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Apollo Justice: Ace Attorney is now available digitally for Nintendo 3DS!

Nov 21, 2017 // Kellen Haney

Today’s the big day – Apollo Justice: Ace Attorney is out now for Nintendo 3DS in North America for just $19.99! Take on the mantle of Apollo Justice, a newcomer in this fourth entry of the series, in his search for the truth with modern conveniences, redrawn artwork, and other new features. Head over to the Nintendo 3DS eShop now to grab your copy and join Apollo in court! European attorneys won’t have to wait much longer, as the game will be out on the European Nintendo 3DS eShop starting November 23 rd . With this release, the entire mainline series is now available to download from the Nintendo 3DS eShop !

Keeping with the spirit of the original release on Nintendo DS, this version of Apollo Justice: Ace Attorney features updated artwork that takes advantage of the Nintendo 3DS hardware, giving the entire cast a crisp, clean look that helps bring their detailed animations to life. For those of you who have played before (or are fast readers), there’s a text skip option that allows you to skip nearly any text in the game by holding down the “B” button – even if you haven’t read it before! I’d highly suggest keeping it off, though, to see how the text and animation blend together to create that uniquely Ace Attorney presentation.

If you’ve been brushing up on your Japanese since the original release, you’ll be able to put it to use if you select the Japanese version of the game, available right from the main menu. You have access here to both Apollo Justice: Ace Attorney and the Japanese version, Gyakuten Saiban 4. That’s right – both games are included, so you can see all those interesting localization changes for yourself!

Classic courtroom gameplay, including pressing witnesses for more information and presenting evidence, are just some of the tricks Apollo has underneath his rolled-up sleeves. When Apollo’s bracelet restricts around his wrist, it’s a sign that the witness on the stand isn’t telling the truth. Apollo has a knack for knowing when someone’s lying, and when he’s on to them he can narrow in on their nervous tics or habits to catch them in their lie. It gives him a powerful edge when it comes to cross-examination! Outside of the courtroom, use forensic investigation to view objects from multiple angles, dust for fingerprints, and search for clues – scientifically!

Series veterans need no introduction to the wonderful and wacky cast of characters that you’ll come to know in the game, but for rookie attorneys, you can safely assume that Apollo Justice: Ace Attorney will feature, well, Apollo Justice. A greenhorn defense attorney whose only experience so far is assisting his mentor, Klavier Gavin, in court, Apollo’s first case has him defending a surprising client. A former attorney and current piano player at the Borscht Bowl Club, the legendary Phoenix Wright has been accused of murder. It’s up to Apollo to take up the defense and clear the ex-attorney’s name.

You can also expect the colorful cast of characters that Ace Attorney games are known for! Featuring new faces such as magical girl and rising magician Trucy, rock star prosecutor Klavier Gavin, and returning favorites like detective (and forensic investigator hopeful) Ema Skye, four full cases await you full of investigation, courtroom battles, and plenty of humor.

The loud lawyer’s journey has only just begun in Apollo Justice: Ace Attorney. Download it today for just $19.99 on the Nintendo 3DS eShop.

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Winter Soldier, Black Widow, and Venom Infiltrate Marvel vs. Capcom: Infinite on December 5!

Nov 21, 2017 // Andy Wong

Winter Soldier, Black Widow, and Venom will infiltrate Marvel vs. Capcom: Infinite on December 5! Watch the action-packed gameplay trailer loaded with blazing guns, tricky bombs, and a nefarious symbiote below.

Young soldier Bucky Barnes fought alongside his best friend Captain America during World War II. Presumed dead after a dangerous mission ended in tragedy, he was captured by enemy forces and secretly brainwashed into becoming a deadly assassin known as the Winter Soldier. Bucky, now free from his captors, is once again ready to fight for the good of humanity.

As a skilled assassin, Winter Soldier has various ways to debilitate opponents and excels at ground combat. Using his cybernetic arm, he can activate Metal Shield, which provides him with enough armor to not only ignore hits, but to walk away unscathed. Though his move set is limited with Metal Shield active, the potential for devastating punishes is massive.

Trained extensively in the art of combat and espionage and outfitted with state-of-the-art tech, Natasha Romanova is the super spy known as Black Widow. Dutiful and fearless, she is a master assassin who found her true calling as an Avenger. She now fights to protect the world from Ultron Sigma’s influence.

What’s a spy without an array of lethal gadgets? Black Widow’s gauntlets can fire off different projectiles that range from a sticky bomb to one that emits a nerve gas, which crumples the opponent. With the unique ability to perform evasive maneuvers, catching Black Widow will not be easy.

Blaming Peter Parker for the failure of his journalism career, former Daily Bugle reporter Eddie Brock bonded with a malevolent, symbiotic alien creature who had previously attempted to bond with Peter. United by the goal to destroy Spider-Man, they are the fearsome force known only as Venom!

Returning to the series with some of his signature moves, Venom’s aggressive playstyle is further amplified in Marvel vs. Capcom: Infinite. His new movement option is Venom Glide, a web zip of sorts, which can be aimed in six different directions, enabling him to keep the pressure going in his favor.

Everyone who has the 2017 Character Pass will unlock access to Winter Soldier, Black Widow, and Venom on December 5 – along with the previously released Black Panther, Sigma, and Monster Hunter.

FREE MULTIPLAYER DEMO WEEKEND: 11/24 – 11/27

For those wanting to try Marvel vs. Capcom: Infinite, we have some great news for you! We’re hosting a free versus demo weekend from November 24 at 8am PST to November 27 at 8am PST, only on PlayStation 4 for PS+ members. All 30 launch characters will be available in this demo!

If you decide you want to officially join the epic clash, the digital version of Marvel vs. Capcom: Infinite is on sale for PlayStation 4 and Xbox One! This promotion will end on November 27, the day the demo ends. There’s no better time to check out the action-packed gameplay unlike any you’ve experienced before! Head to the links below to purchase Marvel vs. Capcom: Infinite:

Marvel vs. Capcom: Infinite is now available on PlayStation 4, Xbox One, and PC! Follow our Twitter and Like us on Facebook for news and updates!

© 2017 MARVEL ©MOTO KIKAKU. ©CAPCOM

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Puzzle Fighter launching globally this week

Nov 20, 2017 // Jeffery Simspon

The all new Puzzle Fighter for mobile will be available worldwide this week! Developed by Capcom Vancouver from the ground up, the sequel to one of the most popular puzzle games of all time will be free to download on iPhone, iPad and Android devices. The classic arcade puzzle game gets modernized with a new look and new features, leaderboard support, guest account support, Color Blind Mode option (a series’ first) and more. 

Puzzle Fighter features an outstanding roster of legendary characters and stages from popular Capcom franchises. Fan-favorites such as Ryu, Ken or Chun-Li ( Street Fighter) , X ( Mega Man) , Morrigan ( Darkstalkers) , Frank West ( Dead Rising) and more come to life with VO and cinematic special moves. Players pick one main character each with their own strengths and benefits, to face-off in explosive gem-crushing action. In addition, two support characters can be chosen to further enhance or balance the abilities of the main character. Simple to learn but deep in strategy, this highly addictive puzzle game has players strategically building up gems and destroying them to unleash epic combos that can knock out their opponent. Thrilling real-time versus battles, rewarding single player options and an array of content to unlock await in this ultimate puzzle fight!

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Bring on the festivities with new Holiday and Nostalgia Costumes for Street Fighter V, available November 28!

Nov 20, 2017 // Andy Wong

Winter is coming and so are these new costumes to keep you warm until right after the New Year. Kolin, Alex, Menat, Cammy, Chun-Li, Karin, Balrog, and Birdie have costumes waiting for them under the tree on November 28. Take a look at the 10 new costumes below!

HOLIDAY COSTUMES TO BRING IN THE CHEER

Kolin channels her inner ice queen with this elegant coat and tiara. Don’t ask her if she wants to build a snowman or she might turn you into one.

Who says Alex can’t be cheerful? He might even dress up as Santa to surprise Patricia with gifts this year!

Cammy shows her love of cats by sporting this holiday costume complete with feline ears attached to the hood.

Speaking of cats, one of Menat’s previous designs was based off the goddess Bastet, who was often depicted as a cat. She can meow fulfill that role with this ornate dress coupled with a golden star in place of her sphere.

In addition, last year’s Holiday Costumes for Juri, Laura, Zangief, Karin, Ken, R. Mika, and the Frosty Boulevard stage will be available for purchase again individually or as part of the 2016 Holiday Pack ! The 2016 Holiday Pack will be 50% off as a special surprise to all the fighters around the world!

NOSTALGIA COSTUMES TO BRING IN THE WARMTH

Karin first appeared in Street Fighter Alpha 3 wearing this school costume with her signature hairstyle unchanged in Street Fighter V.

Birdie looked much different in Street Fighter Alpha with a more chiseled body and his signature gravity-defying hairstyle.

Balrog debuted in Street Fighter II as a boss character in this classic costume before he became playable in Street Fighter II: Champion Edition.

The community was shocked when this costume for Chun-Li was first revealed in Street Fighter Alpha due to the drastic change in her iconic look.

COMBAT COSTUMES TO BRING THE FIGHT

Chun-Li gears up with this Special Forces Costume for covert missions away from the streets.

All cops must go through training before fighting crime. Chun-Li may have worn this Training Costume in those days to strengthen her legs.

You can pick up the new costumes on PlayStation 4 and Steam for $3.99/ €3.99 each starting on November 28 until January 16.

As always, make sure to follow us on  Facebook  and  Twitter  for the latest Street Fighter V  news.

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The Making of Apollo Justice: Ace Attorney, Feat. Shu Takumi

Nov 18, 2017 // Janet Hsu

Welcome to another weekend, and another blog! As you can tell by the title, we were indeed fortunate enough to snatch up some of Mr. Shu Takumi’s time for this week’s look back at the making of “Apollo Justice: Ace Attorney”, so let’s get right into it, shall we?

Janet: Hi, Takumi-san. I know it was ten years ago, but I hope you won’t mind me asking you a few questions about the making of Apollo Justice: Ace Attorney …? 

Takumi: Sure, I’ve got a little bit of free time now, if that’s alright.

Janet: Great, thanks! Now, as far as I’m aware, AJ:AA was the first game in the series to use polygon models to create video cutscenes.

Takumi: Actually, the first time was for the security footage in “Rise from the Ashes” (RftA) — the one with Meekins and the Blue Badger . (Note: the first three games were originally released for the Game Boy Advance in Japan. The fifth episode of the first game was an extra case the team created specifically for the Nintendo DS release of the first game, or Phoenix Wright: Ace Attorney to us in the West.)

Janet: Oh, I had always thought that was hand-drawn!

Takumi: No, that was really the first time we created and used polygon model videos in the series. Back in 2004 when Nintendo first revealed the Nintendo DS, we had a chance to attend a presentation about the new hardware before it went on sale. I was working on “RftA” at the time, and when I saw the Nintendo DS’s gameplay demo, a number of ideas came to mind, such as forensics testing like a fingerprinting mini-game utilizing the mic. In addition, because of the relatively larger amount of memory available on the Nintendo DS, I remember thinking we simply had to look into how feasible it would be to include videos in our games.

Janet: So it’s fair to say this presentation was a big springboard for “RftA” and AJ:AA?

Takumi: Yes, when I wrote both “RftA” and AJ:AA , the first thing I did was to come up with these sorts of mini-games and then build the mystery and story around them at their cores. Because I made “RftA” and AJ:AA basically one after the other, there are a few areas of overlap gameplay-wise between the two.

Janet: Oh, I was wondering about that, actually. Compared to the first 3 games, “RftA” and AJ:AA featured more hands-on manipulation of the evidence. Was that also because of what you could do with the hardware or was it more something you wanted to do from the beginning and were finally able to implement it?


Takumi: Unlike novels or movies, video games are an interactive medium where the player’s actions drive the story forward, so I had actually wanted to allow players to manipulate the evidence themselves earlier on in the series, and thanks to the Nintendo DS’s more advanced specs, we were finally able to implement it.

Janet: And what about letting players obtain new information from the evidence?

Takumi: I’m pretty sure that was inspired by my experience with the original Resident Evil where I examined a book, and a coin — I think it was a coin? — popped out.

Janet: Wow, that’s one heck of an impression it must’ve left on you, then! But returning to the question of the videos, even though AJ:AA wasn’t the first to include video cutscenes, I was wondering if there was something you struggled with when making the game’s video cutscenes? Like for Lamiroir’s song in Episode 3, for example?

Takumi: I’d have to say that the camera work and other presentation elements were the hardest parts of creating that video, and honestly, it was hard simply because I had never done it before. In “RftA”, it was just a bit of security footage, so there wasn’t much to do in terms of presentation or camera work, but for her song, we had to work with some video production experts and use a bit of trial and error to get it to work just right for the game. Another thing we really struggled with was how different the look and feel of the 3D cutscenes were compared to the other more traditional cutscenes in the game that were created by animating flat 2D illustrations, and how to minimize that gap.

Janet: What about the lyrics for the song? That was your first time writing lyrics, right?

Takumi: Well, it was the first set of lyrics I wrote for an in-game song, but I had actually written lyrics for the Steel Samurai theme song way back during the first game.

Janet: Oh! That’s right!

Takumi: I still vividly remember how we got one of the most famous Japanese anime singers, Ichirou Mizuki, to sing the song live at the Ace Attorney 10 th anniversary event. Now that was a performance.

Janet: I am still jealous about that, you know! But I got to hear a recording of it after the fact, so I guess I can’t really stay jealous. Anyway, not to get sidetracked… So I guess it wasn’t your first go at writing lyrics, but was it difficult for you to write ones that lined up with the bigger mystery of the episode?

Takumi: Not really. The melody of the song originally came about while I was just plucking at my guitar at home, and I really liked the melody I was playing, so I decided to use that in the game as is. I then added the lyrics to it, and since by that time I had already decided what I wanted to use the song for, it was a simple matter of writing the words down. I’m actually curious as to how the song turned out in English.

Janet: Well, since it’s part of the story, it isn’t all that different from the Japanese, I assure you, but I guess the rhythm and placement of words were slightly different for grammatical reasons. Speaking of the localization, I remember you mentioned a long time ago that you didn’t really consider the localization when you created the second and third games (Justice For All and Trials and Tribulations) because you had received word that there would be no localizations of those games.

Takumi: That’s right. When I was in the middle of making the first game, I remember thinking to myself “I shouldn’t create any plot points or puzzles based entirely around Japanese-only language tricks, just in case we make an overseas version.” But when we finished making the first game, I remember asking the producer at the time, Mr. Mikami, “So, are we making an overseas version?” to which he replied, “Of course not, no way.” So that’s when I stopped trying to hold back and freely used whatever tricks I wanted when making the second and third games.

Janet: Tell me about it… *shudder*

Takumi: At least we were finally able to start localizing the games with “RftA”. As for AJ:AA , I knew starting from the beginning that we were going to make an overseas version, so you’ll notice I didn’t use any language-based tricks.

Janet: For which I am eternally grateful, but then what about the Japanese elements like the yakuza?

Takumi: I figured everyone knew about yakuza from Takashi Kitano movies and the like.

Janet: Sadly, his movies were still considered relatively small cult hits at the time — especially in America where foreign films weren’t all that popular. But speaking of real life at that time, I guess this is sort of a spoiler but to what degree did the judicial reforms going on in Japan back then influence AJ:AA?

********* Start Spoilers *********

 

Takumi: Let’s see, the topic of Japan and its adoption of the new “ Lay Judge System ” (钪審員制度 / baishinin seido), which was a long time coming, was on everyone’s mind. When we were making AJ:AA , we had received two orders from above: 1) bring Phoenix back and 2) work the Lay Judge System into the story. That’s why I created the Mason System for the last episode, and included lay judges in the story. As part of the game’s promotion, we also collaborated with the Japanese Ministry of Justice, which was preparing for the official launch of the new system, and gave a presentation of AJ:AA at the ministry’s head office.

  ********* End Spoilers *********

Janet: Wow, I knew about the “bring Phoenix back” bit, but I never knew you guys presented the game to the government! Speaking of Phoenix, I know you spent many years writing him, but how different was it writing a whole new set of main characters?

Takumi: My thinking on main characters goes like this: the main character is the player, so the character shouldn’t have too strong of a flavor to them. That’s why I didn’t go out of my way to make Phoenix Wright anyone special, or give him any special features — all of his lines are pretty much just what I would say in those situations. And for Maya, I just naturally wrote a character who I thought would be fun to have by your side as a partner character. The two of them live in my head and whenever I would sit down to write the games, it was like I would hear the two of them bantering with each other inside my head. All of this is why it was so hard to write a completely new main character — the most natural parts of me had already all been used up by the Phoenix Wright character. So I tried to take everything about Phoenix and turned them upside-down. With this great turnabout, I came up with Apollo: a character who is aggressive, passionate, and youthful.

Janet: And what about Trucy?

Takumi: Trucy was also the “opposite” of Maya in a sense, though her love of magic comes from my college self, I suppose. I worked hard to get good at stage magic in my university’s magic club.

Janet: You certainly are no slouch at it, that’s for sure. I had the good fortune of seeing you do a new rope trick the other day. That was really something to make the knot completely disappear into thin air like that! And you seem to be into music too, what with your guitar playing. Is that where Klavier got his rocker personality from?

Takumi: Klavier was meant to be something we’d never seen before in the series. The most difficult aspect for me to create in the first three games was always the prosecutor. We had the “genius prosecutor” Miles Edgeworth, the “overly-concerned with how perfect she had to be” Franziska von Karma, and the “suspicious man shrouded in mystery” Godot, so when it came time to create someone different, I had to really search for an answer. One of the common threads that ran through the first three prosecutors was a sense of darkness, which is why I wanted Klavier to be a bright, carefree character in the form of a prosecutor who was also the vocalist of a rock band. But I wanted to give him a “shadow”, and to that end, I give him a brother in the form of Kristoph Gavin.

Janet: Alright, just one last question before I stop bothering you and let you get back to work: Seeing as how this is the 10 th anniversary of AJ:AA , is there anything you’d like to say to the fans?

Takumi: I’m grateful that even though we made this game ten years ago, we can bring this game to you, the overseas fans once again, on a new platform. It’s been so nostalgic to reflect on and talk about how fired up we all were at the time to make a whole new story after the original trilogy. As for me, I’ve been making games nonstop for the past ten years — games like Ghost Trick: Phantom Detective, Professor Layton vs. Phoenix Wright: Ace Attorney, and the Dai Gyakuten Saiban series — but on this occasion, I think I’ll take a break and play Apollo Justice: Ace Attorney once more with all of you.

I hope for your continued support of this series in the years to come.

Janet: Thank you again for all of your time! I can’t wait to see what your next project will be!

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And there you have it! It certainly seems like new technology drove a lot of new innovations, first in “RftA” and then continuing on to AJ:AA . I guess those two projects were like siblings, in a sense.

Join me next week for the last of these blog entries. I’ll have something special for you guys, I promise! In the meantime, I hope you’ll remember to pick up this newly remastered version of Apollo Justice: Ace Attorney on November 21 st in North America, and November 23 rd in Europe!

Until then!

Catch up on previous blog entries here!

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Capcom Recap: 11/11/2017 – 11/17/2017

Nov 18, 2017 // Yuri Araujo

Okami brings additional beauty to your PS4, we learn all about Apollo Justice, and more!

Okami HD now up for pre-order, get 2 custom themes when you pre-order on PS4

The Making of Apollo Justice: Ace Attorney, Feat. Shu Takumi

Court Files: the characters of Apollo Justice: Ace Attorney, vol. 1

Capcom Cup 2017 last chance qualifier registration is live

Resident Evil Revelations 1 & 2 Nintendo Switch specific features revealed

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[PAST]

Dragon’s Dogma: Dark Arisen – Discovering the perils of Bitterblack Isle

Dead Rising 4 – Capcom Vancouver Wednesday live streams

[FUTURE]

All times listed are Pacific Time:

  • Tuesday , November 21st @ 3PM – Resident Evil Revelations
  • Wednesday , November 22nd @ 1PM – Capcom Vancouver

Remember to FOLLOW our Twitch channel to get email reminders whenever we go live.

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Mini helmets, maximum value. Grab a set of mini helmet replicas from the Capcom Store for just $10!

SHOP NOW

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Mega Man games have always been known for having excellent, memorable and inspiring soundtracks; so much so it’s nearly impossible to talk about video game music without mentioning the series’ rocking tunes. Over the years, we’ve seen countless covers of Dr. Wily’s Castle theme from Mega Man 2, Spark Mandrill’s stage from Mega Man X, and many more. Mega Man music has also been the source of inspiration for music groups, some dedicating their entire discographies to referencing our blue robo-friend!

If that sounds awesome to you and you live in or around the Winter Park, FL area, then I’ve come to highlight a concert you don’t want to miss:

So join Ongaku Overdrive on Saturday, December 2nd in their celebration of 30 years of Mega Man with tons of activities and, of course, live music. Get your tickets here .

Patrick Kulikowski: I’m sure many of you, like me, have obsessively played an RPG for hours upon hours in a given day. But have you ever powered through an entire RPG series speedrun style in 35 hours? Enter Jenja23 , a Twitch speedrunner who defied all odds and ran through the entirety of the original Breath of Fire all the way through to Breath of Fire V: Dragon Quarter in 35 hours, 31 minutes, and 59 seconds, just this past Saturday, November 11th.

Yes, you read that correctly. You have to wonder if he had a Dream Ring equipped in his accessory slot, or something!

While combatting sleep during the marathon (Part 1 linked here ) was impressive enough, you also have to marvel at how he finished Dragon Quarter with a 99.84% D-Counter (note: hitting 100% in the game means instant Game Over!). What an awesome way to honor the game’s 15th anniversary, which occurred just this past Tuesday, November 14 th!

And if that wasn’t enough, Jenja23 will be marathoning all five games again against three teams of five runners in the second annual Breath of Fire relay. You can catch that starting Friday, November 24 th at 10:30am EST via RPG Limit Break and @BOWIEtheHERO , so be on the lookout for that!

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STICKY NOTE: Did you make something cool? Send us a note or drop a comment below; we would love to feature your work here! Same goes for any awesome stuff you may see in the wild; we always welcome more fantastic fan work. =)

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Next week is Thanksgiving! So since some of us will be taking some time off to carve up some turkeys and enjoy time with family, we’ll skip the Recap on Nov 24th. But keep an eye on our Facebook and Twitter for any up to the minute updates. Happy Thanksgiving!

Yuri

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Patch Notes for Marvel vs. Capcom: Infinite – December 5 Update

Nov 16, 2017 // Andy Wong

We have a patch coming for Marvel vs. Capcom: Infinite that brings a large amount of balance changes to certain characters and Infinity Stones. Continue on to read the patch notes for the update on December 5.

GENERAL

  • Reality Stone Infinity Surge
    • Increased start-up from 8F to 20F
    • Decreased active frames from 120F to 90F
    • Increased projectile speed
    • Projectile now disappears if player is hit
    • Lengthened time needed for the projectile to start homing
    • Gradually reduced hit stun on block from startup – max. of 12F to min. of 6F
      • Made it easier to reflect with Advancing Guard immediately after start-up
  • Can roll forward/backwards after crumpling
    • Crumple – A unique form of knockdown that affects a character upon landing on the ground after being hit in the air by certain moves (i.e. Hadoken)
  • Space Infinity Storm
    • Decreased duration when activated at 50% from 10 sec. to 8 sec.
    • Decreased duration when activated at 100% from 20 sec. to 16 sec.
  • Fixed bug causing the minimum value to become 16 when damage scaling, etc. causes the anti-recovery value to be reduced to 0.
    • Fixes issue where combos become easier after damage scaling is maxed out.
  • When piercing-projectile specials are cancelled out, their hitboxes now remain, but opponents are not affected by hit stun.
    • Exceptions
      • Arthur (wearing Golden Armor): Short Sword, Spear, Torch, Boomerang, Axe
      • Chris: Magnum Shot, Magnum
      • Thor: Mjolnir
  • Changed Advancing Guard so that if a player is in block animation continuously for 300F from the first blocked hit, using advancing guard on a projectile will push the opponent away.
  • Off the Ground (OTG) Relaunch Attacks:
    • Changed so that OTG relaunch attacks (attacks that ignore opponent’s knocked down state and damage them as if they are standing) are limited to twice within a single combo (excluding Hyper Combos)
    • Affected moves:
      • Dante: Volcano, Drive
      • Thanos: Titan Charge HP
      • Jedah: Turbine dell’Ira LK/HK
      • Captain America: Trick Shield LK
      • Strider Hiryu: Formation B: Shoot
      • Frank: How to Use HP (includes air version)
      • Zero: Hyouretsuzan
      • Nova: Nova Punch
      • Spencer: Bionic Bomber LK/HK
      • Dormammu: Purification LP/LK/HP/HK
      • Arthur: Torch
  • Made input buffer for normal moves possible during post mid-air recovery.
  • Changed minimum value of gravity for air block (whiff) to match that of falling from a normal jump.
  • Changed so that jump count is not reset after Wall Jump
    • Affected characters:
      • Chun-Li
      • Strider Hiryu
  • Fixed a bug that caused the shadow’s hitbox to remain for the duration of the hitstun if the character takes damage with long hitstun while using a shadow attack. Also fixed bug that caused the shadow to put out an incorrect hitbox when hit by an opponent’s throw or attack throw while shadow is activated.
    • Affected characters:
      • Gamora
      • Zero
  • Fixed a bug that caused certain characters to go off-screen when performing Wall Cling while captured by the Space Stone and the opponent retreats to the opposite wall.
    • Affected characters:
      • Firebrand
      • Black Panther
  • Fixed a bug that caused background music to stop when too many special effects overlap.
  • Fixed a bug that caused matches to end in a draw regardless of actual result when Fight Request is ON in Training Mode, and a shortcut is used to Restart during the frames before the “Here Comes a New Challenger” message appears.
  • Made it easier for players ranked 5 th and above to match with other players.
  • When an opponent has been hit by three special “grab” projectiles in a single combo, they will automatically be affected by a spiral hit stun, causing them to be invincible and sent into the air.
    • Affected characters:
      • Spider-Man: Web Ball (LP/HP/air version)
      • Frank West – Hammer Throw (LK/HK)
    • Fixed a bug that allowed such combos to be continued by hitting the opponent with attack throws (ex: Jedah’s Sangue Sacrificale)

CHARACTERS

Ultron

  • JHP: Reduced hit box size and increased hurt box size
  • Encephalo Ray: Removed invincibility

Gamora

  • JHP: Second hit is now HIGH
  • JHK: Third hit is now HIGH
  • Ground Shoot & Slash (LK/HK): Fixed bug causing it to have throw invincibility during certain times.
  • Slash Rush: Invincibility ends 1F before attack start-up

Thanos

  • Titan Shield LK:
    • Hit window decreased from 6F to 3F
    • Increased move recovery by 5F
  • Final Judgment: Removed projectile damage box so that this attack is not cancelled out by certain projectiles like beams.

Captain Marvel

  • Binary Ignition: Fixed a bug that caused health to decrease during grab sequence and damage animation.

Dante

  • Decreased health from 10,000 to 9,000
  • When transitioning into these moves, Dante will no longer turn to face the opponent:
    • Million Stabs
    • Million Stabs (Quick)
    • Drive
    • Volcano (During Million Stab)
    • Prop Shredder
    • Revolver
    • Million Carats
    • Crazy Dance
    • Twister
    • Jam Session
    • Bee Hive
  • 5LP: Increased hurt box size
  • Raise Flag (6LP)
    • Increased hurt box size
    • Decreased active frames from 4F to 3F
  • 5HP:
    • Increased start-up from 12F to 13F
    • Decreased active frames from 3F to 2F
  • 2HP:
    • Increased hurt box size
    • Decreased active frames from 4F to 3F
  • Jump LP:
    • Increased hurt box size
  • Reverse Edge (J6LP): Increased hurt box size
  • Jump HK:
    • Initial damage scaling decreased from 100% to 90%
    • Increased attack start-up from 14F to 15F
    • Reduced horizontal reach
    • Changed hitboxes so that they gradually increase in size, rather than instantly appearing at full size
  • Normal throw (both forward/back): Knockdown duration decreased from 30F to 20F
  • Air throw (both forward/back): Lowered floating on ground bounce
  • Million Stabs:
    • Damage decreased from 1560 to 800
    • Meter gain first hit decreased from 200 to 100 (except for last hit)
  • Drive: Decreased damage from 1410 to 900
  • Rain Storm (J2HK): Can only be activated in the air once
  • Prop Shredder: Decreased damage from 1120 to 850
  • Revolver:
    • Damage (5 hits) decreased from 1590 to 960
    • Meter gain per hit decreased from 300 to 200 (excluding last hit)
  • Jet Storm:
    • Slowed down rush speed
    • Decreased damage from 1560 to 1150
    • Reduced hit box size
    • Increased hurt box size
  • Crazy Dance:
    • Decreased damage from 1925 to 1176
    • Increased hurt box size
    • Scaling on hit stun decay 100% to 98%
  • Twister: Reduced width of hit box
  • Tempest:
    • Reduced width of hit box
    • Increased recovery by 9F
    • Meter gain first hit decreased from 200 to 100
  • Bee Hive:
    • Decreased damage from 2290 to 1239
    • Meter gain first hit decreased from 200 to 100
  • Hammer:
    • Decreased damage from 900 to 700
    • Reduced hit box size
    • Increased hurt box size
    • Added 9F of landing recovery
  • Volcano: Decreased damage from 1000 to 800
  • Killer Bee: Decreased damage from 1100 to 900
  • Million Dollars: Delayed start of attack after black screen by 10F
  • Devil Trigger: Fixed a bug that caused health recovery during grab sequence and damage animation.

Captain America

  • Unyielding Justice: Allowed Active Switch after attack finishes.

Strider Hiryu

  • Gram (LP/HP/air LP/air HP): Changed knockdown time from 60F to 20F
  • Vajra (LP/LK/HP/HK): Changed command input priority to lowest setting
  • Leaping Kick: Increased unrecoverable hit stun value from 16 to 24

Chun-Li

  • Tenshokyaku (LK/HK/air version): From 1F onwards, has mid-air hit box

Firebrand

  • Tornado (LP/HP): Disappears if Firebrand takes damage

Chris Redfield

  • Gun Fire LP (includes air version): Increased damage from 960 to 1140
  • Gun Fire HP (includes air version): Increased damage from 952 to 1072
  • Magnum Shot (includes air version), Magnum (used in Combination Punch):
    • Increased damage from 1200 to 1500
    • Projectile does not disappear even if cancelled out
    • Gains 3 bullets when auto-reloading after emptying ammo
  • Grenade Toss LK: Increased damage from 700 to 1000
  • Grenade Toss HK:
    • Increased explosion damage from 300 to 700
    • Increased flames damage first hit from 100 to 150
  • Shotgun (used after Combination Punch): Increased damage from 500 to 600
  • Grenade Launcher: Increased damage from 3200 to 3250

Frank West

  • Tools of Survival Lv3 (LP/includes air version): Decreased meter gain (8 hits) from 1600 to 1150
  • Giant Swing (HK): Decreased meter gain first hit (excluding last hit) from 500 to 200
  • JLP (Lv1-3), JHP (Lv3): Fixed a bug that caused Frank to stay suspended when mashing one of these moves after cancelling into one of them from a move that causes Frank to be suspended in air.
  • Giant Swing (LK/HK): Fixed a bug that caused the zombie’s action not to be cancelled when hit by Thor’s Mighty Punish while performing Giant Swing.

Doctor Strange

  • Flames of the Faltine: Fixed a bug that caused all Flames to disappear when there are 2 or more on screen, and one is cancelled out.
  • Eye of Agamotto: Increased unrecoverable hit stun value from 16 to 24.

Zero

  • Youdantotsu (6LP): Reduced hit stun
  • Hadangeki (HP): Decreased meter gain on first hit from 800 to 400
  • Ryuenjin (LP/HP): Decreased active invincibility from 4F to 2F
  • Raijinshou: Decreased invincibility from 9F after black screen to 1F

Nova

  • Super Nova: Changed unrecoverable hit stun value from 16 to 255 on all hits except the last.

Ghost Rider

  • Neutral HP: Changed knockback direction
  • Hellfire (HK, Charged): Changed unrecoverable hit stun value from 16 to 30 on first 3 hits.
  • Spirit of Vengeance:
    • Increased unrecoverable hit stun value from 16 to 50 during rushdown
    • Increased unrecoverable hit stun value from 16 to 255 on 1 st hit with additional input of LP+HP
    • Increased unrecoverable hit stun value from 16 to 60 on 1 st hit with additional input of LK+HK

Hawkeye

  • Shock Value (6LK):
    • Increased hit stop on projectile throw from 0F to 6F

Spencer

  • Hand Bomb (LK): Revised an issue caused during situations such as being reflected by Advancing Guard where the bomb would not be affected by gravity and fly off the screen.

Dormammu

  • 5HP: Changed so that the attack will activate when other projectiles hit
  • 2HP: Decreased active frames from 20F to 10F
  • Liberation (D2, C1): Decreased meter gain from 100 to 30
  • Liberation (C3/Thorns):
    • Unrecoverable hit stun value decreased from 40 to 24
    • Duration decreased from 180F to 101F
    • Disappears when Dormammu takes damage
    • Meter gain first hit decreased from 300 to 100
  • Stalking Flare:
    • Hit window decreased from 4F to 2F
    • Increased unrecoverable hit stun value from 16 to 24
    • Dark Dimension: Removed hit box that was around Dormammu’s back

Sigma

  • Overload Laser (6HP): Fixed bug causing invisible hit box to remain when cancelling the move on startup.

Monster Hunter

  • Draw Slash (H): Removed OTG property
  • Dodge: Fixed bug that caused Monster Hunter to dodge in the opposite direction of what was input after certain situations like hitting an opponent who is in the air with Draw Slash at close range, etc.

Follow us on  Twitter  and Like us on  Facebook  to stay up to date on Marvel vs. Capcom: Infinite !

© 2017 MARVEL ©MOTO KIKAKU. ©CAPCOM

EN

Court Files: The Characters of Apollo Justice: Ace Attorney, Vol. 1

Nov 15, 2017 // Kellen Haney

Court will soon be back in session when Apollo Justice: Ace Attorney comes to the Nintendo 3DS on November 21 st in North America and November 23 rd in Europe! Many of you may be new to the series thanks to Phoenix Wright: Ace Attorney – Dual Destinies or Phoenix Wright: Ace Attorney – Spirit of Justice, or simply missed out on Apollo’s early adventures when AJ:AA first came out on the Nintendo DS in the west in 2008. If it pleases the court, I’m here to get you up to speed on some of the beloved characters in Apollo’s debut game.

We’ve previously featured  Trucy and Apollo’s Excellent Adventure courtesy of the game’s equally excellent localization director, Janet Hsu, so let’s start with these two characters you’ll be spending the most time with. Watch out – here comes Justice!

The horn-haired hero himself.

If you’ve played the more recent titles in the series, you’ll know that Apollo is a capable – if not easily flustered – attorney in his own right. It took a lot of training and plenty of courtroom battles to build up that (mostly) confident nature, though! In this game, we meet a fresh-faced Apollo, eager to begin his first day in court as a lead defense attorney and put his “Chords of Steel” vocal exercises to the test. Ensuring that young Justice doesn’t croak is his mentor and boss, Kristoph Gavin, known as the “coolest defense in the West” thanks to his calm and collected nature no matter the odds. Despite Apollo’s inexperience, it’s up to the greenhorn horn-head to defend a particularly unusual client who asked for Apollo specifically.

The client, a player at the Borscht Bowl Club accused of murder, was involved in a back room card game gone wrong. With Apollo’s first case pitting him against “The Rookie Killer,” Winston Payne, he soon finds that there’s a lot more to his first case than meets the eye. Soon enough, Apollo finds that there’s far more dangerous opposition in the courtroom besides the prosecutor’s bench.

Apollo’s strong sense of justice is befitting of his name, and he’s a man willing to put everything on the line in order to find the truth. Helping him along the way is his unique bracelet, a family heirloom that reacts when someone is telling a lie. Alongside Apollo himself, AJ:AA marked the debut of Apollo’s ability to focus, allowing him to narrow in on people’s nervous tics and perceive the exact moment that they’re telling a lie. Using this unique skill, Apollo can extract the truth from a person’s testimony to get to the truth.

Even with his unique talents, Apollo can’t do it all alone, and that’s where a magical girl comes in to save the day!

Making her first appearance during Apollo’s first big day in court, Trucy’s destiny seems to be tangled up with Apollo’s in the days following that first, fateful case. Fans will know that Trucy has quite a magic career ahead of her in later games, but in AJ:AA, Trucy is a promising magician who puts on smaller shows at the Borscht Bowl Club. When Apollo comes to the Wright Talent Agency in search of employment, Trucy not only takes him in as the agency’s defense attorney, but also decides to join Apollo on his next investigation after a certain incident leaves her without a crucial item for her magic show.

Trucy is on the case, acting as both an assistant and council to Apollo in court, and providing helpful observations along the way.

… usually.

Fond of magic and illusions, you can never be sure what Trucy has hidden away in her cloak or tucked underneath her hat. No matter the occasion, her bright and determined attitude shines through, providing useful insights throughout Apollo’s adventures. Affectionately referring to the fledgling attorney as “Polly,” she joins Apollo at crime scenes and in his investigations in their search for the truth.

Of course, those of you who have played AJ:AA before might have noticed some crucial details missing above. Just like a classic film you’ve heard about but not seen for yourself, it’s best to enjoy the story and twists without being spoiled ahead of time! That said, you may be wondering where Phoenix Wright, our other heroic Ace Attorney is. Don’t worry, we’ll catch up with some old friends next week.

See you next time!

EN

Pre-order Okami HD on PS4 and get 2 custom themes

Nov 14, 2017 // Yuri Araujo

We’re less than a month away from releasing the celestial wolf goddess Amaterasu in the wild, so we’re opening up the pre-order gates for those of you who’d like to formalize your commitment to expelling Orochi from the world.

And for folks getting this masterpiece of gaming on PlayStation 4, we’ve prepared two delightful themes, featuring custom buttons, sound effects and, of course, beautiful art and music:

The “Okami” theme takes our brand new key art—made just for this release—and place it nicely onto your PS4 dashboard… but check out what happens when you scroll up. ^_^

The “Providence” theme rotates a selection of stunning pieces of artwork inspired by traditional Japanese paintings. Absolutely beautiful.

While these themes are exclusive to pre-orders made on the PlayStation Store, you can pre-order now on all platforms, so follow the links below to secure Okami HD :

PlayStation 4

Xbox One

Steam

Okami HD will be available on December 12, 2017 in both digital and physical formats for $19.99. For more details, check out our announcement blog post right here

EN

Capcom Cup 2017 Last Chance Qualifier Registration Is Live, Sign Up Now

Nov 13, 2017 // Michael Martin

Capcom Cup 2017 matches will take place December 8th and 9th at the Anaheim Hilton Hotel. Spectators are free to attend for those first two days. The Capcom Cup 2017 finals will be held at PlayStation Experience (PSX) in the Anaheim Convention Center. Spectators will need a PSX pass in order to attend the finals day.

The Last Chance Qualifier will be held on December 8th. The online entry fee is $20 and players will receive a free t-shirt with their registration.

Registration is open now at: smash.gg/tournament/capcom-cup-sfv-last-…

The event is capped at 256 players. Online registration will close November 29th.

Players will be able to register on-site December 7th from 5pm-9pm, the day before the event, for $40. All on-site entrants will be placed in the same pool so you might want to register as soon as possible to avoid being thrown in the “death pool.”

Tournament check in on Friday, December 8th is 9am-11am, with the tournament beginning at 11am.

Some notable players who have already registered for the Last Chance Qualifier include:

GRPT|MOV
GRPT|Infiltration
XsK_Samurai
Tempo|Alex Myers
AW|Nemo
LPN
EG|Ricki Ortiz
Infused|Imstilldadaddy
stormKUBO
And many more…

We have a spacious ballroom lined up in the Anaheim Hilton Hotel, where we’ll have two stages, plenty of casual set-ups, and kiosks with various Capcom games to demo.

We will also have some of our official Capcom licensed partners in attendance with tons of merchandise for purchase, including Nsurgo, Eighty-Sixed, Split Frame, the Capcom Store, and many more!

In regards to Capcom Cup 2017 itself, we are still finalizing some details such as the schedule, but we will update with a schedule as soon as possible.

After some discussion about using a group format for Top 32, we decided to stick with the traditional bracket format using the leaderboard points as seeding. We have been sticking with the traditional ranking throughout CPT 2017 and wanted to maintain consistency for the finals this time. However, we are still actively evaluating it as an option for next year.

We look forward to another amazing event at Capcom Cup, especially with one last finals spot up for grabs in the Last Chance Qualifier.

Be sure to follow CapcomFighters on Twitter for updates on the Capcom Pro Tour and Capcom Cup 2017. You can tune into the event on CapcomFighters Twitch channel .

Thank you for your support and participation on the Capcom Pro Tour this year.

EN

Localizing Across Cultures with Context — For Your Very Careful Consideration

Nov 11, 2017 // Janet Hsu

Hello again! This is Janet Hsu, back with another blog! Now, I know I talked before about Trucy’s Magic Panties , and also mentioned that Klavier is not actually German , but today I’d like to share with you a little more about the thought processes that went into the localization choices we made when creating Apollo Justice: Ace Attorney. So, without further ado, let’s get started! 

Apollo’s first name was chosen as a way to rival Phoenix’s name. Seeing as a phoenix is a famous mythical creature with a strong presence, we felt that Apollo’s name had to be something equally as powerful. Among the other names we had initially considered were Arthur (for the King Arthur connection) and Justin (a play on “justice”).

As for his last name, “Justice” was actually at the top of the list, but two of the other names we initially threw around were Swift (like the bird, and also to imply that justice is swift) and Startel (as a parallel to his Japanese name, which phonetically sounds the same as the word for “surprise”).

–  Ema’s favorite snacks were originally translated simply as “chips,” but when I went to discuss how we were going to localize the graphics for them with the dev team, it turned out that they wanted to keep the snack’s original shape and color for the localized version, too. (I had originally suggested making them orange like cheese curls, since most American snacks of that shape are some shade of neon orange, not brown.) So, I decided it would be better to change the name of the snacks themselves and explain how the product tastes throughout the game instead. Thus, the “Snackoos” brand of chocolate snacks was born. In the Japanese version, they are a ubiquitous snack food known as karintou

–  The localization of the Eldoon’s Noodle cart was a little difficult to pull off back in the DS version because the curtain that spelled out “Eldoon’s Noodles” around the cart has 6 panels on each side, while the Japanese version ã‚„ãŸã¶ãã‚„ (Yatabukiya) only had 5. Unlike other pieces of evidence up until then, we couldn’t simply redraw the background and consider the job done. We had to re-make that part of the model for the piece of evidence you pick up, which was no easy task back in the day. In fact, there was some debate as to whether Eldoon’s Noodle should be named Nemar’s Ramen instead in order to preserve the 5 letters limit, which brings me to my next point.

If you take a look at the vertical flag on the right-hand side of the background, there’s a picture of Mr. Salty slurping up some salty noodles on it. In the Japanese version, the Japanese characters for ramen (ラーメン) were simply written vertically on it, but for the sake of the localization, we had to consider a couple of factors before we could decide on the final design. 

The first consideration was how well known ramen was back in the day. Remember, this was 10 years ago (for context, check out  this article ), and while you may think everyone knows what a proper bowl of ramen is now, this is what people thought of when you said “ramen” back then:

Ah, college, when 10 cents was all you needed for a meal.

As opposed to actual, fresh ramen noodles like these:

Ah, real life, where 10 dollars will barely get you a meal.

And since in the game, we didn’t actually show what a bowl of salty noodles looked like, we didn’t want to give people the wrong impression that it was some super low-class junk food when it was actually supposed to be a rich soup noodle. (True story: when I first moved to Japan in 2002, I couldn’t believe how different real ramen was from what I had eaten in America. The biggest differences were of course the broth, but also the quality of the noodles themselves. It was like eating Italian pasta — they had chew! And elasticity! And flavor! It absolutely blew my naïve little mind.)

The second consideration was how quickly a player could identify what this thing on wheels was. To a Japanese player, this cart’s design is instantly recognizable since the vertical flag clearly says “ramen” on it, and because the cart is something a Japanese person would have seen before in their everyday life. There would be no need to explain what it is, which is why there was no place built into the story to really explain anything so basic about it. However, for the localized version, we thought that it was going to be a little bit tougher for the average player to recognize what it is since not even gourmet food trucks as we know them today existed back in 2007! (They mostly started springing up in 2008 and beyond.) Had there been food trucks, then it might have been slightly easier for players to make the jump on their own.

The third consideration was whether what we went with would affect the gameplay and / or the story. If you’ve played Apollo Justice: Ace Attorney before, then you probably know what I’m talking about here….

So, between these three major factors, we decided that it would be best to convey what this stand was all about through clear iconography instead of simply writing “Ramen” or “Noodles” on the flag vertically, and to name the cart’s dear owner “Guy Eldoon.”

–  Speaking of graphical changes, in resizing the graphics, I had to make a number of additional localization changes to the backgrounds in order to bring them in line with the translated text.

A lot of the things that were touched up were tiny little things that you may not even notice, but it was important to me that if you looked really carefully, you would see that things like the name of the Gavinner’s tour on the billboard matched with what the in-game characters say it says.

Another example of something that wasn’t quite so visible in the Nintendo DS version that became more visible is the bowl sitting in the middle of this table. In the original Japanese, it was a pork cutlet bowl, or katsudon as any fan of “ Yuri!!! on Ice ” will tell you, but the English had been translated as a bowl of stew, so I asked the team to make this look more like a bowl of stew instead.

The reason as to why it’s a pork cutlet bowl to begin with in the Japanese version has to do with Japanese pop culture. As it says in the Wikipedia article:

“[Katsudon] is also a famous gag of Japanese police films: many people think that suspects will speak the truth with tears when they have eaten katsudon and are asked, ’Did you ever think about how your mother feels about this?’ Even nowadays, the gag of ’We must eat katsudon while interrogating’ is popular in Japanese films.

I’ll leave you to play the game yourself to see how this is riffed on in-game! 

–  Finally, as for prosecutor Klavier Gavin and his German lingo, there were definitely a few considerations we had to take into account when deciding his “character voice”.

The first thing was the fact that he tended to use English words in his lines. For example, the Japanese line of the screenshot above has him literally saying the English word “okay” (オーケイï¼ã€€ä»Šæ—¥ã¯ã€ã“ã‚“ãªæ„Ÿã˜ã§è¡Œã£ã¦ã¿ã‚ˆã†ã‹ï¼). This is a pretty common thing that people do in the Japanese entertainment industry, and pretty much Japanese society at large. Similar to how English speakers think that Japanese kanji are cool (to the point that some people get kanji tattoos), Japanese people find that foreign languages like English and French look and sound cool to their eyes and ears, which leads to a lot of English text only existing on a product to serve as “decorative lettering”.

This is why every time I see English text in a game I’m working on, I always ask myself: What purpose does this English text serve in the Japanese version? If the text is simply “decorative” then the words that were chosen are usually words that Japanese people simply find cool but that don’t have a whole lot of deeper meaning to them. If the English is meant to show some degree of “foreignness,” the words that were used will tend to be simple ones that any Japanese player will understand, regardless of whether or not the text sounds natural to a native English speaker. That’s why you see so many instances of what may seem to be perfectly “acceptable” yet “simple” English get changed into something more suitable for the intended audience when it is localized.

In Klavier’s case, his Japanese characterization is molded after a traditional J-rocker archetype, and as such, his speech is peppered with random English words and phrases as a way to elevate his coolness factor. This meant that in trying to come up with something that would convey a similar feel, we had to make him sound cool with a hint of foreignness in the English version. The answer we came up with was German rock. Bands like Rammstein and Tokio Hotel were in during the late ‘90s and early ‘00s, and the German rock scene was very active and producing all sorts of new genres at this time. It’s not too much of a stretch to think that just maybe Klavier was inspired by these amazing bands of the era.

———————– 

There are so many other stories I want to share, but I’m afraid a lot of them would get super spoilertastic, so I’ll have to leave it here for today. But I hope this has given you a little more insight into how much thought goes into each localization decision, big or small.

Next week, I’ll be back with more stories, this time from the dev team! If we’re lucky and Mr. Takumi has the time, we might even get to hear some stories straight from the scenario writer’s mouth!

Until then!

Catch up on previous blog entries here!

EN

Capcom Recap: 11/04/2017 – 11/10/2017

Nov 10, 2017 // Yuri Araujo

This week: Monster Hunter: World is revealed as Game Informer’s cover story for December, we return to the training dojo , continue our Ace Attorney localization talks, and more!

Monster Hunter: World is Game Informer’s December cover story

Localizing Across Cultures with Context — For Your Very Careful Consideration

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[PAST]

Dragon’s Dogma: Dark Arisen – Venturing into the Everfall

Street Fighter V – Challenging the best online warriors out there

 [FUTURE]

All times listed are Pacific Time:

  • Tuesday , November 14th @ 3PM – Dragon’s Dogma: Dark Arisen
  • Thursday , November 16th @ 3PM – Resident Evil Revelations 2

Remember to FOLLOW our Twitch channel to get email reminders whenever we go live.

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If you’re one to start your holiday shopping early, our apparel store is ready for you with a 15% discount on all items! Head on over to capcomstore.com and use code JOLLY.

SHOP NOW

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A Farewell to Miiverse

Patrick Kulikowski: As you may have heard on this past Wednesday, November 8th, the doors to the Wii U and 3DS’ Miiverse have been closed. A sad day for sure, but we at Capcom USA wanted to take this moment to celebrate some of the incredible Miiverse fan art the fans have made over the years. Who would’ve thought you could add so much detail using such a limited amount of touch screen space!?

@bayneapril1 : Ryu, Nina, Bleu, Mogu, and Bo; Breath of Fire


SpaceLincoln: Firebrand; Demon’s Crest


MegaMir89: A heavy-hearted encounter; Mega Man Battle Network 6 Cybeast Falzar


Solstaff13: Crush Crawfish in…”Cooking with Chef X”; Mega Man X3


DEVILMAN3: Lady Hunk, Jessica Sherawat, and Rachel Foley; Resident Evil Revelations


ShinyDusclops88: Princess Prin Prin and Arthur reunited; Super Ghouls ’n Ghosts

We also have an old gallery filled with Monster Hunter themed Miiverse art. Check out a couple of examples below and the full gallery here :

And if you’ve got any Miiverse art of your own, or found some really rad ones online, we’d love to see them, so please link them in the comments below.

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STICKY NOTE: Did you make something cool? Send us a note or drop a comment below; we would love to feature your work here! Same goes for any awesome stuff you may see in the wild; we always welcome more fantastic fan work. =)

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Signing off,

Yuri