By: goukijones Feb 10, 2011 | 36 Comments
Live stream of Gouki.com
By: goukijones Oct 18, 2012 | 2 Comments
Holy mackerel Jimmy! Do we really need another $150 video game? I don't care about those statues. I'd rather build a Lego.
From Irrational Games:
Calling on the true patriots of Columbia: For the devoted BioShock collector and fan, the limited Ultimate Songbird Edition features a bounty of high-end memorabilia:
- a 25 millimeter, resin-cast Handyman board game figurine
- a Murder of Crows keychain
- and a 5 x 7-inch lithograph print
All designed by the same Irrational Games artists who created BioShock Infinite. It also boasts exclusive in-game gear, BioShock Infinite-themed Xbox Live Avatar costumes, a digital soundtrack, and an art book that offers a look at the making of the game’s unique art style.
Featuring a breathtakingly detailed statue of the sentinel of Columbia, Songbird, in its own collectible packaging, this edition will have limited availability—there won’t be another like it!Read full story...
By: goukijones Jul 13, 2010 | 3 Comments
Maybe I'll force myself to play games I don't really want to play. sad face.
Short and sweet. I need an adventure baaaaaad. I will not go back to Final Fantasy XI. I've been thinking about playing Dragon Age Origins again, it might get a boot up tomorrow.
BatRastered got Heavy Rain in the mail from Gamefly yesterday. I think I might open his mail. FEDERAL! What about God of War III, I've had that sitting there for 3 weeks. Oh yeah, I can't find my vibrating PS3 controller. I need the rumble in my stick yo. Sixaxis is for whack asses.
Super Street Fighter IV tournament mode. 8 and 4 man tournaments. You can also have a 9th or 5th man who hosts the tournament. I might be a little behind here, but I just unpacked my FightStick from the move. Wanna get a tournament going tomorrow, leave a comment and get Cannon Spiked Jimah!!
*PWNfest line-up subject to change depending on how much I have to drink.
Great match! Goes all three fights. Check out Nififf in action at EVO 2010!!
This is a great fight, early on the Dhalsim teleport to avoid a cheese fireball that would have killed him. Listen closely for the name PSPenis be screamed out. Great handle Jimmy. Get it "handle" ... come on! The third fight also goes three rounds and it is all or nothing here. This fight comes all the way down to just a lil bit. Incredible finish! Both very talented players here. Watch the video and leave comments and you can always challange the Gouki.com Super Street Fighter IV pro Nififf. Don't be a Jimmy!
By: goukijones Mar 16, 2018 | 1 Comments
The stars have aligned for Ninja, Fortnite and the Twitch community.
The previous record was somewhere around 300k. That was the return on DrDisRespect back in February. I'm not certain if my numbers are accurate here, but the Doc did crash twitch that day.
Then we have Ninja. Ninja has been streaming for years, he's a Halo god and has played other games online like Destiny, H1Z1, PUBG, LoL. His fame recently started to skyrocket with Fortnite. Epic Games' Action Building game. If you've played Fallout 4, it's kind of like that base building with a third person shooter. The main game is, you build a 'fort' and defend it from Zombies. The other part of the game is a Free-to-Play Battle Royal. Where 100 players drop onto a large map, scramble for weapons and shields and whoever is the last man standing wins the match.
Ninja, Drake, JuJu Smith-Schuster, Travis Scott and even KimDotCom were recently seen playing together. Here are some internet highlights from the transcending event.
Read full story...
We had the strangest dream last night... and you were there... and you... and you... pic.twitter.com/BzEHEneIuA— Twitch (@Twitch) March 15, 2018
It's only September, but I'm ready to call it...
Is September too early to give out the best and worst value awards for the XBox 360?
Usually yes, but this year is special.
[Ed - note this list is limited to games only, no DLC, costome packs, or avatar clothing]
Best Value Award - The best value of this year is undoubtedly the Shadow Complex. For only 1200 MS points ($15 USD) you get a great looking, Metroid-style adventure-shooter game that will take you about 6-8 hours to finish the first time (if you're big on finding all the items, 4-6 if not). You will play it again too, either to get 100%, or to finish with under 13% (for an achievement), or to finish in the fastest time (ranked online), or to play the challenge maps (again, ranked online). It's an amazing amount of fun to watch your character build up his arsenal, and use that to destroy enemies that used to be hard in one hit, or be invincible... Seriously, it's 15 bucks, just play it, you won't be dissapointed.
Worst Value Award - Sorry to Microsoft and all the fanboys I'm about to piss off, but Halo 3: ODST is a terrible value for the money. (Goukijones' amazing deal at Toys R Us notwithstanding.) There's the Halo 3 multiplayer experience included, but few people who would buy ODST are without the original Halo 3 and probably some of the expansion maps already and the three maps exclusive to this version include a remake of Midship from Halo 2. I'd value that part at around 5 bucks. ODST itself consists of a campaign (either solo or co-op) and a firefight (aka horde, aka survival) mode. Goukijones, GorrilaWarBear, and I raped the co-op campaign on legendary in about 4.5 hours. There is a scoring mini-game in the co-op, but with no achievments or leaderboards tied to it, who gives a fuck to play it again? Also, the co-op mode makes no sense with the story as all the cut scenes show you are by yourself. The campaign should be about 15 bucks, especially in light of great games like Shadow Complex. The firefight mode could be fun, and there are several achievments tied into that, so you will come back and play that, but it kind of feels tacked on, but given Halo fans clammoring for something similar to Gears of War's horde mode, this does have some value. 10 bucks, maybe 15 for some people. Total value 30-35 bucks. Asking price $60.
Before you flame me, let me clarify that I'm not saying ODST is not fun (it is), just that it in no way justified it's $60 price tag (to me anyway).
By: AnthonyOgborn Oct 26, 2011 | 7 Comments
A guide for beginners trying to explain the combo system in place for Marvel vs. Capcom 3. This is an entry for the UMvC3 giveaway, and also a part of a running series maintained by me for the UND Games Club at the University of North Dakota.
Most people find Marvel vs. Capcom 3 to be an appealing game to watch, but deem it way too confusing to replicate the ridiculous stuff you see happening on screen. This blog post will remedy that situation. Even though it does have it's intricacies, the combo system is actually fairly easy to figure out once you understand the basics of it.
The Magic Series and You: The basics of the combo system
Sure combos can have a lot of deviance in how they're performed, but this game actually alleviates a lot of the problems that come with conventional comboing and simplifies it in to a special series of button presses for the masses. Each character is capable of following this combo system. In this game there are three different attacks: Light, Medium and Heavy. Combos in this game follow the same exact order in button presses as they're listed in the preceding sentence to link in to each other. On the ground, you can expect to get in a Light hit, Medium hit and Heavy hit (if pressed in quick succession) before you launch your opponent in to the air. The notation will look like this:
L, M, H, S (Which stands for Light, Medium, Heavy, Special)
After you press the Special button, the opponent is launched in to the air. If you hold up or towards them and up, you'll follow them up in to the air. Air combat is a little different in the sense that it will allow you to get a maximum of 2 Light hits, 2 Medium hits, and 1 Heavy hit. The notation will then look like this:
j.L, j.L, j.M, j.M, j.H, j.S (The j. before each character denotes that it is done in the air. The aerial Special will send your opponent down to the ground for follow ups and such.)
All in all, your basic combo you will be capable of doing with any character will look like this:
L, M, H, S, j.L, j.L, j.M, j.M, j.H, j.S
Now to explain a few more intricacies about the system. Damage scaling and hitstun deterioration for each hit is much larger than it is in most fighting games. Due to that, you'll want to cut out as many extraneous hits as possible to get the most damage out of your combos. With this in mind, let it be known that Light attacks aren't really worth all that much damage wise. Most efficient combo makes actually cut out the Light attacks due to that fact. With this known, your basic combo should end up looking like this:
M, H, S, j.M, j.M, j.H, j.S
If you do this, you'll find that your damage output is quite similar, and you're cutting out 3 extra hits which allows for more deviance outside of this basic combo. With this in mind, it is now time to start talking about crouching ground attacks mixed in with the regular standing attacks. Some characters are capable of doing crouching versions of the attacks on the ground right after they successfully connect the first hit with their opponents. To give you a visual idea of this, I'll notate it for you.
L, c.L, M, c.M, H, c.H (I bet you've gotten this, but the c. prefix to the attack notation means it's done while crouching.)
It depends on the character, but you can actually do this with a decent amount of the cast. Sometimes you can only do it with the Light and Medium attacks a character possesses, or sometimes you can only do on Medium or Heavy hit out of the Light attack. I'm sure you can tell which characters can do which just by playing with them for a bit, so I won't bore you with a huge list denoting who is capable of doing what. Now to show you what you'll see out of most characters combo wise. You'll see my Magneto doing something similar to this if you pay attention to my combos and know what his moves look like:
c.L, c.M, c.H, S, j.M, j.M, j.H, j.S, Gravity Squeeze
The reason I do the crouching Light attack is to get an initial hit off. When I recognize that the hit has registered as an unblocked attack, that's when I go in to the rest of that combo. If I remember correctly, you're looking at about a solid 728,800 damage from this combo due to the scaling resistant damage level 3 hyper combos. Not too bad for a simple combo eh? You'll definitely take out Phoenix with this combo, and you can expect the likes of Zero, Magneto, Amaterasu and more to be nearly dead from something like this.
Getting Creative: Deviating From the Normal Magic Series
So now that you've gotten a basic understanding of combos, let's talk about spicing things up. For these examples, I'll be using a few different characters. I would like to state right now that if you're getting a little scared of combos right now and just want a more personal and visual walkthrough of any of this, please just ask me to show you some stuff at any of the next meetings. I'm more than happy to share my knowledge :) Anyway, let's carry on with this little laboratory session.
One big thing to understand about this game is that most Normal move you throw out can be cancelled by a special attack. One fun way to illustrate this is Zero's Hyper Zero Buster. If you get this shot charged up all the way to level 3 (The different levels are blue, green and orange) you can start doing some cool things in your combos with the hard knockdown you get from it. This is one of my standard Zero combos employing the use of cancelling a normal with a special move:
c.M, c.H, Shippuga (Forward H), S, j.M, j.M xx Level 3 Hyper Zero Buster, L Hienkyaku, S, j.M, j.M, j.H, j.S
Due to the hard knockdown the Level 3 shot gives my opponent, I can use my Light attack version of Hienkyaku (Which brings me to the ground fairly quickly) to allow me to relaunch my opponent and do a simple magic series combo in addition to the stuff I've already done. This alone does 367,800 damage, but also leads in to many different opportunities with things like off the ground follow ups and hyper combos that catch the opponent while they're on the ground. Speaking of off the ground opportunities, I believe that will be my next example.
Off the ground moves can continue combos from a finished magic series combo. You can get an OTG from a few different things. Assists, character specials and hyper combos are the things you can expect an OTG from. Lets talk about the character special OTGs first.
A lot of the MvC3 cast has a special move that can hit the opponent off the ground from a knocked down state. This explanation will use my girl She-Hulk as the model for OTG specials used in combos. If you use her Runner's Start then Chariot into the Torpedo, ( Down, Down, S - Forward - L for those that would like a more input related explanation) you can hit opponents off the ground from a knocked down state. To see the effectiveness of this, use this combo:
c.L, c.M, c.H, S, j.M, j.M, j.H, j.S, Runner's Start, Chariot, Torpedo, Emerald Cannon, Emerald Impulse, Emerald Disaster
Without the Torpedo, you're getting a rather lame 337,300 damage. With all of the above, you're looking at 587,300 damage. an extra 250,000 for one meter and a few more inputs? I'd take that any day personally. Many characters are capable of doing an OTG to continue a combo, it just takes a bit of knowing your character and the willing to figure stuff out to get something like that.
Now to talk about the assist OTGs. I will be using Magneto and She-Hulk with the Alpha Torpedo assist in this example. Remember how she needed to use Torpedo as a move to continue her combo? Her Torpedo assist can do the same thing for her team mates. This combo here is only a taste of what you can do with OTG assists.
c.L, c.M, c.H, S, j.M, j.M, j.H, j.S, She-Hulk Assist, S, j.M, j.M, j.H, j.S, Gravity Squeeze
Normally doing the original magic series combo and ending it with the Gravity Squeeze gives you 728,800 damage. Not bad, but it doesn't actually kill a lot of characters. This combo on the other hand does 857,300 damage. Remember the Zero, Magneto and Amaterasu you didn't kill before? They're dead now. That extension off the original magic series combo Magneto can pull off means the difference between needing to spend more time and resources finishing a character off and now only having to deal with your opponent's team minus one character.
Marvel vs. Capcom 3 has a really scary combo system, but once you break it down and learn some of the basics of it, it really isn't all that bad. If you want to learn more than what I've provided here, I'm more than happy to be a resource. Ultimately my goal here is to get those interested in games like these to understand them better and possibly end up going to tournaments in the cities and around here with them, but either way I just love teaching people how to do things in games. If you have any questions about what I've talked about here, please ask me in person, online, whatever. I'm more than willing to help and any kind of interest in a fighting game is something I'm more than happy to field :)
Keep it classy Gouki.com ;)
- Founder of UND Games Club
-Stream Manager for Team OG (http://twitch.tv/team_og)
Check out some footage of the new puzzle game by one of the creators of the Portal series.
Quantum Conundrum is an upcoming first-person action video game currently in development by Airtight Games and set to be published by Square Enix. It is designed by Kim Swift, who formerly worked at Valve Software as the lead designer on the critically acclaimed Portal. The game is scheduled for release in early 2012 on Xbox Live Arcade, Playstation Network and Windows download distribution services
This game looks like another good physics puzzler. The style is a bit more kid-like though. One of the best things about Portal was the humor and I didn't even hear any character voices in the video. Not sure about this one.
Time to go in depth with Dudley.
The Super Street Fighter 4 developers are back again this week, discussing how Dudley plays and why he was included in the new title.
Although Dudley is fairly true to his Street Fighter 3 form, Capcom staff talks about how he was tweaked in this iteration. A big thanks goes to Azrael for translating this latest blog entry.
Hello everyone. This is Tsukamoto.
This week I'll be joined by director Okada and the head battle planner Sano, as we talk about the last of the new characters from Street Fighter 3 - Dudley - and things ranging from how he was chosen and what not.
First off, please tell us why Dudley was chosen to be added in the game.
He was chosen for Street Fighter 4 because a lot of the development staff were really passionate fans of him, and he is extremely popular overseas. He is so popular that when producer Ono went to Europe to get opinions about the next installment of Street Fighter 4, he was consistently asked or requested for Dudley to be in the game. Also, we had a lot of requests from overseas fans to see the dream match-up of Dudley vs Balrog.
Is being a boxer the secret behind his popularity?
Dudley's stylish boxing fight style is definitely very popular. We also feel that with his high approval rating in Europe, many Europeans want to support a fellow countryman.
What do you think is Dudley's charm?
His character charm from Street Fighter 3 was to read the opponent, get in on his terms, and then take away their life in a flash - good rushdown power. Another part of his charm is that his attacks are very strategic. For example, Dudley has a lot of feint-type moves. He can get in close and counter his opponent's throw attempt with an attack. He's also got moves that are for the sole purpose of getting in close. If you are good at reading your opponent, then he becomes a very strong character.
Does Dudley play the same in Super Street Fighter 4?
Yes, we have emulated Dudley's "hit and run" style as well as his fight style of getting into those open spaces from Street Fighter 3.
Yes, his ability to control distance through various movements hasn't changed. For example, with his "Short Swing Blow" he moves back for a moment and evades his opponent's attack before launching his own - if you can use this well you can get in your opponent's face in an instant and really mess with them. Also, we brought back his "Thunder Bolt" from 2nd Impact, which can surprise people up close. Dudley also has plenty of target combos, so finding a way to get in close and utilize them will be one of the keys to victory.
How did you bring about the feel of Dudley?
As Dudley is Mr. Gentleman, we included some gentlemanly components in his motions. His image is that of an orthodox boxer, who wastes no movements.
Even though he's a fighter, he doesn't have that gritty Street Fighter feel, but more like that of a sports athlete. You won't find him fighting in the back alleys - he's got a strong sense of sportsmanship, and he is always polite.
For boxers, of course we already have Balrog, but Dudley and Balrog's fight styles are completely different. Balrog just charges in like a rampaging bull*, his attacks are straight-forward and he's in your face, while Dudley is more of the "dance like a butterfly, sting like a bee" type, who focuses on footwork and keeps his distance. So Balrog wants to just land powerful single blows, while Dudley wants to use his footwork to hit multiple target combos and eat away at your lifebar.
(*Remember that Balrog's name in Japanese is Bison - so this is sort of in reference to that.)
Has he lost any moves?
He's got all his moves from the Street Fighter 3 series. As Sano mentioned before, he also has the "Thunder Bolt". Personally, this is a move I wanted to see come back in this title, so I asked the designers and engineers about it and now its back.
What kind of move was the "Thunder Bolt"?
If you use it when the opponent least expects it, I think its a fairly useful move. Also, it does pretty good chip damage, so I think it'll be good to finish off near-dead opponents.
"Thunder Bolt" is one way to really throw your opponent off-guard. Use it immediately at the start of the round to have your opponent moving at your pace, and then use it with good timing to really throw off your opponent's spacing.
As the ultras are selectable this time around, tell us about the features of both of his.
First lets talk about the "Corkscrew Cross". The first hit doesn't have a whole lot of reach, but you can use it within combos. It has a lot of various uses - for example, after launching an opponent from EX Machine Gun Blow, or after an anti-air from a high position.
We've made this "Corkscrew Cross" in this game as a different version of his "Corkscrew Blow" from Street Fighter 3. In Street Fighter 3, the Corkscrew Blow did a lot of chip damage, had a huge hitbox, and had very little startup, so it was a tool with a lot of functionality. However in this title, the Corkscrew Cross is short-range and somewhat more limited in its usage. So that gives it a different feeling from the Corkscrew Blow from Street Fighter 3.
How about his other ultra, "Rolling Thunder"?
For "Rolling Thunder", in order for it to be able to pass through projectiles we've given it a fairly long window of invincibility. Since there's no parry in Street Fighter 4, this is a way of dealing with fireball characters. So when you're taking on fireball characters, I'd recommend this ultra!
When Dudley has the meter for "Rolling Thunder", this increases his mid-range options and makes it harder for fireballers to throw that fireball, so this is an advantage for him. Also, even if the opponent blocks he keeps on punching, so this can also work for chip damage kills.
Do you have any moves you would recommend?
I'm going to go with his ducking. It lets him evade fireballs and get in close.
At the beginning of development, ducking didn't have the ability to avoid projectiles. As Dudley was the first Street Fighter 3 character we added to the game, at that time we hadn't yet decided on how to fit them into this game. So at that time, he couldn't evade fireballs and he wasn't very Street Fighter 3-ish.
Yes, the first Dudley was one who was based completely on Street Fighter 4's system.
But then during development we had a lot of people experiment with him, and when we also tried him out we felt that as-is, there was no point in adding him to the game at all. So then we thought about the Dudley that players wanted to use, and how to bring that about, and that's how ended up with the ducking's current function.
Why didn't it go through projectiles at first?
Ducking doesn't just avoid opponent's attacks, it's also a dash is it not? So at first, we worried that no one would use his regular dashes. And that this would be unbalanced. On that note, ducking is a move that we had to continually adjust right up until the end.
If we think about it, Dudley is a Street Fighter 3 character that we are trying to put into the Street Fighter 4 series. So we went through a trial and error process with him, and the direction we settled on was to keep as much of the Street Fighter 3 feel as possible. We also did this for Ibuki and Makoto.
Are there any other moves you would recommend?
While it's not technically a move, I would recommend his rose throw. Since this was a taunt in Street Fighter 3, its formal name is "The Rose of Victory". Okada said we absolutely had to have this, so it was added in. Of course, that wasn't the only reason (laughs). In order to add the rose throw we had to add a completely new system, and it took a lot more work than expected.
We had proceeded without the rose throw through the middle of the development stage, but it just didn't feel right not to have it. The rose throw is one of the more memorable taunts from the Street Fighter 3 series, and it's also one of the most trademark aspects of Dudley. I'm glad we were able to get this in as a special move.
This was also touched upon on Ms. Shiozawa's blog, but after throwing the rose Dudley can close the distance on his opponent. So its not something you can really exploit, but its not useless either. Also, the rose homes in on the opponent's head without fail.
Yes, it even homes in on them during a jump.
If you're in close and you time it carefully against your opponent's jump, you can whack them pretty good. So this can keep your opponents grounded, which is where Dudley likes them.
The rose only makes contact with the opponent, it doesn't take away damage right?
Right, it doesn't do damage. We thought about making it do 1 point's worth of damage, but we figured anyone who got KO'ed from the rose throw would be pretty pissed off so we gave up on that (laughs).
Who out of the existing Street Fighter 4 characters would you say is similar to Dudley?
That's a really hard question. A Street Fighter 4 character who plays like Dudley... I don't think there is one. Balrog is also a boxer, but their playstyle is completely different. So for fighting style, maybe the closest would be... Dhalsim?
Yeah, Dhalsim's stretching arms control the distance, and with his Yoga Teleport he can get in close and attack you, so in that regard maybe they're kinda close.
What is Dudley's best distance?
For options, that would be mid-range. For doing damage, up close.
Is Dudley a difficult character to use?
His actual controls aren't that hard. However, his playstyle really requires a psychological warfare, so in that sense he may be suited better for tactical players. If you are the type who likes to do what you want to do and hit a good combo to decide it all, maybe he's not for you, but if you like to think "Well, in this situation he'll do this move," or "if I do this I can irritate him and bait out this move," the type who really likes to read your opponent, then I believe Dudley is right up your alley.
For games as well as real fights, good players are able to utilize these mind games. If you can get caught up in that aspect of Dudley then he'll be an interesting character to use.
Last week you also said that reading your opponent was necessary for Makoto's gameplay - does that mean that they are similar characters?
Well, both characters require reading your opponent, but how that plays out differs between then. For Makoto, more than countering she's more about reading in order to land her moves. For Dudley, if you make a mistake in reading your opponent's options then they will evade your attack and Dudley gets countered, so he has to think about about which move he wants to make the opponent do, or how he's going to pressure. He matches up with his opponent's moves and then decides his, so that point is different.
Do you feel Dudley is suited towards beginner, intermediate or expert players?
I'd say from intermediate to expert. I think he's harder to use than fireball characters, but as for the feeling of play itself I think he's quite normal.
Which matchup would be the most interesting for Dudley in this game?
Of course, that would be Balrog!
Based on what we've just taked about, Dudley seems like he'd have the advantage over the straightforward rushing Balrog.
Nah, they both have their distinctive flavors, so I think it would make for a pretty good matchup. Dudley with his light footwork and target combos seems like he'd have the advantage, but once Balrog starts pressuring he brings a lot of power. So its hard to say which is better, and I think it'll make for a good fight. If nothing else, seeing two boxers duke it out is just cool (laughs).
Ducking the opponent's attack and trading blows looks really cool, and if you see your opponent is Balrog you can think "Okay, let's settle this!" and get really into it.
Do you have any final words for the players looking forward to Dudley?
For Dudley, same as with the other Street Fighter 3 characters, while there may be some differences here and there, we've done our best to preserve his feel from that time, as well as add a Street Fighter 4 playstyle as well, so please look forward to that. I'd like to new players to try out Street Fighter 4 Dudley, and even for those players from Street Fighter 3 I think you'll find a new way to play him. It'll be pretty interesting.
As Okada said, we've done out best not to disturb how it feels to control him, so I think you can play him with the same sense you did in Street Fighter 3. And of course, there's the revived "Thunder Bolt"! If you can find cool ways to use this, I'll be really happy!
Including the new move, train up and polish your moves as well as your individual playstyle! Then take it to the ring to develop your fighting spirit and guts. I'll also give it my best!
Well then, we've covered the Street Fighter 3 characters over these past three weeks, and I hope you enjoyed it. As we've been hearing a lot of opinions about this, I think we'd better cover some of the existing characters as well. We're just getting started with preparations, so please look forward to it!
See you next week!
Since I'm not going to use my beta codes, I'm just going post them here.
I don't want to give my codes to just anyone so I'm going to post mine here.
And since this story is a little bare, I'm going to post this erotic remix of Heatmans stage from Megaman 2 I found.
By: goukijones Sep 19, 2012 | 2 Comments
Valve get a mysterious package from WETA Workshop? What could it be? A working version of something from a Valve game?
Check me out I'm dancin'. Just kidding, wrong company. Seriously though, is somebody going to make a Claptrap in real life?
It's been a long while since Cinderkin fist posted on here that there would be a Voltron game, but now there's a trailer for it.
Voltron is a classic anime, and one that I loved as a kid. I still love it today. I haven't had a chance to see much of the new one on nickleodeon, but I what I did see doesn't hold up to the original. Luckily this game seems to follow the classic series rather than the new one.
I for one can't wait. I love voltron, and this looks like a decent space/ground scrolling shooter with some combat thrown in. The combat will most likely be terrible, but I don't even care. With thrown in cutscenes straight from the classic anime, the only other thing I can hope for is the original narrator. I'm hyped for this game. We can all look forward to it this october on both XBLA and PSN.
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