Search Results for: "webcomic"

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Loot Crate November video is an homage to the blue bomber

Nov 13, 2014 // GregaMan

Loot Crate’s at it again with another amazingly produced video to hype up this month’s crate. This one focuses on a familiar friend around these parts. One who will also be featured in this month’s crate itself! Watch after the jump.

November’s crate is centered around the theme of BATTLE, and will include three Capcom items, representing both Mega Man and Street Fighter. Sign up by November 19th so you don’t miss out! Also, don’t forget to use the code “CAPCOM” to save $3 on your first crate. 

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More Ace Attorney Trilogy comparison screens to tantalize you

Nov 13, 2014 // GregaMan

We’re less than a month away from the launch of  Phoenix Wright: Ace Attorney Trilogy for the 3DS (NA – Dec. 9 | EU – Dec. 11)! To celebrate, how about another batch of tantalizing comparison screens? DS version on the left, 3 DS on the right. Enjoy!

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Monster Hunter theme GameBoy remix

Nov 12, 2014 // Yuri Araujo

Because  Monster Hunter and chiptune music are two things I love – and so should you – here’s a great remixing of the original theme by Mega Flare :

It’s a bit of a double-dip in nostalgia here since the original  MH theme is over 10 years old now, and chiptune music will likely bring back old memories to any one who plays video games… Anyways, I think this is pure awesomeness! What do you think?

PS: the awesome matching pixel art above is an older (and favorite) piece by  armyoftrolls .

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Raffle: UDON’s Art of Capcom Complete Edition

Nov 10, 2014 // GregaMan

::UPDATE:: Congrats to our winner, Hellcat ! I won’t say how many tickets Hellcat bought, but it was enough to win.


It’s been awhile, so let’s do a raffle! This week we want to give away one of these glorious,  dazzling copies of  UDON’S Art of Capcom Complete Edition .   Pretty much a must-have for Capcom fans, this meaty tome features more than 600 pages of Capcom-themed UDON art, spanning a broad variety of series, from Street Fighter to Strider to Mega Man. 

Tickets are only 250 Unity Points each. Get some here .

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The electrifying Bionic Commando Rearmed 2 OST is available now!

Nov 10, 2014 // Yuri Araujo

I think we can all agree the music was one of the best parts of the Bionic Commando Rearmed saga, and with  Bionic Commando Rearmed 2 , composer Simon Viklund brought us yet another perfect blend of electronic and 8-bit music.

The good news today is you can now purchase the soundtrack and listen to it all the time!

As of today, the OST is available on  iTunes for $8.99 and is up for Pre-order through  Sumthing Else for just $4.99 with their release set for November 25.

That’s over 25 minutes of pulse-pounding music for less than the cost of a club sandwich… and you can’t even set the sandwich to repeat endlessly… I don’t know where I’m going with this anymore.

Anyways, here are the links:

iTunes
Sumthing Else  
(pre-order)

Enjoy!

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Monster Hunter Mondays 11/10: MH3U live at 3pm PT

Nov 10, 2014 // Yuri Araujo

It’s been so long since we last played some  Monster Hunter 3 Ultimate on the stream I think I forgot how to swim! Let’s fix that today at  3pm PT (6pm ET).

We’ll be playing the game live on  Twitch and online (Help D Lobby 10) so you can join us. Btw, what should we hunt? =)

And in case you missed the past few weeks, we’ve streamed  Monster Hunter 4 Ultimate twice!

First time was single-player

Then the following week: 4-player multi-player !

See you online!

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Kotaku says Monster Hunter 4 Ultimate is the best in the series

Nov 08, 2014 // Yuri Araujo

Hey, they said it; not me…

You know, because my opinion is biased and I also assist in selling the game to new people… but if you allow me to remove my Capcom employee hat for a second, I will also tell you  MH4U is the best  Monster Hunter  game I’ve ever played. Big surprise there, right?

Anyways, if you want to hear the unbiased opinion, check out this Kotaku article.

You’ll notice they reference end-game material, so they likely used the Japanese release  MH4G as a basis for their article. There’s also some pure speculation towards the end, so be careful not to draw any premature conclusions…

Also, they claim G Rank is hard, but marked that as a negative aspect… I’m confused now. D’you even hunt, bro?

What do you think?

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Capcom Unity Official Podcast: Episode 17

Nov 07, 2014 // GregaMan

Episode 17 of our ::ahem::  five-star podcast is live! This time Brett, Yuri, and I weighed in on bosses, from Guts Man to Vergil. 

Download  here   or through your iTunes subscription that you should have by now :DDD

Community Question: What makes a boss fight great? What are some of your favorite Capcom bosses and why?

One lucky commenter will receive the highly compressed  Resident Evil 6 T-shirt pictured below, in honor of Simmons. Enjoy!

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Unlocking Psyche-Locks – A New Gameplay Mechanic is Born

Nov 07, 2014 // Janet Hsu

Howdy, everyone! I hope you all have recovered from your candy comas and/or the confirmation that Klavier is not German, whichever hit you harder (Are those Gavinners fans I see out there with pitchforks? *gulp*). Either way, get ready for another of Mr. Takumi’s AA2 dev blogs! This entry from 2002 is about how he came up with the idea for Psyche-Locks, which takes the phrase “literally keeping secrets under lock and key” to a whole new level.

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Right around the time I finished writing all of the dialogue, I got a call one morning from the game’s producer just as I arrived at work.

When I got to the 12th floor, the producer was just standing there with his back to me in front of one of the giant windows along the wall. He was wearing a leather jacket and a pair of leather boots with a leather wallet in the pocket of his leather pants – it was an entire ensemble made of leather. As he indulged in the rich aroma coming from the cup of coffee in his hand, he flicked two of the venetian blind’s slats apart, and squinted at the light from the morning sun as he took a look outside. His voice rumbled lightly and, as though he were lost in thought, he quietly said, “I want you to add a new gameplay mechanic to the investigation sections…”

Suddenly, I had a vision of the Psyche-Lock system.

The single most important concept behind the series’ gameplay is its simplicity — I strive to keep things simple so that even my mother can have fun while playing these games. That’s why finding and exposing lies is the sole gameplay mechanic that lies at the heart of every Ace Attorney game. If the games were any more complicated than that, I doubt my mother would be able to keep up. In fact, I’m sure of it. Sticking with this core concept, I thought it only appropriate to add a “find the lies” element to the investigation sections, too, after which, it became obvious as to what kind of gameplay mechanic would be needed.

Of course, ideas don’t usually come to me this easily. It really was a miraculous bout of good luck to be struck with inspiration like that. On the other hand, I didn’t want to just rush into the whole thing with a, “Sure. In fact, I have an idea already.” So I slouched down a little, looked down at my feet, lightly bit on my lower lip, and waited a few seconds while I pretended to be lost in thought myself. Then, with a note of uncertainty in my voice, I finally replied, “That’s a tall order… but I’ll try to come up with something. Can you give me three days?”

…But really, the Psyche-Lock system was more or less born of this exchange.

However, while it was relatively easy to formulate the idea itself, it took over a month to actually pull everything together and put the finishing touches on it. The biggest obstacle we, as a team, had to face was “Just how do you visually represent Psyche-Locks?” It was a very difficult question to answer, but I believed that if we could pull it off, the rest of the game’s production would go smoothly. After all, this game was basically an extension of the previous installment.

…But nothing ever goes as planned, do they? In fact, before we could finish making AA2, we were hit with two gigantic dilemmas, which I’ll share more about next time.

Maya: Who’s up for some breakdown discussions!

Phoenix: …I would be, but you know, everything Takushu said basically boils down to: “Having the idea for Psyche-Locks was easy, but actualizing it was hard.”

Maya: Huh, now that you mention it, that’s true.

Phoenix: Honestly, I can’t believe the guy. The only reason this entry looks as long as it does is because he managed to drag that one point out for forever.

Maya: …THAT’S the first thing you pick on? You’re really something else, Nick…

He was wearing a leather jacket and a pair of leather boots with a leather wallet in the pocket of his leather pants – it was an entire ensemble made of leather. As he indulged in the rich aroma coming from the cup of coffee in his hand, he flicked two of the venetian blind’s slats apart, and squinted at the light from the morning sun as he took a look outside. His voice rumbled lightly and, as though he were lost in thought, he quietly said,

Maya: That is one cool producer! Mr. Inaba, is it?

Phoenix: Yeah, I guess…? But he was squinting at the sun while nursing a cup of coffee, right? Sounds more like he was suffering a hangover to me.

Maya: And how would you know!

Phoenix: He was speaking softly and looked a little dazed, right? Those are classic signs of someone who’s still half asleep.

Maya: That can’t be the only explanation… Oh, what about his all-leather attire? Mr. Inaba’s got good taste, don’t you think?

Phoenix: I hear he was stuffing his face with skewer after skewer of grilled chicken skins down at the bar1.

Maya: Nick! You can’t go around starting crazy rumors like that!

Phoenix: Why not? We’re just here as filler.

Maya: Because you’ll give everyone the wrong impression, that’s why! We don’t need people thinking Capcom is full of a bunch of drunkards, you know.

I strive to keep things simple so that even my mother can have fun while playing these games. That’s why finding and exposing lies is the sole gameplay mechanic that lies at the heart of every Ace Attorney game.

Phoenix: Ace Attorney was never meant to be a courtroom game anyway.

Maya: No way!

Phoenix: And I’d say the word “simple” sums up what Takushu wanted for the series pretty well.

Maya: …You’re gonna have to explain yourself, Nick.

Phoenix: Takushu didn’t really want to add a bunch of extra things for the player to focus on, such as “alibis”, “tricks”, or “culprits”, because all they do is complicate things.

Maya: Oh…?

Phoenix: He made the games so that all the player has to figure out is what the contradiction is. That also helped to keep the game’s controls simple.

Maya: But then, why the courtroom setting?

Phoenix: Well, “find the contradiction” detective games had already been done before, so Takushu wanted to make his protagonist a person whose job it is to find and expose contradictions and lies.

Maya: And that’s why he made you a lawyer, huh.

Phoenix: Apparently, Takushu’s heart aches whenever he sees his games get misrepresented in magazines and stuff as something he purposefully made in an attempt to tackle a courtroom setting.

Maya: Melodramatic much? It’s not like it’s THAT big of a deal, sheesh.

“Just how do you visually represent Psyche-Locks?” It was a very difficult question to answer.

Phoenix: Takushu’s initial idea was to have a giant, glass lock spinning in place next to a witness which would shatter when the player presented the correct piece of evidence.

Maya: So it was always going to be a literal lock, huh.

Phoenix: Yeah, but making it really look like glass was actually quite hard. The team really had a lot of trouble with it.

Maya: Really?

Phoenix: And then, after about a week’s worth of work, the team was pretty satisfied with what they had made, so they went and presented it to the producer.

Maya: You mean Mr. Inaba? So what did he think?

Phoenix: “I know it’s just a placeholder, but it’s about time you guys started working on the real deal.”

Maya: Well, that wasn’t very nice.

Phoenix: He didn’t mean to insult the team, but to his eyes, it really did look like a temporary mockup.

Maya: I guess it wasn’t “all that” from a more detached point of view, huh.

Phoenix: Apparently, the lead graphics artist’s fragile, glass heart shattered when he was presented with that feedback though.

Maya: …That’s not funny, Nick.

Phoenix: Takushu says he’ll never forget the look in that artist’s teary eyes that day.

Maya: I’ll bet.

Phoenix: Anyway, I’m sure the whole ordeal is, to this day, a good memory for him.

Maya: “To this day”? Isn’t it a little early to be saying that like it’s ancient history?

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Thank you, Mr. Takumi from 2002! A giant, glass lock sounds like it definitely would’ve been hard to pull off back in the GBA days, but I wonder how it would look if the game had been made today? More things to ponder!

The two gigantic dilemmas Mr. Takumi mentioned at the end of his part of the entry were the popularity of Edgeworth and the GBA cartridge’s memory capacity limit, the consequences of which I covered in last week’s blog.

Join me next week for a look at some of Phoenix’s clients on another segment of “Great People Around Town: Legal Edition!” With some of the people he’s defended, it’s guaranteed to be one heck of a ride…

Until then!

Catch up on previous blog entries here!

1Drinking establishments in Japan typically serve food, and depending on the place, they might serve “ yakitori”, or “pieces of chicken on sticks” as I like to call them. The pieces of said chicken that can end up on a skewer range from breast and thigh meat to heart, skin, and even cartilage. Many of the offal meats are an acquired taste, but a lot of people find them to be quite tasty and even their favorite bits to eat.

Also, in case anyone is wondering, the word Mr. Takumi uses for “bar” in this case is “nomiya” (飲み屋), which is different from an “izakaya” (居酒屋), which is apparently an English word now meaning a “Japanese-style bar that serves food”. The difference in nuance here for a Japanese person is in the variety and quality of the food and drinks available and the size of the two types of establishments. “Nomiya” tend to be smaller, quieter affairs where, like a Western bar, the focus is on the alcohol, and “izakaya” are more restaurant-like and are about eating in addition to drinking and being boisterous.

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An Introduction to the USFIV Omega Edition Characters: Part III

Nov 07, 2014 // ComboFiend

Oh yes, it’s that time for some more news on the Omega characters coming your way soon. Continue on to see what Ayano-san has to say about the characters and the crazy new moves added to their repertoire. 

Hey everyone, Tomoaki Ayano here!

I’ve been working pretty hard lately, going to the tournament in Singapore, attending national tournaments here in Japan, and so on. I haven’t even had time to rest on Saturdays and Sundays. This past weekend, though, was a three-day weekend here in Japan, so I finally had a chance to kick back and relax…

…But now it’s time to get back to the grind with part three of the Ultra SFIV Omega Edition introductions! The theme this week is “Newcomers,” so we’ll be looking at Abel, C. Viper, Fuerte, Rufus, Cammy, Dee Jay, Fei Long, and T. Hawk!

Abel

Shoulder Tackle: Yup! Just as the name says, it’s a shoulder tackle. You can hold the button down to charge it—charge it to the max and you’ll get an increase in parameters, as well as armor break properties. You can cancel the charge by pressing a punch button, which also makes this effective as a feint move.


The EX version will send the opponent flying for a wall bounce, which sets up some combo opportunities afterwards!

Abel has seen a lot of changes—while he’s lost Change of Direction, he’s gained new command normal and special moves. Abel now fights like a mixed-martial artist with a focus on throws. I believe that Abel fans will get a kick out of this new way to play him!

My inspiration: What you see is what you get!

C. Viper

Burst Heel: A new special move that’s similar to Guile’s Flash Kick. It’s got a lot of priority, so I see it being used like a psychic DP.

The EX version has invincibility, giving Viper a new anti-air option. She can also cancel the second hit, like she can for her Thunder Knuckle, which lets her combo into various options. This not only gives her new ways to attack, but also opens up combo possibilities as well.

She also gets Thunder Fist, a strike-move that expands her combo options.

 

My inspiration: A more mature Viper who has further refined her fire and lightning abilities!

 

El Fuerte

EX Habanero Dash: Fuerte now has options for all six buttons during his EX Habanero Dash. This is his FP option, the Fajita Buster.

This version, performed from the EX Dash, is done on the ground without Fuerte jumping into the air. Get a good read on your opponent and choose wisely!

Fuerte also gets a new special move, the Flying Nachos. Hmm…I’m not sure I would call the body part he’s hitting them with a Nacho but this move certainly seems familiar, doesn’t it?

Fuerte’s movement specials have been improved and he has also gained a high jump. If you thought he was hard to catch before…!

My inspiration: A Mexican luchador running wild on you!

 

Rufus

Dynasty Dash: A special move performed with the punch buttons that moves Rufus forward, changing up his attack style.

He slides forward—check out that low profile!

The LP version ends with the Mach Back Knuckle. It’s fast, but it doesn’t hit crouchers.

The MP version ends with the Peerless Palm.

And the FP version ends with the Premium Tackle. It starts up slow but has armor break properties.

Rufus has some pretty funky moves names and these three are no exception, don’t you think?

Heh heh. We’ve also changed up his existing special moves, taking into account how Dynasty Dash changes his game. Together with his new target combos he’s changed quite a bit—it wouldn’t be an exaggeration to say he’s a completely new character (a new, new character?!).

My inspiration: The portly speed bug, reborn!

Cammy

Killer Bee Stinger: A new special move that launches the opponent up in the air with a kick.

Cammy can follow up on the airborne opponent with combos.

This special move takes advantage of Cammy’s excellent mobility.

She also has a special version of her Cannon Strike, Target Strike, that will cause a hard knockdown from the air, and we’ve completely reworked her Hooligan Combination too. I’ll tell you more about that if I get another chance. Heh heh.

Just as her “Killer Bee” nickname implies, we’ve modified Cammy to be a character that primarily attacks from the air.

My inspiration: Dance like a butterfly, sting like a bee!

 

Fei Long

Ryuogeki

This, to put it simply, is a super-powerful backfist! It leaves Fei Long wide open if it misses, but it deals plenty of damage and has armor break properties. It’s a move that really showcases the “shaking fist” kung-fu image we’ve come to expect from Fei Long. The EX version will wall-bounce your opponent for extended combo opportunities.

Syoenryu is a flaming uppercut that stops opponents in their tracks and launches them up into the air. Of course, he can follow up afterwards with combo attacks.

We wanted to give Fei Long more one-hit moves and so move him away from being a character that revolves around his Rekkaken game. I’m sure you’ll have fun with him if you give him a try.

My inspiration: A hot-blooded kung-fu master!

 

Dee Jay

Air Slasher

You can’t tell just by looking at the picture, but in Omega we really wanted to emphasize Dee Jay’s dancing, which is why we’ve changed him from a charge character to a command one. That’s right, all of his moves—from Machine Upper to Double Rolling Sobat—are now command moves.

Waning Moon: Dee Jay goes airborne and comes down with a crescent-moon kick. This gives Dee Jay a new move for getting in.

He’s also got new command normals and target combos, which really makes him feel like a kickboxer. The change from a charge character to a command one is enough to make Dee Jay feel like a brand new character in Omega Edition.

My inspiration: Dee Jay getting back to his Jamaican roots!

 

T. Hawk

Earth Rage

This move strikes the ground, sending out a shockwave. It’s very similar to Viper’s Seismo Hammer. The EX version sends out three blasts, ranging from close to long range. T. Hawk has always had problems with characters playing keep-away, but now he has a new tool to help him fight better at distances!

Thunder Bird: An EX version of the Mexican Typhoon that uses two bars of meter. Grab your opponent, use a Tomahawk Buster to launch them into the air, and…

…grab them from mid-air and slam them on the ground with the Mexican Typhoon! Since it uses two bars we’ve made it just as powerful as it looks!

We’ve also adjusted the inputs for his existing special moves to make them more intuitive and easier to use. In Omega Edition, T. Hawk differs from his regular Ultra version in that he has both close and long range options. Will this make the gentle giant a force to be reckoned with in Omega?!

My inspiration: A Hawk who’s a danger up close and from afar!

That wraps things up for the third installment of our Omega character introductions! Before moving on though, I’d just like to say a few words about our methodology for adding new moves.

We do give careful consideration to the moves we add, and we also try to retain the functionality of the existing moves. We’re aiming to make a game where all of the moves are viable in one way or other, and that’s as difficult as it sounds. Of course, if we get too cautious, then Omega will lose some of its “Omega-ness”! So here on the Omega team we’re always going back and forth with our discussions about what’s best.

Next week we’ll be covering Sakura, Rose, Dan, Guy, Cody, Adon, and Rolento. The theme? You guessed it—the Alpha series fighters!

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Check out these fantastic Monster Hunter pumpkin carvings

Nov 06, 2014 // Yuri Araujo

Over this past Halloween weekend, we received a number of pumpkin carving submissions through our  Monster Hunter Facebook page, and even though we’re already in November, I wanted to highlight how cool these turned out to be:

The pumpkin above is probably the most iconic out of the bunch, depicting the classic smiling Felyne face. It was carved by Justin D.

This next one isn’t exactly a pumpkin carving, but it’s still very very  cool, made by Manuel A:

Get it? Barioth… Cool…

Here’s another great and simple carving: Cha Cha by Grant C.

And my favorite, just because it hits so many right notes for a hardcore  MH  fan, such as myself:

It’s a Mosgharl helmet! In the game, this would require a rare item called  Bumblepumpkin to craft; and the artist here, Wildartist83 , used an actual pumpkin to make this. Fantastic! =)

So yeah, I know this is a few days after Halloween, but I hope you enjoyed these pumpkin carvings.

And if you missed our Friday Halloween post, read it  here – there are 2 amaaaaaazing animations for ya.

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Throwback Thursdays: Demon’s Crest

Nov 06, 2014 // Minish Capcom

Ah, Halloween! A month of ghoulish delight and grim scenery, perfect for a stream of Demon’s Cre… oh, Halloween was last week? Well crap. Uh… how about a Demon’s Crest stream anyway?

This SNES gem remains one of my favorite titles of 1994 (a great year for games, to be sure) and I’m gonna stream a big ol’ chunk of it today at 4pm Pacific (7pm EST). Join us on the Twitch page and watch along!