Search Results for: "webcomic"

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MH4U monster spotlight: Seregios, the Thousand Blade Wyvern

Dec 03, 2014 // Yuri Araujo

A couple of months ago we revealed the Gore Magala , the monster that drives the main story line in Monster Hunter 4 Ultimate while introducing a number of new features to the series. But as you know, MH4U is the equivalent to Japan’s MH4G , so there’s a whole G portion to the game, and the monster leading the charge on that part is the deadly Seregios!

 

With the combination of very large claws and the ability to shoot razor-sharp scales, the Seregios puts up quite a unique fight. The large claws are used to grab small monsters (or even your companions!) and toss them right at you while its scales are used as deadly high-speed projectiles.

 

Getting hit by those scales might leave one of them stuck on you, triggering a brand new ailment: Bleeding! If you move too quickly and the scales will cause you to bleed more, so you’ll have to find a safe spot to crouch and heal or eat some steak.

 

But Seregios’ impact goes beyond just new movement patterns. As you craft Seregios weapons, you’ll get to enjoy some new combat mechanics as well. Blademaster weapons will re-sharpen themselves after a few evasive moves, Bowguns will reload one bullet after each evasion and the Bow gets a special attack bonus for Close Range coatings. Just to clarify, Seregios’ weapons are the only ones in game with this ability.

Here are some shots of the equipment:

Female Gunner armor and Bow

Male Blademaster armor and Insect Glaive

And here’s the adorably fierce Seregios Palico gear:


Palico gear

As you can see, the Seregios definitely earns the spot as the flagship monster alongside the Gore Magala, bringing in not only a very interesting fight but also unique mechanics for hunters to enjoy throughout the rest of the game

Look forward to these and more awesome stuff in MH4U on the Nintendo 3DS early 2015!

                   

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Come visit Capcom at the PlayStation Experience

Dec 03, 2014 // GregaMan

Those attending PlayStation’s first-ever  PlayStation Experience   event in Las Vegas this week (December 6th and 7th) should make sure and pay a visit to the Capcom area, where we’ll have all the latest game demos, fighting game tournaments, and maybe even some game giveaways. Details below.

Resident Evil Revelations 2
Claire Redfield and Moira Burton star in the latest chilling installment of the Resident Evil franchise. Imprisoned on a mysterious island, Claire and Moira are fighting for survival as they try to unravel the secrets of what’s really happening on this tiny island facility, but little do they know that evil is watching their every move.

The story will unfold over 4 dramatic episodes each being released on a weekly basis digitally. Pre-order the Complete Season now on PlayStation Store to get the whole story and also receive the ‘RAID Mode Throwback Stage Pack’ for free! Resident Evil Revelations 2 will be coming to  PS4  and  PS3  in early 2015, but you can get a first look at the game with our playable demo at PlayStation Experience.

Resident Evil
The game that defined the survival-horror genre is back! The remastered HD version of Resident Evil will be available for download early 2015 for PS4 and PS3. This is the first time the game will be playable for the public, so come by and see the mansion in a whole new way.

Ultra Street Fighter IV
Experience the action and hype of the Capcom Pro Tour! Free-to-enter Ultra Street Fighter IV tournaments will be running every day of the show, with awesome prizes for winners and entrants alike. Put your skills to the test on the specially created eSports stage, or one of the playable demo kiosks. Best of all, anyone who plays a match of USFIV, tournament or not, will get a FREE digital copy of Super Street Fighter IV Arcade Edition for PS3!

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JoJo’s Bizarre Adventure x Monster Hunter mash-up fan art

Dec 02, 2014 // Yuri Araujo

Have you heard of JoJo’s Bizarre Adventure? Well, it’s pretty awesome. The whole concept of  Stands as a game mechanic is just fascinating to me. I’ll let you do some of the research on that, but for now let’s enjoy this fan art by torsvik .

What I also find pretty fascinating is just how the universe works… reflecting on this, I remembered how  JoJo’s Bizzare Adventure HD Ver . was my very first project here at Capcom, but was already prepping up for the announcement and release of  Monster Hunter 3 Ultimate . Funny how things can get connected like that, right?

Anyways, hope you got the cross referencing in the fan art. And thanks torsvik for creating such an accurate representation of what late 2012 was for me. =)

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Monster Hunter Mondays 12/1: MH3U live at 3pm PT

Dec 01, 2014 // Yuri Araujo

Hope everyone had a pleasant holiday weekend… but since we’re all back and it is Monday, hunters like us have some serious work to do!

Tune in to  twitch.tv/capcomunity from  3pm to 4pm PT to see some monster hunting action. Also, for those with  MH3U on the Wii U, you can join us at  Help D Lobby 10 .

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An Introduction to the USFIV Omega Edition Characters: Part VI

Nov 30, 2014 // ComboFiend

The time for giving is upon us! That said, allow me to give you the latest Ayano blog, where he further explains what changes you can look forward to when the Omega Edition characters come your way.

Hey everyone, Tomoaki Ayano here!

Christmas will soon be here! I know a lot of you will spend the day with family and loved ones…but maybe some of you will spend it with the warm glow of a TV screen as you take on opponents online in Ultra SFIV! As for me, I’ll probably be hard at work.

Today we’ve got a lot of ground to cover with part six of the Ultra SFIV Omega Edition introductions. The theme this week is the New New Challengers, which means we’ll be covering Hakan, Juri, Evil Ryu, Oni, and Poison.

…Yes, I know the theme name is uninspired, but it’s something I came up with on the fly. Do you really care about it that much?! Haha.

Anyway, today’s blog includes two of the characters I use, Hakan and Poison, so I’m especially psyched up!

 

Juri

Jyafuten

Juri uses the power of the Feng Shui Engine to gather power at her feet. From here she can perform a couple of move variations.

Press forward and release the button for Fusatsusen. This is a kick move that varies depending on the button pressed.

The fierce version results in a double rising kick. It deals a lot of damage and can be used as a follow-up move in many different situations.

Press backwards and release the button for Shotenha, a kick-launcher move. Of course, you can follow up afterwards too.

 

It’s a great set-up for her super!

Jyafuten gives Juri new options for her mid- and close-range attacks. I feel like this update really solidifies Juri’s fighting style: Tae Kwon Do expertly mixed with the unique Feng Shui Engine.

My inspiration: The explosive Feng Shui Engine!

 

Hakan

Hakan Launcher: A new move that lifts the opponent into the air.

After the opponent is launched, you can cancel into an Oil Shower. Once you get the hang of this move, you can even hit the opponent with follow-up attacks! The EX version turns into a hit-throw, and once the opponent has been sent crashing to the ground, Hakan automatically follows up with an Oil Shower!

 

Hakan Splitter: Hold fierce punch for a knockdown attack. It starts up slowly, but it’s an overhead attack that’s good for toppling your opponent.

In Omega, Hakan will also be able to cancel his existing moves. This feature, combined with his new moves, gives him a whole lot of chances to oil up. He’s also got new feint variations to throw his opponents off their game. I think Hakan’s a really interesting character and I love the Omega take on him.

My inspiration: The slippery king.

 

Evil Ryu

Rakuyo Hadoken: A fireball that goes straight up, and then flies down at an angle!

We wanted to give Evil Ryu a Zanku Hadoken he could use without having to jump. This move leaves Evil Ryu pretty open, but it can be a very powerful tool: knock your opponent down and then use this to help set up your offense. This is a new type of fireball for the SF series, so it’s going to be interesting seeing players try it out.

Ryukosai: A stronger, multi-hitting version of Ryusokyaku that uses two bars of super meter. The first hit breaks armor and hits overhead, making this a great move for breaking through your opponent’s defense!

Evil Ryu also has new target combos that can combo into Ryukosai.

Man, has this guy got some cool-looking combos or what? With new command normals, new target combos, and new special moves as well, he’s a fun character that leaves you left wanting for nothing!

My inspiration: A new way to use the Satsui no Hado.

 

Oni

Mu: A powerful Shoryuken-like move that uses two bars of meter.

What goes up…

…must come down! Hard!

The first hit has armor break properties and locks them into the move, so you don’t have to worry about the opponent falling out and you eating big damage for it.

Kyoseijin: This move starts off with the same jump that his Sekisei Jiraiken uses, but after that he can go into Tenma Rakuseikyaku (a dive kick), Zanku Hadoken, or use his Sekisei Jiraiken. This gives him a lot more options for his aerial assault.

With more attack patterns and new moves that deal big damage from the air, Omega Oni is a fun character that’s easy to use.

My inspiration: A demon dancing through the sky.

 

Poison

Honey Trap

This is an anti-air projectile move. This blown kiss does very, very little damage, but in return dishes out a lot of stun. That’s very Poison-like, wouldn’t you say? After connecting in mid-air, you can follow up with an attack, giving you a good chance to land another one of her high stun-dealing moves. The EX version uses two bars and…well, I’ll let you figure out what happens on your own.

EX Whip of Love: You no longer have to do the additional inputs for the full move. After it hits, it’ll connect automatically; the final hit is quite electrifying!

You know, the important thing about this move is…that it just looks cool! And that’s as important as anything else!

Poison’s regular projectile, Aeolus Edge, has undergone some heavy changes. That, together with her new Honey Trap, makes Poison more of a projectile character. I’m going to continue repping her in Omega edition, of course!

My inspiration: Sparkling pink!

— 

That’ll do it for this week. We’ve covered almost all of the characters. So next week’s theme is…well, there’s only one character left actually: Omega Decapre!

See you next time!

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Until We Meet Again

Nov 28, 2014 // Janet Hsu

Hi everyone! As we draw closer to the release of Phoenix Wright: Ace Attorney Trilogy (which is coming out in just two short weeks!) I’m back with the last two blogs Mr. Takumi wrote for the third game back at the end of February and the beginning of March, 2004. He has some great words of wisdom for any aspiring creators, game or otherwise, so kick back and get ready for some musings from the man himself!

If you happen to have one of the Ace Attorney GBA cartridges on hand, I want you to pick it up right now.

…It’s really small, isn’t it?

The amount of data that can be stored on one of these cartridges really is as small as it physically looks. Comparatively, a CD can hold 80 times more data, and a DVD, which is slowly becoming a mainstream format, can hold an amazing 600 times more data than a GBA cartridge. At that point, a DVD almost seems to hold an “infinite” times more data than a cartridge; it’s like you could fit any amount of data you want on a single disc.

Just to squeeze the entire story into such a tiny cartridge is a tough battle we must wage each time we make a game. Honestly speaking, the thought “I wish we had that infinite amount of memory”… has actually never really crossed my mind. That’s because I believe that there is a certain kind of “fun” that can only be experienced in the face of extreme constraints. As for what that kind of “fun” is… it’s the chance to sharpen the team’s ability to find solid workarounds.

The amount of memory available to us on a GBA cartridge was actually exactly the same for all three games… But there’s a huge difference in the volume and density of information we were able to convey to the player. I’m sure you’ve realized it just by playing the games, but content-wise, AA3 is 2.3 times the size of AA1. So even though we could only store the same amount of data as AA1 on the cartridge, how did we manage to convey so much more information…? It’s all due to the research we did and the neat tricks and workarounds we figured out in the three years between the first and third game.

Programmer: “How do I create a better structure to pack the data more efficiently?”
Graphic Artist: “How do I compress the graphical data better?”
Sound and SE Designer: “How do I create good sounds using as little data as possible?”
Me: “How do I make this story more interesting?”
…There is always one person who doesn’t pitch in at all, isn’t there.

The lack of freedom that comes with constraints and restrictions is a great source of inspiration for our creators’ imagination… or is that, ingenuity. “How do we get the most out of a very limited amount of resources…?” Finding the answer to that took the combined effort of every member of every section facing that question head on. Plus, it generated a very good kind of nervous energy — the kind that gave us the power to give birth to new ideas.

Speaking of new ideas… Let’s take the example of how we came up with the opening sequences for the five episodes of AA3.

For the first and second game, our approach to the openings for each episode was to show what was happening through a series of detailed illustrations. But this time, we switched our approach to a more animated and dramatic presentation because you can keep the amount of data necessary down by using moving parts over still images. We started with the opening to Episode 2: “The Stolen Turnabout”. It employed a lot of animation, but the end result was really well-received within the team.

…It makes me want to make even better openings for the other episodes…!

That sentiment prompted everyone to start thinking of various movie effects we could implement. It was honestly, a ton of fun.

Person A: “Like, what if we created it with an old, vintage movie feel?”
Person B: “Oh, I get it! If the graphics were done with a monochrome palette, it would cut down on the amount of color data, right?”
Me: “No, no. You mustn’t underestimate how hard it is to make movie effects, you guys!”
Person A: “You really think it’s that hard? Like, I bet we could just randomly throw some vertical black lines in as noise and move them around.”
Me: “No, no, no. I mean, don’t you have any respect for the history of film noir…?”
Person B: “Good thinking! I’ll just randomly mess around with the screen’s brightness a bit then.”
Person A: “Could you throw in some dust while you’re at it? Just randomly draw some dots.”
Me: “No, no, no, no. Just stop! I won’t approve of doing things in just any old random way!”

In the end, we did give it a try and… oh! To my surprise, it really did look like the real deal!

The wonderful feeling we get when we were able to figure out a great workaround in the face of such strict restrictions is something akin to that sense of exhilaration you feel when you yell “Objection!” in a nervous witness’s sweaty face.

Restrictions were also a source of inspiration for me when I was thinking about the story. In the AA series, there have been times when a character was called upon to appear in more than one episode. I first used this trick in the last episode of AA1. The real reason I had to use it is because it was a last-ditch effort to reduce the amount of data we were using. But that desperate move gave me a new direction to take the story in.

…I see, so having characters return can have this kind of an effect on the story, huh…

The little feeling of surprise I felt when I first realized this truth is something I’ve continued to nurture and grow inside of me, and the fruit it bore was the idea to go so far as to have even one of the culprits reappear in a different episode.

So in conclusion: “What creators need is the lack of freedom that comes from restraints”… is not what I want to say. What I actually want to say is: The most important thing is to always be thinking. Our ability as people to come up with new ideas is truly infinite, and there is no way anyone or anything can set a limit on that. But because I’m such a lazy sloth, I need an outside force to push me forward or nothing would ever come to me… And that’s about the long and short of it.

——————————————————————————————————

…I want to acquaint myself with even just one more engaging mystery in my lifetime…

The story of Ace Attorney started from that one, single thought.

It’s been three years since then and both Phoenix Wright and I have learned a lot of things together along the way. I feel like even my thoughts regarding story writing have drastically changed in these three years. But despite all that, my love of a good mystery has remained the same. In the future, I’d like to continue to encounter new “surprises”… and to try to bring more of them into the world.

How was AA3, everyone? It’s been a month now since the game was released, and all of your thoughts and opinions are just now beginning to reach me.

“It was so much fun!”

Sometimes, when I hear kind words like these, I find myself gently wiping away a tear or two.

…But.

While I was happy at first…

“AA3 is the best!”
“Everything that came before this was all meant to set up the last episode of 3, huh.”
“But nothing beats the original.”
“Well, if you’re gonna rank them, I’d say it’s 1, then 3, then 2.”
“I don’t know… Because it’s really 3, then 2, then 1, you know?”

…Sometimes, when I hear opinionated words like these, I find myself gently counter-arguing to myself, “You can’t rank them, you guys! The three of them together make up the entirety of ‘Ace Attorney’!”

…Well, I never said creators aren’t a self-centered lot.

To everyone whose first experience with AA is this game, if you found 3 to be fun and interesting, I really hope you’ll go back and play 1 and 2 as well.

…Now then.

Over the course of these three years, we’ve heard the slamming of the judge’s gavel approximately 1290 times and had 13 verdicts handed down in court. Phoenix Wright has been a sweat-drenched mess approximately 562 times, slammed his desk 941 times, and yelled “Objection!” 229 times. As for me, I’ve aged 3 years, and am about to finish writing my 53rd… and final entry.

The most important aspects of any story are “Where does it begin?”… and “Where should I bring it to an end?” So where should I bring it to an end…? I believe this is that point. However, there is no “end” to the world of Ace Attorney. Phoenix, Maya, Mia, Edgeworth, and Gumshoe… I believe that even now, they’re fighting the good fight and enjoying their laughter-filled lives with one another.

No, wait. Actually, it’s probably Gumshoe’s turn to get arrested now.

As long as everyone allows the gang to live on in their hearts… Not that something as wonderful as that could ever happen, right?

I think I’ll wrap up these entries here. If we ever get the chance, I hope to see you all again. And if possible… yes, in a whole new story.

Lastly…

To everyone who has supported Ace Attorney for all these years, I’d like to express once more… my deepest and most heartfelt thanks. I really can’t thank you all enough!

2004.3.5
巧   舟

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Thank YOU, Mr. Takumi from 2004! Without the hard work of you and your team, we wouldn’t have the games we do today.

You’ll notice he talked about the size of AA3 being 2.3 times the size of AA1. That’s because this was written before the fifth episode of AA1, “Rise from the Ashes”, was added for the Nintendo DS release. Then again, I didn’t need to tell you super-fans, did I?

It’s certainly true what Mr. Takumi said about restrictions and constraints forcing you to use your brain to come up with creative solutions. I’m sure many of you have encountered obstacles or restrictions in your own daily lives or when you are creating works of your own that have forced you to think up something you never would have otherwise. One small example from my experience on Ace Attorney is that when localizing the games, the text must fall within a T-rating according to the ESRB’s standards (Dual Destinies was a very unexpected surprise and was rated M for blood, among other things…). There’s an old saying around these parts: “You only get one free f-bomb in a T-rated game.” That’s primarily why there is no swearing in the AA games, and why when we do use that one “dammit”, it’s usually in a darn important part. It’s also made for some frustrating moments when it would’ve been so easy to just give up and use “s h i t!” or “damn it!” in the text, but the extra effort to find more interesting phrases paid off in the end, in my opinion.

Join me again next week for the final episode of “Great People Around Town: Legal Edition!” We’ve already seen all of the main characters, haven’t we? So who in the world could there be left to introduce? You’ll have to tune in to find out!

Until then!

Catch up on previous blog entries here!

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Darkstalkers 20th anniversary fan art tribute from Brazil

Nov 28, 2014 // Yuri Araujo

Man, these Brazilian artists are unstoppable! We’ve already seen Street Fighter II and  Mega Man X tribute projects… and now they show some love for  Darkstalkers !

Similarly to the aforementioned projects, this Darkstalkers 20th anniverary tribute focuses on gathering one fan illustration per person with the goal of covering most (if not all) characters. And with that, the end result is a wide selection of beloved characters render in very distinct styles… sometimes fun, sometimes serious, but always awesome!

Here are my favorites out of the bunch, starting of course, with Morrigan (by Makoto Ono) above:

Aulbath by Fabricio Fabro


Oboro Bishamon by Danilson Carvalho


Sasquatch by Diogo Lopes

There’s a lot more sick Darkstalkers art over at their Behance page , so be sure to go check that out! And it wouldn’t hurt to leave a short comment with you favorites, would it? 😉

And just in case you missed them, here are links to the  Street Fighter II   and  Mega Man X galleries. Enjoy!

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Classic Capcom games for cheap this week on iTunes

Nov 26, 2014 // Yuri Araujo

We have more discounts dashing your way; this time, we’re offering great deals on some of our iOS titles!
Check ’em out:

Mega Man X $4.99 $0.99
Ace Attorney Trilogy HD $16.99 $8.99
Ace Attorney Dual Destinies $14.99 $9.99

Now remember that both Ace Attorney  games offer the first case for free, but the prices listed above are for the all main cases – and if you consider that  Ace Attorney Trilogy HD is actually the THREE  games in one, that makes it quite the bargain!

This deal is in effect until  Monday Dec. 1st .

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Deals with Gold slashes prices of sensational Capcom games on Xbox

Nov 25, 2014 // Yuri Araujo

If you’re looking to save on high-quality Capcom action titles on the digital space, then look no further that Xbox’s Deals with Gold this week, featuring…

Resident Evil 4 (Xbox 360) $19.99  $6.49
DMC HD Collection 
(Xbox 360) $29.99   $9.99
DmC Devil May Cry 
(Xbox 360)  $29.99   $9.99
Strider 
(Xbox 360)  $14.99   $7.49

Strider (Xbox One)  $14.99   $7.49

And one more:  Ultra Street Fighter IV (add-on) is going for just  $9.99 for everyone as part of an early Black Friday deal. And with Patch 1.04 on the horizon, this is quite the steal!

These deals are live until Monday Dec 1st but you should really get them now . =)

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Patch 1.04 Content Information

Nov 25, 2014 // ComboFiend

If you thought our support for USFIV for was going to stop anytime soon, let me be the first to tell you that you’re sadly mistaken. Shortly after Capcom Cup, we’ll be releasing a patch full of all the things that will make your USFIV experience that much more entertaining: Edition Select online, New training mode trials, Omega Mode (online and offline) and compatibility files for the Wild costumes.  

Continue on for a more detailed breakdown of what’s to be included.

 

Version Number

The game will now display “Version 1.04” in the options menu after the update.

Edition Select Online

Street Fighter IV Now players will be able to test out their favorite dream matches against all challengers across the globe. For the uninitiated, Edition Select allows players to pick any version of their favorite character from any version of SFIV that they’ve been in, balance and all. We’ve also added icons per version so that players will be able to adjust their strategies that much quicker.

Which character is the strongest? Pick your best fighter and go online* to find out. I’m sure an army of Vanilla SFIV Sagats and AE Yuns will be waiting for you.

*You can now turn Edition Select ON/OFF in Custom Match search settings or when creating Custom Lobbies for Endless, Team, Tournament and Online training modes.  Edition select is only available for unranked matches only.

 

New Training Mode Trials

Take your game to the next level as you try to complete all the fun and challenging trials for Yun, Yang, Oni, Evil Ryu, Hugo, Elena, Decapre, Poison and Rolento! In addition to trails for these characters, you’ll also find updates for characters whose USFIV battle balance changes made a few of their previous trials no longer possible. Once you master these trials, take your newfound skills online and style on the competition.

 

Omega Mode Online

Are you ready to experience your favorite SFIV characters re-imagined in the all new Omega Mode*? Every character has been given new specials, as well as adjustments on their normal attacks to make them that much more fun and hype. Once you get a feel for them, take them for a spin online** and see what others have cooked up with their favorite characters.

*Omega Mode is not actually its own mode, but an edition of the characters located in Edition select.

**Please take note that Omega Mode places a larger emphasis on fun, rather than balance, and therefore can only be used in unranked matches.

 

Updated Battle Balance

We’ve heard your requests throughout the year and have made some changes to the cast, with the ultimate goal of making everyone viable *cough DeeJay cough cough*. 

 

Bug Fixes

Both the Vega and Yun bugs will addressed and fixed in this patch. 


Compatibility files for the Wild costumes

Compatibility files will also be added allowing players to be able to use the Wild costumes immediately after purchase. Speaking of the wild costumes, here’s some screens:

ADON

CHUN-LI

DECAPRE

DUDLEY

E.HONDA

GEN

JURI

KEN

ROLENTO

RYU

SAGAT

So there you have it, the contents of patch 1.04. Our support for USFIV is still going strong, so I’ll be back in the future with a release date, battle balance notes and more information on the patch if anything new surfaces.

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Monster Hunter Mondays 11/24: MH3U live at 3pm PT

Nov 24, 2014 // Yuri Araujo

Hunting fearsome monsters today at 3pm PT on  twitch.tv/capcomunity . Come watch or even join us on  Help D Lobby 10 (Monster Hunter 3 Ultimate)… and let me know if you have any monster requests. I’ll try my best to accommodate =)

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Capcom Unity Official Podcast: Episode 18

Nov 22, 2014 // GregaMan

Another podcast is hot off the mixer, and this one’s all about what we here at Team Unity do! Spurred directly by recent comments and forum posts, Brett, Yuri, and I lay down what it means to be a community manager at Capcom, and what it means to give  community feedback. 

Listen here or through iTunes , and don’t forget to rate and/or review us!

Community question: What would you like to hear more of on the podcast in the future? 

One star commenter will receive this incredibly rare illustration of Ryu, SIGNED by Capcom legendary artist Daigo Ikeno. Holy cow.