Search Results for: "rival-schools"

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Street Fighter V joins ESL One at the Barclays Center for Brooklyn Beatdown!

Jun 10, 2016 // Kellen Haney

Earlier this morning, ESL confirmed that they’ll be adding Street Fighter V to their lineup for ESL One, making SFV the first fighting game to appear in one of ESL’s major fighting game tournaments – with $75,000 on the line – at The Brooklyn Beatdown, October 1 st to 2 nd , 2016!

Home to one of the largest fighting game communities in North America, the state of New York and its surrounding areas present a perfect fit for what will be ESL’s first major fighting game tournament. From Stuart Ewen, Product Manager at ESL: “We’re very excited to bring Street Fighter V to an ESL One event. The Street Fighter community contains some of the most legendary players and moments in esports history, and we hope that with The Brooklyn Beatdown we’ll be helping to realize and relay many more of these moments to Street Fighter V fans worldwide.”

As for the event itself, The Brooklyn Beatdown will be an open bracket tournament with space for 1,024 players. A series of online tournaments will be hosted in the lead-up to the final event in Brooklyn on ESL Play, with top prizes including flight and hotel support for the main event to ensure that competitors from all over the world are able to attend.

Interested? Registration for The Brooklyn Beatdown at ESL One NY is now open on Eventbrite with a $10 registration fee. You will still need to purchase a spectator pass for the event to enter the venue. Tickets to spectate The Brooklyn Beatdown are available through TicketMaster and start at US$45 for a standard weekend ticket.

More information regarding the tournament, registration and ticketing can be found on the official ESL Brooklyn Beatdown website .

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SFV Cinematic Story and Additional June Updates

Jun 09, 2016 // Harrison Young

Hey everyone! 

Big news today! June will be a huge month for Street Fighter V as we introduce the biggest update to the game yet. Tons and tons of new content is in the pipeline and we can’t wait to tell you all about what’s in the works. But first, hit the jump and let’s talk about what’s coming to all SFV players in late June.

 

Cinematic Story: “A Shadow Falls”

 

The SFV Story Expansion is a 3~4 hour experience titled “A Shadow Falls” and will be released at the end of this month as free DLC to all SFV players. The 5 chapter story takes place between Street Fighter IV and Street Fighter III and bridges the events that happen in between the two stories. This is the first time in franchise history that fans will be able to play through this type of cinematic experience in a Street Fighter game. 

The Street Fighter V Cinematic Story Expansion, “A Shadow Falls,” depicts the ultimate battle between the evil Shadaloo organization and the heroic World Warriors who rise up against them. Seven “Black Moons” are deployed by Shadaloo, granting M. Bison unimaginable power and enveloping the earth in total darkness. Seeing the moons mysteriously appear in the sky, Ryu, Ken, and Chun-Li embark on an epic journey around the world to retrieve fragment pieces that are the key to stopping the “Black Moons” before it’s too late. Along the way, they encounter the rest of the World Warriors, each of whom have their own agendas and motivations in mind. The final battle between good and evil begins now… who will RISE UP?

The next related piece of awesome news: all six DLC characters are fully playable in the story mode. That’s right, in addition to Alex, Guile, and Ibuki, that means that Balrog, Urien, and Juri are also playable! The official release of these characters will not be until later in the year, which means everyone will get to play them in advance through this mode. For the DLC characters that haven’t been released at the time the story comes out, those characters shouldn’t be considered final or tournament ready, as they still need to be properly polished and balanced. So, think of this as a free preview of the characters and enjoy playing with them before they get officially released in the other competitive game modes.

Finally, you’ll be able to earn Fight Money from completing the story mode as well! A higher difficulty becomes unlocked after clearing the normal mode, which you can also earn extra Fight Money from:

Normal Mode= 30,000 FM

Extra Mode*= 50,000 FM

TOTAL= 80,000 FM

*Extra Mode (higher difficulty) unlocks after you complete Normal mode

 

In-Game Currency System Changes

We have an important announcement regarding the in-game currency system. We will no longer be introducing Zenny to Street Fighter V as a real money currency option. After extensive testing and development, we came to the conclusion that it was not necessary in order to carry out our original vision for the product. Instead, we will be utilizing the PlayStation Store and Steam stores to carry out real money transactions.

Our plan for the in-game economy of SFV was always to provide players with choice. Fight Money remains as the basic currency that players can earn for FREE through gameplay and utilize to purchase characters and other awesome downloadable content like stages and costumes. For players who want to just purchase the content outright, instead of introducing Zenny, the process will be much more familiar with purchases happening through the established first party infrastructures.

The in-game store will be upgraded with the PlayStation Store and Steam real money purchase options as part of the update in late June. At the same time, the free trial period for Alex and Guile will come to an end as we previously had stated . Players will need to either obtain the characters through Fight Money, real money, or the season pass to continue using them after the update. We hope that everyone has enjoyed throwing down with these fearsome fighters and feels inclined to pick them up after testing them out during the free trial period!

We know fans have also been wondering about how content will be priced, so we created this handy chart which breaks down the content in Fight Money and real money pricing:

 

Fight Money

Real Currency

New Characters

                             100,000

 $  5.99 / € 5.99

New Stages

                                70,000

 $  3.99 / € 3.99

Alternate Stages

                                40,000

 $  1.99 / € 1.99

Story Costumes

                                40,000

 $  1.99 / € 1.99

Premium Costumes

 –

 $  3.99 / € 3.99

 

Additional Content in June Update

The premium Battle Costumes for every character released so far will go on sale this month, and will be available for purchase with real currency only. Now everyone will have access to this hunk of a man:

 

Story mode costumes will also be available for purchase this month, meaning you will no longer need to complete the Character Stories to gain access to the content. Story mode costumes can be purchased with either Fight Money or real currency. We’ll be breaking down all of the costumes coming with the June update in another blog this month. There may be even more surprises in store, so stayed tuned!

Future Content

Daily Challenges are currently being re-tooled and optimized for the game, and we will share the new timing of this feature as soon as we more details. The feature will now be called “Targets,” and they will still be daily goals for players to complete and generate Fight Money, which can be used to purchase in-game content like new characters and costumes. New single player modes including Extra Battle and Versus CPU are also in the works. We’ll share more details on these modes and features as soon as we can.

That’s all for now, but stay tuned as we’ll take a closer look at the many June update features in the days and weeks ahead.

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Save up to 85% in Capcom’s Publisher Sale on PSN!

Jun 07, 2016 // Kellen Haney

With E3 right around the corner, no doubt many of you are taking some time off for one of the biggest events that gaming has to offer. Need something to play in your down time between big announcements? Capcom has got you covered with a selection of good things on sale , stranger. Rise up in Street Fighter V , Narrowly dodge fitting nicely into a sandwich in Resident Evil on PS3 or PS4 , jump and shoot in Mega Man Legacy Collection , restore beauty to the countryside in Okami HD , or kick back and kick butt in Devil May Cry 4: Special Edition . These sales started earlier today (June 7 th ), and will be running until June 13 th . The full list is after the jump, so if you see something you like, head on over to PSN and grab it!

Title   Original % Off Sale
Resident Evil Deluxe Origin Bundle PS4 $39.99 30% $27.99
Resident Evil 0 PS4 $19.99 20% $15.99
Resident Evil HD PS4 $19.99 40% $11.99
Resident Evil Revelations 2 Deluxe Edition PS4 $29.99 37% $18.89
Strider PS4 $14.99 75% $3.75
Resident Evil 6 PS4 $19.99 20% $15.99
Street Fighter V PS4 $59.99 30% $41.99
DmC Devil May Cry Definitive Edition PS4 $39.99 65% $14.00
Devil May Cry 4 Special Edition PS4 $24.99 30% $17.49
Resident Evil Deluxe Origin Bundle  PS3 $39.99 30% $27.99
Resident Evil 0 PS3 $19.99 20% $15.99
Resident Evil 6 Ultimate Edition PS3 $27.99 65% $9.80
Resident Evil Operation Racoon City PS3 $19.99 75% $5.00
Resident Evil PS3 $19.99 50% $10.00
Resident Evil Revelations PS3 $29.99 75% $7.50
Resident Evil CODE Veronica X PS3 $19.99 75% $5.00
Resident Evil Revelations 2 Deluxe Edition PS3 $29.99 45% $16.49
Resident Evil HD Bundle PS3 $29.99 60% $12.00
Resident Evil Chronicles HD Collection PS3 $26.99 74% $7.02
Devil May Cry HD Collection PS3 $19.99 75% $5.00
Mega Man 9 PS3 $9.99 60% $4.00
Mega Man 10 PS3 $9.99 60% $4.00
Street Fighter III: Third Strike Online Edition PS3 $14.99 74% $3.90
Okami HD PS3 $13.99 60% $5.60
DuckTales Remastered PS3 $14.99 70% $4.50
Dragon’s Dogma: Dark Arisen PS3 $29.99 75% $7.50
CAPCOM ARCADE CABINET PS3 $29.99 75% $7.50
Street Fighter III: 3rd Strike: Online Edition DLC Pack PS3 $6.99 50% $3.50
Street Fighter X Tekken PS3 PS3 $19.99 80% $4.00
Street Fighter X Tekken Vita Vita $39.99 85% $6.00
Street Fighter Alpha 3 Max PS3 $9.99 75% $2.50
Capcom Combo Pack PS3 $29.99 80% $6.00
Capcom Super Pack PS3 $49.99 80% $10.00
Capcom Arcade Cabinet: 1985-I Pack PS3 $9.99 50% $5.00
Capcom Arcade Cabinet : 1985-II Pack PS3 $9.99 50% $5.00
Capcom Arcade Cabinet: 1986 Pack PS3 $9.99 50% $5.00
Capcom Classics Collection Reloaded PS3 $9.99 80% $2.00
Capcom Classics Collection Remixed PS3 $9.99 50% $5.00
Capcom Puzzle World PS3 $9.99 50% $5.00
Bionic Commando Rearmed 2 PS3 $9.99 80% $2.00
Lost Planet 3 PS3 $19.99 75% $5.00
Remember Me PS3 $19.99 70% $6.00
Strider PS3 $14.99 50% $7.50
Monster Hunter Freedom Unite PSP $19.99 75% $5.00
Resident Evil 0 Complete Costume Pack PS3 $9.99 30% $6.99
Resident Evil 4 PS3 $19.99 50% $10.00
Resident Evil 5 Gold Edition PS3 $29.99 50% $15.00
Resident Evil 5 Untold Stories Bundle PS3 $12.49 60% $5.00
Resident Evil 6 PS3 $19.99 50% $10.00
Resident Evil 6 Mode Bundle Pack PS3 $9.99 60% $4.00
Resident Evil REV Outfit Lady Hunk PS3 $2.99 50% $1.50
Resident Evil REV Outfit Rachael Ooze PS3 $2.99 50% $1.50
Resident Evil Revelations 2 Season Pass PS3 $19.99 50% $10.00
RER 2 Episode Two: Contemplation PS3 $5.99 50% $3.00
RER 2 Episode Three: Judgement PS3 $5.99 50% $3.00
RER 2 Episode Four: Metamorphis PS3 $5.99 50% $3.00
Resident Evil Revelations 2 Costume pack PS3 $9.99 60% $4.00
Resident Evil Revelations 2 Raid Mode: Throwback Map Pack PS3 $4.99 50% $2.50
Resident Evil Revelations 2 Raid Mode: Character: Albert Wesker PS3 $2.49 40% $1.49
Resident Evil Revelations 2 Raid Mode: Character: HUNK PS3 $2.49 40% $1.49
Resident Evil Franchise Pack PS3 $59.99 60% $24.00
Devil May Cry 4 Special Edition – Lady & Trish Costume Pack PS4 $3.99 50% $2.00
Devil May Cry 4 Special Edition- Super Nero/Super Dante/Super Vergil PS4 $4.99 50% $2.50
Devil May Cry 4 Special Edition – 5 Blue Orbs PS4 $2.99 50% $1.50
Devil May Cry 4 Special Edition – Proud Souls (200,000) PS4 $2.99 50% $1.50
DmC Devil May Cry – Vergil’s Downfall PS3 $8.99 50% $4.50
DmC Devil May Cry – Costume Pack PS3 $3.99 50% $2.00
Breath of Fire IV Multi $5.99 35% $3.89
Mega Man Legends 2 Multi $9.99 75% $2.49
Final Fight Double Impact PS3 $9.99 75% $2.49
Super Puzzle Fighter II Turbo HD Remix PS3 $9.99 75% $2.49
Power Stone Collection PSP/Vita $9.99 60% $3.99
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Monster Hunter Generations Localization Notes Part 2 – Astalos, Maccao and Larinoth

Jun 03, 2016 // Marco

Hi everyone! Time for another look at the localization of  Monster Hunter Generations !  Today we’ll start talking about some of the monster names, but if want to read more about the title as a whole and processes that went into localizing it, please check out my first blog post here .

Let’s kick it off with one of the four new flagship monsters!

Astalos

Astalos, one of the Fated Four monsters is a Thunder Wyvern that makes its home in warm and wide-open spaces such as the Verdant Hills and Ancestral Steppe. It has the ability to charge electricity into its wings, tail and crest over time, which it uses to increase its attack range, speed and power. On top of that, it can also inflict hunters with status ailments such as Paralysis and Thunderblight. 

ライゼクス [ ra-i-ze-ku-su ], the Japanese name for the monster, is derived from the Japanese word for thunder, “rai” and the German word for insect, “insekt”. While the monster’s wings do resemble that of an insect’s, we didn’t want to focus on that in the localized name, as insects have the connotation of being small pests that can easily be swatted away. This monster is anything but that! It’s more likely to give YOU a good swatting. So, we decided to change the suffix to “los” instead, for two reasons:

1. It’s a common suffix among existing monster names, so it would fit well within the Monster Hunter universe.

2. To highlight the similar, but opposing, existence to the Rathalos. Astalos shares the same habitat as the Rathalos and Rathian, so the two species are often fighting over the same territory and prey. The overall shape of its body is also similar to that of the Rathalos and Rathian, so we liked the idea of bringing that similarity into the name as well.

As for the first half of the name, we wanted to keep the thunder/lightning reference, but wanted to change “Rai” to something else. “Railos” just didn’t sound right. We picked out different words from other languages that had the same meaning and came up with various proposals. Here are a few:

• Astralos: from “astrapi,” Greek word for lightning.

• Fulgalos: from “fulgur,” Latin word for lightning.

• Nitralos: from “tonitrus,” Latin word for thunder.

Astralos was one of our top picks, but it didn’t quite roll off the tongue. So we tried dropping the “r” and ended up liking the ring of Astalos much better. It sounded aerodynamic, which we thought was a good fit given the monster’s sleek and sharp appearance. Fortunately for us, the director of the game, Yasunori Ichinose, liked it as well!

    Reference image of Astalos during localization

Maccao and Great Maccao

Localizing the names for Maccao and Great Maccao was easy. The Japanese name, マッカオ [ ma-kka-o ], is a combination of “màt” and “kào”, Thai words for fist and knee. Interestingly enough, the inspiration for their attacks came from Muay Thai, so keeping the name as it was seemed appropriate. All we really needed to decide after that was how we wanted to romanize it.

Reference images of Maccao and Great Maccao during localization

Larinoth

リモセトス [ ri-mo-se-to-su ], as this monster is called in Japanese, is derived from the Greek word for neck, “laimós,” and the Latin word for whale, “cetus.” We worried this might be too much of a mouthful to say, so we brainstormed other possibilities based on the monster’s appearance and characteristics. Its neck being one of its most distinguishing features, we kept “laimós” in the name, but switched out the whale reference for “ocarina,” which was the model for the vocal organs on its head used to signal the herd of any threats in the area. We romanized the “osu” in the Japanese name to “oth,” and came up with Larinoth (laimós + ocarina + oth), which we felt was much easier to pronounce.

 
Reference image of Larinoth during localization

That’s all for now. Thanks so much for reading! I’ve got plenty more to share with you next time, so check back soon! 

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Updates on Street Fighter V Development Vol. 1

Jun 03, 2016 // haunts

Hey everyone! We know all of you have been very patient waiting for new information surrounding Street Fighter V.  Over the past few months, there have been a lot of questions coming our way surrounding upcoming content around the game and the current state of the development roadmap.

We’ll be the first to admit that we can improve our communication with the community, in terms of where our priorities lie around the game and status updates.  We plan to change that in the coming weeks and months and will work to quickly address topics that come up in the community as best we can.

Below, we will be addressing some of the major concerns in the community surrounding Street Fighter V. Hit the jump for the latest updates and be sure to sound off in the comments section with any questions.

Ibuki Release

The first thing we want to address is the release of our next DLC character, Ibuki. We had originally aimed to release her in the last week of May, but in order to provide the best experience possible for our players, we decided to postpone her. We are doing our best to release the content in the last week of June.

To reiterate, we are currently aiming for the last week of June to release both Ibuki and the Cinematic Story Mode.

We apologize to our players all over the globe for not communicating this change to our release schedule sooner.

While we planned to talk about the timing of her release this week, it’s clear that we should have been more upfront with everyone on the shift in timing.

Moving forward, the development team will continue to put quality of the product above all else. This may result in additional delays in content deployment. That said, we will be much more transparent when plans change so all of our fans know what to expect.

Please continue to support the development team in any way you can. They are working very hard to bring you the best Street Fighter yet and positive feedback and support helps more than you can imagine.

Reports of Input Delay

We have heard reports of input delay and have shared it with the development team. They are currently looking into the reports and we will let you know as soon as we find out more.

Rage Quitting Issue

We know some of you are still not having the best experience online due to players who rage quit but we are happy to report that the latest solution has brought the amount of players who disconnect during matches down by roughly 60%.

While this is an improvement, it’s clear we still have a lot of work to do on this issue and you can expect us to roll out additional measures in the future to help address this problem.

That’s about it for today so thank you all for your feedback and for letting us know your thoughts on what you want to see in Street Fighter V. Once again, we will continue to provide more consistent updates on the direction of Street Fighter V and will share information with our fans as soon as it’s available.

We’ll have a ton of new, exciting information for you in the coming days and weeks so keep checking back here or follow us @StreetFighter for the latest news.

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Resident Evil 20th Anniversary – The Evolution of Wesker

Jun 02, 2016 // Tim

The Resident Evil series hosts some of the most unforgettable and beloved video game characters ever. The cast of tough-as-nails survivors is matched by equally nasty villains, including the persistent Nemesis and vengeful William Birkin. Standing above all those classic RE antagonists is the calm, collected, and conniving Albert Wesker. To show our love for this cop-turned-public enemy, we created a video chronicling Wesker’s evolution throughout the series.

With the upcoming PS4 and Xbox One release of Resident Evil 5 , now is the perfect time to reflect on this game’s main villain. This video serves as a top-level rundown of Wesker’s virus-enhanced storyline throughout the core RE games. We also take time to comment on changes to Wesker’s signature black outfit over the years (fun fact: the sunglasses are almost always involved).

* Spoiler Warning : This video doesn’t hold back about important story details from multiple Resident Evil games*

For more on the 20th Anniversary of Resident Evil, check out our recent developer interview  which covers everything from the classic PlayStation originals, RE 5, and briefly touches on the RE 2 remake.If you can’t get enough Wesker in your life, check out the Upgrade Pack for Umbrella Corps which lets your mercenary wear a special Wesker mask.

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Dead Rising: Endgame Trailer

Jun 01, 2016 // Jeffery Simspon

We’ve told you about our time as extras on the set of Dead Rising: Endgame and how we ran a zombie boot camp for Naomi Kyle . Now after all the filming is done, we’re happy to be able to showcase the trailer for the film.  

Dead Rising: Endgame will be streaming on Crackle starting June 20th.  

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Have your questions answered by the Spirit of Justice development team!

Jun 01, 2016 // Kellen Haney

Have you ever wondered what goes into making a game like Phoenix Wright: Ace Attorney – Spirit of Justice? No need to cross-examine that statement, because we’ve got a special opportunity for fans today: we want to answer some of your questions for the development team about the upcoming game!

Curious about how Rayfa’s design came to be? Want to know more about the Kingdom of Khura’in? What was the process for designing character animations? Now’s your chance to ask those burning questions and get some answers from behind-the-scenes. We’ll have more details on how and when these questions will be answered soon, so for now, don’t HOLD IT – get those questions in!

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RE 20th Anniversary Video – From Ambitious Origins to the RE 2 Remake

Jun 01, 2016 // Tim

Today marks the fifth and final entry in our RE 20th Anniversary video series, which features interviews with Capcom developers reflecting on their years spent making these beloved horror games. The series ends strong, too. This video highlights Yasuhiro Anpo, programmer on early RE games and director of Resident Evil 5, and Yoshiaki Hirabayashi, developer on the Resident Evil remake and producer of the Resident Evil HD remaster. Together, the duo discusses their memories working on RE 5 and even touches on the highly anticipated Resident Evil 2 remake.

In order to research RE 5’s online co-op, the team spent ample time playing other online and co-op games during development. Anpo-san and Hirabayashi-san‘s RE 5 discussion is especially relevant given the title’s upcoming release on PS4 and Xbox One this month . The duo also remembers the challenge of disassembling the 2002 RE remake in order to create the remastered HD version released in 2015.

Finally, Anpo-san and Hirabayashi-san wrap up by reminiscing about the innovative changes made to the Resident Evil HD remaster, and encourage fans to get excited for what they have planned for the Resident Evil 2 remake.

While this video marks the end of the Resident Evil development team’s insightful video series, we’re far from done celebrating the series’ 20-year legacy. Stay tuned for more nostalgic reflections on the franchise’s rich history in the near future.

In the meantime, be sure to watch the previously released RE 20th Anniversary developer videos:

RE 20th Anniversary Video – RE Revelations Devs Look To The Past And Future

RE 20th Anniversary Video – Producer Hiroyuki Kobayashi Reflects On 20 Years Of Horror

RE 20th Anniversary Video – Koji Oda Talks Resident Evil

RE 20th Anniversary Video – Masachika Kawata Talks Co-op & Handheld Development

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Release Dates for Resident Evil 5 on PS4 & Xbox One

May 31, 2016 // Tim

Chris Redfield and Sheva Alomar’s dramatic chapter in the Resident Evil series is making its way to a new generation of consoles. Today we’re happy to announce the release dates for upcoming physical and digital versions of RE5, along with Xbox One pre-order details and info about features like The Mercenaries United and No Mercy Mode.

Resident Evil 5 is one of the most dramatic, high-tension entries in the series, as Chris and Sheva battle through the African settlement of Kijuju, which has been infected by the mysterious Uroboros virus. The duo uses a diverse arsenal of upgradeable weapons to fight the gigantic Executioner Majini, powerful Lickers, and even evil franchise villain Albert Wesker. The suave antagonist is back with his most grandiose scheme yet, aided by enigmatic masked ally.

Two players can team up to play through the intense and extensive campaign together, which includes boating through gator-infested swamps and exploring ancient ruins beneath Kijuju. Co-op in this game builds off of the satisfying, deliberate, and revolutionary gunplay introduced in Resident Evil 4. Friends can team up for both local split-screen and online co-op play. Remember, friendships can either be strengthened or shattered depending on how quick you are to heal your buddy with that first-aid spray.

In addition to the climactic story campaign, fans will also get every piece of add-on content previously released. This includes additional story add-ons “Lost in Nightmares” and “Desperate Escape,” along with No Mercy Mode, which was previously available only on PC, and the all-encompassing The Mercenaries United. No Mercy Mode takes advantage of the extra power of current-gen consoles to throw even larger hordes of enemies at players. The Mercenaries United consolidates every piece of Mercenaries content that was originally released for RE5.

Fans can get their hands on Resident Evil 5 when it releases digitally for PS4 and Xbox One on June 28. A retail disc version will release shortly afterwards in North America on July 12. If you’re planning to pick up RE5 on Xbox One, you can also preorder now !

For more screenshots, check out our Facebook page !

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Ibuki Infiltrates Street Fighter V Roster!

May 30, 2016 // Harrison Young

What’s up World Warriors!

We’re happy to announce that Ibuki — everyone’s favorite kunoichi — is making her return in Street Fighter V! She has always been a very tricky, technical character so players who are looking for a challenge won’t be disappointed as she comes  with loads of new ninjutsu tricks up her sleeve to keep her opponent guessing at all times. Hit the jump for more details on our latest DLC character!

Ibuki has been trained in the deadly art of ninjutsu from an early age in a village located in the mountains of Japan and is often seen with her pet tanuki, Don and her best friend Sarai Kurosawa. She is constantly tasked with difficult missions and rigorous training and dreams of one day finishing her ninja exams, leaving all this behind to live a life of a normal schoolgirl.

 

Her first appearance was in Street Fighter III: New Generation where she is sent by her clan to retrieve the “G file” from Gill, which she obtains after their battle. This document details the start of a new mysterious project and Gill condescendingly instructs her to use it as a reference paper for her studies.

In Street Fighter III: 3 rd Strike, she goes on to complete her training with Oro in the hopes of passing her ninja exams and furthering her education. She does so and is accepted to a university which turns out to be just another chapter in her training as it is revealed to be a secret ninjutsu training facility. Street Fighter III is also where we learn that she has quite the knack for picking up rivals, as you’ll see in her special intro with Makoto.  

Her next major appearance was in Super Street Fighter IV, where she sneaks off from her ninja training to search for cool guys, meeting various rivals like Sakura Kasugano and eventually ending up back at the ninja training camp, late for her exams.

Besides the mainline Street Fighter titles, she has also appeared in a number of crossover games such as Pocket Fighter and Street Fighter x Tekken .

Character Overview

 

Ibuki has always been a very mobile character with various target combos, but she now has even more ways to mix-up the opponent with the ability to glide through the air and toss out ninja bombs, making it very difficult to predict where she will land and where her next attack will come from.

Kunais have also been a cornerstone of her playstyle, but now players will have to be much more strategic in their use as she can only stock five at a time before she has to quickly obtain another set. That said, their utility is just as powerful as ever as she can send her entire stock flying at the opponent for serious damage. 

Ibuki builds up energy and blasts it from her palm towards the opponent. The blast range is dependent on how long Tenrai is charged for.

V-TRIGGER: Isshaku Horokudama

Ibuki digs into her bag of ninja tools and throws a bomb at the opponent. Depending on which direction is held upon activation, the bomb can either go off quickly, after a slight delay or after a longer delay. Ibuki is extremely crafty and impatient, however, so there might be other ways to trigger the explosion.

The pinnacle of Ibuki’s ninjutsu training! Ibuki launches the opponent into the air, quickly following after them. She then performs a series of ninjutsu seals, culminating in a large scale blast to the opponent’s skull.

You probably notice from the trailer and screens, but we also have a brand new alternate stage coming! It’s a day time version of the Kanzuki Estate stage, aptly named Estate at Noon. Look forward to throwing down among the sunlit cherry blossoms!

That’s it for today, but we have a lot of exciting news coming very soon! June is going to be a huge month for Street Fighter V, with the highly-anticipated Story Expansion and more surprises planned, so stay tuned and be sure to follow us @StreetFighter on Twitter for the latest updates!

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Monster Hunter Generations Localization Notes Part 1 – Title and Process

May 28, 2016 // Marco

Hello everyone! My name is Marco Bombasi, one of the Localization Directors in Capcom Japan’s Global R&D department. I’m here to give you a peek into the development and localization of the latest title in the Monster Hunter series, Monster Hunter Generations! This is a very special title, packed with tons of new content and gameplay features. There’s a lot I have planned to share with you, so I’ll be posting a few times over the course of the next few months leading up to the game’s release on July 15 !

Before we get down to the nitty-gritty, this is my first post on Capcom Unity, so allow me to tell you a little bit about myself. I started at Capcom in 2011, and have worked on titles such as Asura’s Wrath and Dragon’s Dogma: Dark Arisen. My first foray into the Monster Hunter series was with Monster Hunter 4 Ultimate, where I worked as a content direction and translation lead. After MH4U wrapped up, I was given the opportunity to take on the challenge of Localization Director for MHGen , so here I am! The localization for MH4U set the bar pretty high, so I had my work cut out for me with this title. But, now that the game is almost finished, I’m really happy with how the localization quality came out! I hope you feel the same once you get your hands on it this summer.

Now then! Let’s get into the good stuff, shall we? Monster Hunter Generations was a beast (or monster, if you prefer) of a game to localize, so I’d like to give you a look into the development process, some of the issues we faced, and how we went about localizing certain terms. Fortunately, a lot of the standards we established in Monster Hunter 4 Ultimate carried over to MHGen , so we had a solid foundation to start with. Andrew Alfonso, the Localization Director for MH4U , goes into detail about these in his blogs from last year, so I highly recommend reading them if you haven’t done so already! No, really, go ahead. I’ll wait.

…All finished? Interesting stuff, right?  

With each new installment in the series comes new challenges for localization.

First Order of Business

We started planning the localization for Monster Hunter Generations back in December 2014, as development on MH4U was winding down. We began having meetings with the development team to get an idea of the overall scope of the game, how much text there would be, what kind of time frame we had to work with, etc., so we could start mapping out our schedule. In the midst of all that, our first official request came from the producer. Our mission: localize the game’s title! We were given the following conditions for coming up with the international title:

1) Needs to match the game content

2) Must be clear that it is not a numbered entry in the series

3) Needs to be understandable in North American and European regions without translation

As I’m sure you know by now, the official Japanese title for the game is Monster Hunter X. I don’t know about you, but when I first saw this, I read it as “Monster Hunter 10.” I knew that couldn’t be right, so my second guess was the letter “X” (as in Mega Man X). Of course, I learned soon after that it was pronounced “cross,” to symbolize the crossing of both the returning and new elements in the Monster Hunter series. But given the conditions above, we couldn’t leave the title as is. We threw ideas back and forth and consulted with our friends at Capcom USA and Capcom Europe to see what would work best for both regions. Suggestions such as “Monster Hunter Tribute” and “Monster Hunter Unity” came up, but in the end we felt that Monster Hunter Generations summed up the game nicely, as it encompasses content from various games in Monster Hunter history.

A Decade in the Making

As I mentioned earlier, Monster Hunter Generations is packed with new content. Additionally, many monsters, NPCs and locations from previous titles will be appearing in the game, including some from Monster Hunter games that were never localized before! For the first time ever, you’ll get to visit Yukumo Village, where you can relax at the Yukumo Footbath before venturing out to take on the elder dragon, Amatsu (アマツマガツム[ a-ma-tsu-ma-ga-tsu-chi ] from Monster Hunter Portable 3 rd). Of course, you could also pay a visit to the footbath after, if that’s your thing. Personally, I’m more of a footbath-before-hunt kinda guy.

I love me a good footbath. But what did all this mix of content mean for localization? Well, it meant we had a looooot of legacy text to polish. We were dealing with text from previous games that each had different character limits and localization standards at the time they were developed, so the quality level of reusable text was all over the place. We spent a total of about three weeks sifting through it all, updating it to our current standards and unifying naming conventions for consistency. The majority of these changes were made to weapon/armor names and their descriptions. In some instances a quick touch-up did the trick, but in others the text needed to be rewritten completely. We do have our own in-house localization tools to help us check quality and iron out inconsistencies, but it’s still quite a time-consuming process to get everything up to the same level of quality, especially given the amount of text in the game (there’s a lot more than you might think!).

A lot of the UI was redesigned for MHGen , which meant any text that we touched up and used from MH4U wouldn’t fit as is. We wanted to avoid sacrificing quality by rewriting the text just so it could fit within a text box, so we negotiated with the dev team to see if it was possible to either increase the UI size or decrease the font size to make the legacy text fit.

Unfortunately, enlarging the UI limits was out of the question. There was just no extra space on the screen. Increasing the UI size in one area would mean shrinking it in another, and that would just cause all kinds of problems. We tried decreasing the font size next, but shrinking it to a point where all the text fit made the text too small to read. The hard truth sunk in—we needed to shorten some of the text. We played around with different font sizes, and luckily found a balance where the text was readable, and only about 5% of the legacy text exceeded the character limit. As a result, we were able to fit the majority of any reusable text from MH4U within the new limits without sacrificing quality.   

The text turned out slightly smaller than in MH4U.

There you have it! Your first behind-the-scenes look at the localization of Monster Hunter Generations! Next Friday, I’ll talk about how we came up with names for some of the new monsters you encounter in MHGen.