feedback for multi-player and working on DLC ideas is great to hear. Enjoy guys.Read full story...
By: cinderkin Mar 19, 2013 | 0 Comments
Finish-Him.com recently sat down with Hector Sanchez of NetherRealm Studios to discuss the changes of Injustice Gods Among Us from Mortal Kombat 9. Check it out!
Part 2 gets blurry, but the audio is what's important.
There are some really interesting things being said here that I haven't heard before. These are some of the key things I heard:
- Hit-Confiming combos into meter burn special attacks.
- Full blown tutorial mode.
- The Wager system can be used to do damage or even regain health. Only works during the second health bar.
- Training mode has been reworked due to community request.
- Frame Data built into the game, every move shows data.
- Ranges and zones for stage interactions as well as transitions.
- Removing the Block button opens up all new fighting potential.
- Street Fighter control settings.
- Online practice mode.
This game is looking very good for Hardcore and Casuals alike. They mention online is better, but we will see when the game comes out. Online for Mortal Kombat 9 was and still is broken. So I hope they can keep their word and get online fixed. PS3 users won't be allowed to fight gamers from other regions just like Mortal Kombat 9. Xbox 360 users will not have region restrictions.
What are your thoughts on these new features? Is Injustice something that you are looking forward to? Tell us what you think in the comments. Don't be a jimmy!
A brand new interview with Seth Killian, answers some pretty good questions about Super Street Fighter 4.
First of all thank you for this great opportunity seth, i know you are a very busy man.
1- My first question will be about the state of SSF4 right now, how complete is the game at this stage?
Development on SSFIV has recently been completed.
2- How much did the game change since the latest fight club ?
Of course the three new SFIII fighters are big, but otherwise tweaks to the entire cast were ongoing up until the final build. There aren’t radical changes to the characters you’ve seen already, although even small changes can be significant. Just as an example, Juri’s dodge (QCF away + P) causes her to fly in one of 3 directions if you attack her during the move. In the builds we’ve shown so far, she absorbed the damage from the hit (as in a Focus Attack, or like Gouken’s counter move) before dodging. This has been changed to allow her to dodge the hit without taking damage from the first hit. That doesn’t make her a totally different character, but it does make the move a lot more viable, and changes her strategy a lot in certain situations. Every change in the game has an impact.
3- You guys have recently announced the 3s characters, a move that certainly pleased the sf3 purist, what was the reason behind including sf3 characters and what made you guys decide which 3 ?
The 3S characters were added based on a combination of their popularity with fans and their contributions to a diversity in fighting style. Ibuki and Makoto have a pretty unique style, and while you could say “Dudley is also a boxer,” his playstyle is totally different from Balrog’s, so we were excited to add him as well. He’s just cool.
4- was it difficult to include these characters since they came from a game with a different play system?
I certainly thought it would be. Integrating them turned out to be more a matter of subtle tweaks than a need to reinvent them, so I’m happy to say that their personalities came through very clearly. 3S fans should feel right at home, and they’ll probably rack up a lot of wins—Dudley, Makoto, and Ibuki are beasts.
5- A lot of people complained about Dudley’s english VA in ssf4, what does Capcom think about this?
I’m not involved with any of the voice recording work, and while 3S Dudley certainly has some of the games most memorable lines, all of the new voices in SSFIV grew on me pretty quickly. After you’ve been playing it for a while, the characters just sound like themselves. I find myself saying the new lines like “Keep it classy” a lot in casual conversation, even though pretty much nobody knows what I’m talking about.
6- What can you tell us about the old SF4 characters, how different are they from sf4 in terms of balance?
The addition of 10 new characters, new moves, and two Ultras for everyone obviously has a giant impact on the overall balance, so in a lot of ways it’s apples and oranges. There will definitely be some shakeups in the overall rankings from SFIV.
7- Does that mean that all characters have been rebalanced or just some?
Every character in the game was rebalanced over the course of development. You can’t think about balancing in terms of just some characters, as changes to any one affect their matchups against the entire cast. In the end, some have wound up being very close to their SFIV incarnations, while others are pretty different, and some (like Chun Li) can play in a very different style just because of their new Ultra combo. So while Chun Li didn’t get a ton of specific changes to her moves, if you’re up against a Chun Li playing Ultra #2 (Kikkosho), you have to play in a totally different way.
8- So Sagat is not going to be as dominating as he is now in sf4?
Sagat is still powerful—his techniques all still work, but I would say he’s going to face a lot of stiff competition from the returning cast and the newcomers. While he has more options in Super SFIV than he did in Super, he also has more tough matchups, and his ability for massive comebacks isn’t as strong. In SFIV, he could be essentially dominated for the entire match, and then make a huge comeback from one hit or even a trade. In Super SFIV, he’ll need to play well the entire match to win consistently.
9- Are all characters receiving new moves in ssf4 or just a few ?
Apart from the new Ultra combos for everyone and the new characters, just a few returning characters got other new moves. That said, changes to existing moves can also create a brand new role for an old move. It’s easy to understand this just by looking at SFIV Ryu—he didn’t get any moves you haven’t seen in previous SF games, but you’d get killed if you tried to play him the same way you had in earlier games.
10- One major complain i see online is about the motions shortcuts and how they mess up some of the inputs and timing. Does SSF4 still has the input shortcuts and if so can we disable them in an option maybe?
We’ve discussed a change, but nothing has been altered yet. We do know that input shortcuts have bothered a particular range of traditionalist players (which would include me) in some specific situations. The intention with shortcuts was to make some of the difficult motions more accessible, so a good effect of the shortcuts is to help newbs and help to get more people playing, and it’s definitely easier to pull off these moves than it was in the older games. On the other end of the spectrum, the very best players are able to play around the shortcuts and not let it affect their game. For some people in between those guys, who have been playing for a long time and can pull off a shoryuken in their sleep, the shortcuts can sometimes cause trouble. The fate of shortcuts is still TBD.
11- What is the possibility of SSF4 getting a patch balance post release?
We’re confident in the balancing work, but of course the competitive community of players will have the last word on the results. A patch is possible, but we’re not planning on one apart from the free Tournament Mode DLC update.
12- One area that has not been discussed yet is the netcode. does SSF4 has the same netcode as sf4 or is a completely different code?
The backend has been reworked extensively, primarily to accommodate all the new online modes (player lobbies, tournaments, etc.), but it will function along the same core principles. We have added a greater degree of control in your matchmaking preferences, so it’s easier to find the best quality connections when you’re online, and I think that will also make an important difference. I don’t play online yet regularly (outside of our tests), but the reports from the press who have review copies (and play each other online) are that it’s gotten even better.
13- SSF4 has only 4 new different stages, and while they are all a welcomed addiiton to the game, i can’t help but feel that 4 stages are a low number. Could SSF4 be getting additional stages via DLC ? and is it technically possible?
There’s also a new version of Seth’s stage, so I’d put the number closer to 5, but I hear you. I understand that players always want more of a good thing, but keep in mind that the team has been working extremely hard to complete the game on schedule. Stages are important, but with all of the new modes, characters, balance, bonus stages, and more, there’s a lot to get done in order to make the Super SFIV package as great as we can make it. Many of the core group rarely even leave their desks—the team has been working extremely hard so please understand that. I’d also add that the new stages aren’t just new–they’re pretty great. The African eclipse is my favorite SFIV stage ever. There are no plans for DLC stages right now, although we have tried to create the backend hooks to make changes.
14- speaking of DLC is capcom planning more DLC contents besides the announced free tournament mode and Alt Costumes?
The costumes and the free tournament mode are the only plans for additional content right now.
15- One thing we have heard from Ono san, is that SF4 was not built to receive online updates and expansions and that was one reason why ssf4 is a stand alone game. Is SSF4 being built the same way or will it be possible for the title to be updated later on to become ssf4 hyper turbo remix via an online expansion ?
This should be technically possible, though there are currently no plans for anything like that.
16- A welcomed addition to SSF4 is the re-done animated prologues and endings by studio gonzo. will the old animated sequences done by studio 4C for sf4 still be included on the ssf4 disc ?
All the animated sequences have been redone. It’s a new story, so the SFIV sequences are meant for the SFIV story, and the new SSFIV sequences tell the Super story.
17- Will there be an option this time around to play all prologues and endings in a sequence rather than clicking on each one by itself?
Interesting idea. I’ve actually been playing the game itself so much that I don’t know off-hand, but not that I recall.
18- Xbox 360 owners in Japan will be treated to a downloadable SSF4 anime movie focusing on Juri, will we get that same movie in NA and EU, and if so, is it going to be exclusive to xbox 360 as well?
The X360 exclusivity is only for the Japanese territory. There hasn’t been a decision made yet on how the anime movie will be used outside of Japan.
19- Since the box art for SSF4 has been revealed, a large number of fans (including me) have requested the boxart to be changed and match the excellent Japanese boxart. Knowing that this happened with sf4, can we expect Capcom to listen to us fanboys one more time ?
The marketing department certainly spent a lot of time looking at all the feedback. We’ll see shortly which direction they take as a result, but rest assured that they’re aware of the reaction.
20- SF4 will be making its way to the portable realm by having an iphone port. what are the chances of a future sf4 or ssf4 psp version ?
If it were solely up to the team, I’m sure SFIV would be on every platform imaginable. Those kinds of decisions are made by the strategy group, however, which has to take into account the port dev costs and time investment vs likely profits.
21- Last question, we were told on several occasions that people who kept their sf4 copy will be treated to a bonus when they purchase SSF4, can we get a hint on what this bonus might be?
The marketing team would probably kill me for letting that out of the bag, but I’ll say it looks pretty cool.
Thank you Seth.
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