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.
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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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.Read full story...
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 ...Read full story...
By: BatRastered Feb 3, 2015 | 0 Comments
Check out xivads.com, classified ads for FFXIV.
XIVads.com is a place where you can trade offline in Final Fantasy XIV. You can also set up raid groups & post miscellaneous classified ads. We're in beta now, please send any feed back to @goukinews #xivads
Go to xivads.com and create your free account, link to your lodestone profile(s) and start posting ads. Ads are shown for two weeks (or you can withdraw them at any time) and will link to your offering character's lodestone profile so people know you're legit and can message you in-game at a later time.
You can view current ads and filter by world and by the ad type (LFG, LFM, WTB, WTS, etc). Keep an eye on the market conditions while you're at work or on the toilet.
Any suggestions for other ad types? Comment here or tweet @goukinews
Coming in January!
from the description:
What obstacles will our heroes face within the 3 story arcs? Will Android 21 find out how tasty the FighterZ will be? All this and more will be revealed when DRAGON BALL FighterZ launches January 26th, 2018!
So there it is, the release date is January 26! Pre-order now!
By: goukijones 11:14 AM (3 hours ago) | 0 Comments
This is the most start and stop farming we've every done in any game together.
Borderlands 2 Uranus
We've been farming Uranus for the last 3 days. At one point we did 8 hours straight in there. That's how we got that pearl rocket launcher, that corrosive Conference Call and that corrosive gatling gun. I'm also using an explosive fastball and Grrrty is using a slagged Magic Missile. I think we need to get her using the Fastball during this fight, he doesn’t seem to take slag damage. Plus Axton’s turrets are out almost the entire time and they have the slag gun attached to it.
Check out our Borderlands stream on GoukiTV. We’ve streamed every moment of our gameplay from Borderlands GOTY Edition and Borderlands 2. Next up… the Pre-Sequel.
Watch more of our clips on our Twitch channel.
Axton has quickly moved up my list of favorite characters in BL2, his turret action skill is quite good on its own, but with the right skills and weapons you can do the work of two players by yourself.
First the Survival Tree, I'm not a big fan of this.
You can see the relative offensive weakness of this build at about 4:45 in the video I throw a turret on each side of a basic loader, and I still have to kill it myself. I don't recommend the turret without the rocket pods. :) If you had 3 more points you could get the Scorched Earth rocket pods too. So with the 11 levels coming April 2, that's what I'd suggest first. If I did this over, I'd probably go with the rockets over the longbow just for the damage boost, but mag-lock without longbow is not very useful and Battlefront (extra damage when the turret is out for all your guns and grenades) is just so damn useful that I can't really recommend either version of this build unless you get the level cap DLC and get all 3 this build falls apart.
Now the Guerilla tree, the fun starts to pick up.
This is a good damage build with decent survivability. It allows the turret to slag, which is useful and will be even better in the upcoming third play through. The turret also has rocket pods and a shield. As far as Axton himself, he gets to carry 5 extra grenades and his shield will be recharging quickly most of the time. This is a good build that will only get better with the 11 new levels, allowing you to either add longbow and battlefront or get the twin Gemini turrets. Very versatile.
Finally we get to Gunpowder. NUKE!
This build is a great all around build as well, you still get the rocket pods from Guerilla and a good amount of defense, but you get a ton of DPS both from your nuke turret (basically an awesome, rechargeable grenade) and the use of the Battlefront skill. You'll note the Kerblaster assault rifle in the video shoots a projectile that explodes, drops a grenade and explodes again. This works with all the grenade damage boost skills too so this is my current favorite high DPS build. With 11 more skill points you can reach the slag turret too (double up, at the bottom of Guerilla tree) which will make this build very useful for the third play through. Also, nuking things is fun. :)
ffxivmacro.com is a site for sharing your favorite FFXIV macros
Check out Gouki's latest FFXIV addition FFXIV Macro, a site for sharing your favorite Final Fantasy XIV macros.
I've put a few of mine up, but let me just share this one with you.... HQ level 70** (2 star) for all your end-game crafting needs. Requires 520 CP with food (505 for specialists with Stroke of Genius). I use this all the time to make high-end raid foods and any i320 crafted battle gear including weapons!
By: BatRastered Jul 23, 2014 | 0 Comments
A how-to guide for unlocking the three extra characters in Street Fighter Zero 3 (Alpha 3).
Local Gouki user Guano brought over his new UD-CPS2 system with a copy of the Japaneese Street Fighter Zero 3 (alpha 3 in the US). GoukiJones wanted to play as Juni, a favorite from back in the day when alpha was the new game in town.
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By: BatRastered Oct 5, 2012 | 1 Comments
How to score the "Tribute to a Vault Hunter" achievement and get some cool loot in the process.
Michael Mamaril was a huge Borderlands fan who passed away before BL2 was released. The guys at Gearbox have immortalized him in game, you can get an achievement for finding him, and better yet, he'll give you a free gun of blue (or better) quality every time you see him.
On the consoles, he shows up 100% of the time before the story mission "Rising Action" and only about 10% of the time after that mission starts. On PC it is apparently 10% all the time.
Here's video of us finding him after "Rising Action" at Scooter's (this contains a small story spoiler if you haven't played that mission yet):
And again, this time at Moxxi's:
When he does spawn, he will randomly be in one of a handful of locations, here's where you can find him.
- Near the newsstand in the center of town
- In an alley down the street from the front entrance to Moxxi's
- Inside Moxxi's, near the bar
- Inside Moxxi's, near the piano
- In Marcus' weapons shop
- Near Claptrap's locker up some steps
- Inside Scooter's garage, under the stairs
- Inside Crimson Raider headquarters next to the stairs
- Inside Zed's clinic
- To the left of the door to Crazy Earl's Black Market
He's easily identifiable from both the guns strapped to his back and the fact that his name shows over his head instead of "sanctuary citizen".
Once you've got an item from him, he won't give you another until you either save and reload or leave town and come back. It's a great way to get some mid-level gear before the "Rising Action" mission, where the action really picks up and those guns will come in handy.
By: cinderkin Sep 12, 2012 | 3 Comments
Get ready for the next battle, Tekken Tag Tournament 2 is finally here. Is it worth your money? Find out in the Gouki.com Review. Don’t be a Jimmy!
The time has come to pull out all the stops and do battle in the latest Tekken Tag Tournament. This time it’s bigger, better, and all around more badass than ever before. Tekken Tag Tournament 2 (TTT 2) is filled with over 50 fighters, new stages, new combos, and more. The latest 3D fighting game has made it to consoles, but is it worth your money though? Read on below.
TTT 2 offers a ton of game modes for you to spend hours upon hours in. Arcade mode returns as well as Ghost Battle which pits you against and unlimited amount of opponents’ ghost data as you rank up your fighter from Beginner to Tekken Lord. Time Attack, Survival, Versus, Practice, and for the first time in a fighting game Fight Lab. If you’ve ever felt like a fighting game was just too hard to get into because the moves look to complex or you just don’t understand the game mechanics, well then you have nothing to worry about with TTT 2. Fight Lab is a fleshed out tutorial system which allows you to learn the basics as well as the advanced mechanics of the game. It teaches you the ins and outs of the game, from high and low attacks, defense, tagging, launchers and ground bounces, and side stepping, as well as allowing you to fully customize your own fighter named Combot. Fight Lab truly is a groundbreaking feature that more fighting games need to implement.
Although TTT 2 has a ton of offline modes to choose from, online is where it thrives. Tekken 6 suffered with a really bad and unplayable online experience. Namco Bandai has put a ton of effort into making sure TTT 2 has the online longevity and I say that it truly nails it in every way. There are two game modes right now which are Ranked and 8 slot lobby Player matches. The flow of the menus are amazing, rarely can you find a game which allows for match after match without being kicked back to a menu. While you wait for an opponent the game allows you to practice your moves while you wait. When an opponent is found the game shows you the players’ connection to you and gives you the option to opt in or out, this is a great addition because everyone hates having matches in lag. Speaking of lag TTT 2 doesn’t have any, with the ability to set your search options to only connect to players with great ping you won’t have to worry about lag at all. I even did 20 matches with a friend who lives on the other side of the US and is known for having a really poor connection (unplayable) with zero lag. Whichever netcode is being used here is by far the best in the genre.
The gameplay is so smooth and the animations are clean. This game is filled with thousands of moves with no slow down whatsoever. Although a Tag fighting game TTT 2 allows you to pick between either 1 vs 1, 2 vs 2, or 2 vs 1 including pair play for online. I’ve noticed that solo play is much stronger than tag play, although I see this being possibly changed in an update. Every character can be partnered up with another and some have special tag combos and tag throws when properly paired. With over 50 fighters including almost every single fighter from the Tekken franchise you have a ton of tag team options to choose from.
TTT 2 is an absolutely beautiful game in every sense of the word, fighters looked detailed as well as the stages. These aren’t your ordinary stages either, with stages from all over the world. Some have crazy backgrounds like the festival parade with floats, or the high school with all the students cheering you on. Fighters actually get dirty during matches as well. The details behind this game are phenomenal. Each fighter can also be fully customized with clothing, weapons, and special effects. There are hundreds of costumes to choose from all included without costing extra. The game even lets you save up to 10 different costumes for each fighter.
The games audio shines as well. Every fighter speaks in their native tongue which is a nice touch for authenticity. Each stage has music that really gets you in the mood to kick someone’s ass, including the newly implemented Tekken Tunes which allows you to fully customize the games soundtrack to your liking. Not only does this allow you to choose the music from the game to edit, but you can even take tracks from your favorite albums and put them into the game. Feel like fighting to Rock, Rap, Country, or the theme song to Pokémon you now have that option. Tekken Tunes is an awesome feature and more games should implement it.
Tekken Tag Tournament 2 damn near has everything a fighting game should have. No game of the genre has come close to what TTT 2 has done. They really nailed this game and even if you aren’t familiar with the 3D fighting game style, with modes like Fight Lab you can’t go wrong. Although not my favorite fighting game series, I can’t deny that this game is the best in the genre. Namco Bandai has raised the bar for all other companies to follow. If you love fighting games you’ll love this game. If you like fighting games you’ll love this game. If you hate fighting games you’ll love this game. It has so much content and should be awarded for offering this much. We Are Tekken!
Developers of Super Street Fighter 4 talk about character design.
Hey everyone, it's been awhile! This is Tsukamoto.
Last week our Dev Blog took a break as Ms. Shiozawa's blog featured a special update announcing the sale date! After watching the anime trailer, Juri's way cool closing line of "This won't hurt a bit" has been stuck in my head.
Well then, this week I'd like to talk with designer Mr. Kamei about the character designs. What kind of episodes took place during the development of Street Fighter IV?
-- First off, tell us about how the character designs for SFIV were decided on.
I spoke about this a little in the 2nd blog entry, but when deciding the direction of the SFIV characters there were quite a bit of twists and turns. In trying to determine their shape, with the 3D body, silhouette, and volume, we came up with many different variations before deciding. For example, we had a really thin Ryu, a larger Ryu, a Ryu with a big body but small head...in the end, we felt that the current model was his best look in 3D. But before we got to that point, there were over 10 different variations of Ryu.
-- What was the general feeling you were going for?
We wanted to bring the flavor of the old SF to life. Basically, in 3D games elongated bodies look pretty cool but we thought it wouldn't really fit well with a fighting game. With the exaggerated movements according to the game systems, the characters have to move many times faster than a normal person would. So we had to do modeling and deformations in order to match that, and the more we do the more it becomes unsightly to see. So in order to get both a cool look and easy-to-understand movements working together, we setting on doing deformations of the old pixel style. With pixels, you can easily understand their silhouette, and we can also include some cool deformations. By adding deformations, we can have easy-to-understand expressions in just a few frames of movement.
Even for female characters, they can have facial expressions where you see them taking merciless damage.
Yes we included that. But personally, I'd like to improve upon that and have the characters sustain injuries. Everyone looks cool when they win without taking damage, but if you just squeeze out a victory then they should look all beat up (laughs).
A face they wouldn't want to show to anyone. But, if you get too detailed with that then the game's rating will shoot up, so you'd have to pull that off very well.
Aside from the face, fighting games have a lot of intense movements. A jab punch comes out in 3 frames - 3/60ths of a second - but in that short time we'd like you to be able to recognize the forearm, the upper arm, and if their fist is clinched or not - that's the kind of silhouette we're aiming for. So that's why we basically haven't changed our way of thinking from the pixel era.
-- The movements in SFIV definitely feel like they are easy to understand.
You know, in SFIV we've added a transformation ability to every part. For example, when a character throws a punch, their fist will scale slightly to become larger. During the pixel era, in order to make an impression on the players, when characters threw punches their fists were drawn just a little bit bigger. So depending on the character, there are scale animations to exaggerate parts of their body as they throw attacks. Internally, its only a 1.05 magnification, so if you take a quick look at it you won't notice, but I think the silhouette will leave an impression.
An Image That Shows The Scale
Without scaling, you don't really get the good feeling that is Street Fighter. It would be more accurate, sure, but it would be a little harder to understand. This is one of the benefits and drawbacks of 3D models.
Yeah, 3D models as-is aren't very interesting.
Yeah, they're too straightforward. During the 2D era when everything was hand-drawn, the designers could think "This is a really heavy punch, so let's have the character's face warp a little bit, mouth wide-open, and we'll draw their fist a little bigger" and then they could animate it that way, but for 3D models that type of thing became a little difficult. At one point, we did think about making it more realistic, but then after giving it more thought we considered not making it in 3D at all. But one of SFIV's themes is replicating the great things about 2D in 3D, so we pressed on...this is probably one of the hardest things for the designers to tackle.
It took a lot of steps to get to that themes, but in the end I feel like we were able to stick to our roots and make a design, like the pixel era, where you can understand a lot of things in just a short span of frames.
-- Speaking of pixels, the SFII and Alpha series styles were pretty different. Were there any episodes in relation to this?
As the Alpha series was based on anime, the deformations were more severe and the information content was less than compared to the SFII pixels. So what happened for the new characters such as Guy and Cody, everyone had their own personal image of what they should look like. Even just asking the development staff, no one could agree on what Guy should look like (laughs). As there were a lot of opinions, it was pretty hard to get to a place we would all agree on. Of course, this is true for any series, but it was the most difficult for the Alpha characters.
-- It seems like it'd be easiest and fastest to just copy the silhouette from the pixel art and make the model from that.
We did that at first, but in just making them 3D as-is there were various problems that popped up.
Guy was particularly difficult.
As Guy was the first Alpha character we ported over, we had to spend a lot of time thinking in what way to do the deformations. If you look at Ryu you'll get a good understanding of this, but in fighting games, most characters basic pose has their knees bent. They don't stand straight, but somewhat bent over. But Guy stands straight up with one knee straight. So he ends up towering over Ryu, and in 3D, what happens is that we have to make his legs short. His kicks have less range than his punches (laughs).
For pixel art, we can just draw the legs long and they'll look cool! As Alpha was 2D, we could have these cool and cute anime kicks for all the characters, and that was one of the Alpha series's charms. But in 3D that becomes a difficult thing.
-- Were there any other difficult characters?
Yeah, Chun was a handful! Her model was changed so many times, I lost count! (laughs)
We changed her face even after the loketests.
The Chun-Li from then and now are completely different.
From the questionnaires at the loketests, we realized that the players wanted a better Chun. So we finished up all the other characters first, then our lead modeling designer appointed the "Month Of Chun Improvement" and we got to work (laughs).
Yeah, I remember that (laughs). We did that more than once, Arcade Month of Chun Improvement, Console Month of Chun Improvement...
Our lead designer was the one who would make the adjustments on her model body, then as her face changed (facial expressions) we'd have to fix that as well. I was the designer in charge of Chun-Li's facial expressions. So then the lead designer would make an adjustment to her body, and I'd follow up with the facial adjustment. Then we'd take a look at it, and if it didn't feel right we'd have to fix it again. That went on for quite a while.
-- Were there any characters where things went smoothly, or that you liked working on?
I'll have to go with Honda. Also, Dhalsim, Zangief, and Blanka. I'd played SFII when I was a kid, and I feel that their image in SFIV is the best match to that time. Its just how I feel, but I think that big strong characters are the easiest to reproduce.
-- Dhalsim is a pretty unique character.
Yes...speaking of, Dhalsim was one of the first characters we were able to get up on screen, after we figured out how to do Ryu. It was Ryu, Ken, Blanka, and Dhalsim. After figuring out the design direction with Ryu, Ken was easy enough to follow suit. Then Ono asked if we couldn't make some of the more unique characters, so we decided to make Blanka and Dhalsim.
When SFIV was still just in the inspection stages, we still hadn't officially gotten the green light for development. The developers as well as Ono were still trying to figure out just what "IV" would be.
I thought, "This might be the last time I get to make a Street Fighter character, so I'm just going to do what I want! Give Dhalsim as many bones as I like!" So as a result, Dhalsim's preparation got the elegant treatment (laughs).
A Picture From Back Then
Yeah, thank goodness we gave it our all back then. Its all about our love - if we didn't love the game, it wouldn't have been made.
-- Kind of surprising that Chun-Li wasn't among the first models to be made.
Yeah, we didn't have Chun-Li. If we think about The Month of Chun Improvement, if she'd been around back then then development would have come to a screeching halt! (laughs) Oh, I don't mean that as anything bad against Chun!
The Month of Chun Improvement was pretty heavy. Did it make you hate Chun?
Not at all. There are other characters who turned my dreams into nightmares.
-- Such as?
...Dhalsim. (laughs) At first, we couldn't get Sim's stretching animation right at all. In particular, his arms would get jagged, and we couldn't get them to stretch beyond a certain point without getting all messy. I'd always end up saying "Curse you Sim, why do you have to move like this! This is impossible in 3D!"
I remember we asked if it was okay if Dhalsim's arms only stretched a little bit. Okada's answer to that was "No!" (laughs) But we eventually got them stretching beautifully!
Dhalsim's Stretchy Arms
-- Is there anything else you'd like to point out about the SFIV character design?
What I'd like the players to notice is the level of detail given to SFIV's shader. Its a bit difficult to sum up with a shader is, but it's something that really adds a nice touch to the outward appearance of the 3D models. If you look at the expressions during Focus Attack or at the results screen, this will give you an idea of SFIV's unique shader. The extra touching effects in the PC version also come from the shader. Even with the same model, the shader can really add an extra sense of quality.
-- You mean the poster or watercolor look effect! That's the shader?
That's right. The shader has many different uses and tools, but in SFIV what we were going for was the moving painting look. Make the artwork of Street Fighter come to life, in 3D, and give it a sense of depth and presence - we felt that would be the most interesting expression for the game, and that's how we developed our shader.
As we re-did Ryu's model over and over again and looked for our direction, we also advanced our shader at the same time. I feel its a very unique expression, so I would be happy if everyone were to take note of it.
-- Are there any last words you'd like to leave to the fans who are looking forward to the character designs?
With SSFIV, since we had the experience of SFIV behind us we thought we'd be able to complete the development in no time, but this time as well we tinkered with it right up until the deadlines. The characters of SF are all very individualistic, so getting that to properly come across in 3D takes some trial and error. But in the end, I feel the new characters retain that high quality feel, and are designed to fit right in in SSFIV! If you have any thoughts after buying the game, I'd love to hear them. Please shoot me a line!
Well, we mostly talked about arcade SFIV, but I hope you all enjoyed today's entry.
The qualifiers for the National Tournament are under way! Arcade players, do your best! We here at the offices are praying that the players will really enjoy the tournament!
Well then, see you next week!
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