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.
By: iorilamia Mar 7, 2011 | 10 Comments
Eurogamer got an interview with Cliffy B at GDC recently. He tells us what $60 games should have these days...but Bulletstorm in no way, matches that...
So we all know what Bulletstorm is. Badass game with an 8 hour story, complete ass replay value and multiplayer that isn't very playable. Cliff was being interviewed by Egamers John Teti and Ellie Gibson.
Question starts at 15:30 " What do you think about Japanese game design right now..."
It starts about him talking about looking up to Japanese stuff as a kid, but then he goes into what video games should be like in general in todays market. Typed it out incase you didn't want to watch the video.
video and source: http://www.eurogamer.net/videos/gdc-after-dusk-episode-ii
"... it's weird for me to see amazing games come out, and it's just a 7 hour campaign. And I'm like, Guys, detatch yourself from being these amazing creatives who kicked ass for so many years and be objective and look at the market right now. We are in the era of a cautious consumer. $60 is alot to ask for day 1 price. So if you don't make gamers love a game and marry it, you are gonna be a day 1 rental, or a campaign rental. ...."
You need to put enough value in your game. If you have a short campaign, you better have a deep multiplayer. If you don't have a deep multiplayer you better have a 60 hour campaign."
If you are interested in the full video, it is mainly about developing gears of war, hipsters, nerd/street cred that he has to protect and how Nintendo/Mario is his inspiration and similiar to the main character of Gears. Anyways.....
I couldn't help but laugh. Bulletstorm is basically an 8 hour campaign with complete crap for multiplayer. Only a few levels and horrible net code make it easy to surpass. Echo mode is a score-attack of campaign. I originally wasn't going to make a story out of this but...why not? In older interviews he prides himself about being able to play the game and talk about what he wants changed and overall make it a better game before release. Epic jimmy action. I just think it's incredibly stupid, how about you guys? Know any other developers like this? Leave your comments below.
And if you didn't read the review: RENT IT!
We got to talk to this smooth Jimmy about Street Fighter III Online Edition. Derek Neal is the producer and he's pretty hype for SF3oe. So am I, it's my favorite Street Fighter. Don't be a Jimmy!
This interview was on day 3 at EVO 2011. Capcom had already packed up their entire booth (in less than 30 mins, mind you.) They left these cool crates with Capcom spray painted on them. Backdrop heard. Get hype for hype D. Derek Neal.
By: goukijones Jun 13, 2012 | 2 Comments
3 end game bosses confirmed for Borderlands 2. Can we talk about bad ass points yet? Info on the now sold out Loot chest edition and if there will be another wave to ship. Flying vehicles, just for the baddies? Some info on Zero's Game Changer ability.
Read full story...
By: goukijones Jun 12, 2011 | 5 Comments
Exclusive Gameplay footage and interview. Gouki.com wanted to tell THQ everything about what we do with SmackDown VS Raw 2011. We've got a helluva story to tell from inside the THQ booth at E3 2011 with Dev Talk about WWE '12.
Anybody that has checked out Gouki.com certainly knows we are big fans of SmackDown VS Raw and just huge wrestling fans over all. We've successfully recreated each WWE Pay-Per-View since Survivor Series 2010 with WWE SmackDown VS Raw 2011. We have simulated over 60 matches, something we refer to as the Madden Bowl of wrestling. We film the matches before the PPV and both wrestlers are AI controlled. We have downloaded, created and edited over 100 Superstars and Divas in the game.
We know what want in WWE '12 to make that aspect of the game for us even more enjoyable. Personally I say, watching the simulated matches are sometimes just as good as watching the actual live match.
Here's what happened. I had just finished my Konami "Booth Tour" with some Canadian chick with a bunch of FAQ sheets. More on that in another story. I believe BatRastered and FnJimmy we finishing up watching Aliens. I stormed the THQ booth looking to meet people I knew actually did shit there. Neal Pabon, I talked to that guy, what up to him. The press/media counter don't give a shit about nobody without an appointment. There were no goodies and the lady gave me a business card with an FTP for their media kit, when I had just saw her hand some Jimmy the full on disc version press kit.
I stumbled back over to the WWE '12 wall to see if BatRastered and FnJimmy had arrived yet. I took a drink out the flask while less people were looking and just started to play WWE '12. The first guy that came up to me didn't seem to know much of the game. When I told him what we did with it, he didn't seem to understand or maybe he didn't care. I fucked off and tried to talk to more Jimmys in suits. I couldn't find the nuab who I suspect does the Twitter account. He's given me a few shout outs and I just wanted to say thanks. No success.
Back to the WWE '12 section where I scouted out the other possible dev working the section. At E3 you really have to dig deep and ask questions, most of the time you could just be playing with a random PR guy hired that week to demo a product for you based on a script. I definitely did not want that to happen with WWE'12, I wanted to talk to somebody seriously and share my experiences with the game and offer 1 or 2 of my 100 plus suggestions. That's when I met Jason Vandiver, his business card is official and it says Designer on it.
Jason knew what was up with the game and understood what we did with it. [Spoiler Alert] I may say things that I wasn't supposed to talk about. I hope Jason doesn't get in trouble. [/Spoiler Alert]
Jason told me that there would be 2 new create a "Something." I know, not much to go on. SDvR2011 already has a lot of create a "something." FnJimmy says it could be the create a belt. I disagree, I believe one will be something like create a show. My thought is I would love to just program 6-7 matches in a row and then just watch them as the AI played it out. You can kinda set that up now, but an easier way is needed. Create a backstage promo or something, I don't know man, the game does a lot already.
Then we played a match, I chose Albero Del Rio and he drove out on stage in a fancy car. Just like the Eddie Guerrero intro FnJimmy has attached to him in our simulations. It all looked great. Jason chose Randy Orton. I don't know how to play the game and I don't know if he thought I was full of shit at this point, but I had no clue what to do with the actual controller. I just watch this game. So he beat the shit out of me and showed me one of the coolest new features.
Super wake ups. A super wake up for example is when your oppenet is on the ground, but needs to be standing for you to do your finisher. Jason leans forward and shouts "Watch this!" The game cuts away into a taunt animation and Randy Orton slams to the ground and throws his little temper tantrum. AlBerto Del Rio who is still knocked out cold in the center of the ring, shoots to his feet and Randy Orton stands up and RKO's him. Awesome. Very smooth, going to make the end of matches way more exciting.
Jason wasn't done, he picks Alberto Del Rio up again and starts beating on him and building his super bar again. This time he showed me Randy Orton's punt. I said "Something that I'd like to see is that when you select end a match with a finisher that the AI still pins, like in WWE All Stars." Jason said not to worry that was added.
BatRastered and FnJimmy finally had arrived. I pulled FnJimmy to the side and had him play the game while I filmed this off screen footage. Now THQ probably don't want me to play this, but I don't have any other gameplay footage. Both press kits I checked only had the live action Randy Orton trailer. You can see Vintage SDvR2011 AI in this clip where Randy Orton sets up Alberto Del Rio for an announcer table smash, but the Randy Orton can't grab on to do the move and, you know what, I'm not even sure which one FnJimmy was controlling. Just watch the clip.
You can hear the guy at the end of the video offer me some HD footage on a disc, it wasn't there sorry brotha. Send me some and I want another interview. Thanks.
After that part we busted out the official Gouki.com microphone and FnJimmy did his first ever official interview. With himself. Check it out.
We wrapped it up and got four amazing contacts. We love this game franchise, SDvR series is a game that makes sense to come out every year.
Thanks to Jason
Thanks to Narbeh
Thanks to Cory Ledesma
Thanks to Neal Pabon and thanks to everybody at THQ.
Leave your comments below Jimmys. Thanks for reading and watching Gouki.com!
By: BatRastered Aug 31, 2011 | 4 Comments | Updated: Feb 22, 2012
Team Gouki went to PAX Prime in Seattle and got the scoop on Borderlands 2 from Gearbox Software. Read on for info from the demo, and watch the video interview with art director Jeramy Cooke.
Borderlands 2 was our number one game going into PAX. I've personally put 500 hours into the first game according to Raptr. (I've also got 100% of the acheivements!) It was hard to wait for the last day of the convention for our appointment with Gearbox, but it was worth it.
We entered the Borderlands 2 theater, adorned with art of the gunzerker and new monsters on the walls, I noticed the game was being demoed on the PC. We were introduced to Steve Gibson who proceded to give the presentation.
The first thing I noticed when they started playing the game was the addition of a minimap in the upper right corner. No more jumping into the menu to figure out where you are! It's a small touch to be sure, but it can make the game so much more enjoyable. The player then paused the game to show us the new streamlined menus. They look a whole lot better and are much narrower to fit into the split screen mode (so it looks, for now, like split screen will be vertical again). We got to see some of the Gunzerker's skill tree. You still need to be level 5 just to get your action skill and start the tree. This demo started off at level 4.
As the Gunzerker moved forward he was attacked by 2 Bullymongs, a new artic ape like creature with four arms. The Bullymongs will attack directly, or stand back and throw rocks or other pieces of the environment at you (including cars according to Steve, but we didn't see that). After picking up a "Tediore disposable gun" the player showed us how, instead of reloading a Tediore, you simply throw it away and watch it explode as a copy respawns in your hands. The explosion can be made bigger at the expense of ammo if you throw it down before the clip is empty. This was super effective against the bullymongs.
As the Gunzerker chased down his objective, a hostage you may recognize, we got to see our first bandits. The new enemy AI is a great improvement over the first Borderlands. Gone are the days where you just get some high ground and pick off the helpless saps. Now the bandits will chase you to the high ground, climbing and jumping along with you, jumping over low walls and generally not giving you any room to rest. This should help give BL2 a bit more of the challenge factor that it needs. The bandit animation has been beefed up as well; they stagger backwards realistically when shot, loose limbs if hit in the right spot, and eventually fall over dead (assuming you don't explode them of course). The animation looks great even at this early stage. The hostage, okay it was Roland the soldier class from the first game, was trapped by a mech called W4R-D3N which was moving slowly through the level and being protected by mechs. As the first round of mechs died off, the warden would shoot fireworks to signal for help and more mechs would drop in from the giant Hyperion H in the sky. As saving Roland was the objective, the waypoint moved as the warden traveled the level, showing us that mission objectives were no longer static in Borderlands 2.
The gunzerker class is a re-imagining of the bezerker (Brick) from the first game. Instead of punching things as his action skill, the gunzerker instead pulls out a second weapon which could have some awesome combined elemental effects with the right weapons. He can use ANY weapons in dual wield mode, so two rocket launchers or a minigun with a sniper. Even without knowing what the other classes action skills are, this one looks like a winner.
There's a new siren in the game too. She joined the fight about halfway through the demo to show us the drop-in/drop-out co-op that made Borderlands so successful was still in place. Gearbox would not reveal what her action skill was, only that it was definitely NOT phasewalk. (They also assured us it was "Mysterious and Powerful").
During a short driving section where we saw the new bandit truck, Steve told us that the driving mechanics had been completely re-worked so that you wouldn't get stuck on a small rock anymore. Huge smiley face there! The vehicles also don't stop when they hit an enemy that they don't insta-kill anymore, instead the skag (in this case) flew up and over the hood as he was run down by the bandit truck. Sweet...
If you're wondering if the humor is back, well I'm happy to report that this is definitely a Borderlands game. From badguys with midgets strapped to their shields to mechs named "EXP-Loader" that self destruct (get it?). The demo brought back lots of memories of seeing the original game for the first time. (Before anyone asks, we did NOT see any claptraps.)
After the demo, we had a chance to talk to Jeramy Cooke, art director for Borderlands 2. Here's the full interview.
While we confirmed that a bank will be in BL2, it was hinted during the panel later that this might be a shared bank, allowing you to move weapons and items between your saves. Personally, I'm really hoping for this!
Borderlands 2 releases sometime in 2012 for the PS3, Xbox 360 and PC (a Mac version will be released as well, and Gearbox are trying to make that simultaneous with the other three, but can't say for sure yet).
With a game like this it's all in the details, and if you're anything like me you're waitnig for them all.
You have to respect loyalty, they will be keeping the main series on the PS3. SOUHEI NIIKAWA also mentions animating the characters as being a focus since Disgaea 3, that makes this even better. TENPEI SATO says there are 40 to 50 tracks this time around, and with any Jrpg you know the music pretty well after a few hundred hours of game play.
I can't say it enough, I LOVE this series, if you haven't tried it you need to. There is some solid Final Fantasy Tactics gameplay, some incredible characters, a story worth following, and more jokes than you'll know what to do with.
Best line ever "He knows my secret weakness, sexy big breasted women, but flat chested girls like you have no effect on me." Smack!!! I'll never get tired of it.
So lets hear what you think Jimmy. And if you find new info please, please, please let me know.
By: goukijones Aug 2, 2011 | 7 Comments
Check out we got to speak with the two Jimmys making my personal favorite fighter right now. I don't care what you Jimmys say, MvC 3 is way more exciting to me.
Special thanks to Ryota Niitsuma san & Neo G [Hidetoshi Ishizawa san], that's his nickname. Thanks to Capcom too. BatRastered is on the mic and FnJimmy can be spotted in the background as securretty. Some nuab is jumping around in the background at the beginning, so I tell FnJimmy to go over there and Hulk Smash his grill.
Ryota Niitsuma & Neo G VS Team Gouki EVO 2011 Interview
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