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Famitsu covers MH4U director’s presence at NYCC 2014

Oct 20, 2014 // Yuri Araujo

New York Comic Con was a total blast for  Monster Hunter  fans. We had a new playable demo, free Felyne pins, daily raffles, and the director of  Monster Hunter 4 Ultimate , Mr. Kaname Fujioka, even flew in from Japan to be part of our MH panel and run a few poster signings!

Now how do you know this totally happened and it was 100% legit? Simple: Famitsu covered it!

That’s right, Famitsu , one of the biggest magazines in Japan came to our Monster Hunter panel and Fujioka-san’s poster signing at NYCC. Here are some photos:

A close up shot of the panelists

Not a single empty seat!


MH4U director Fujioka-san signing posters, games and other MH merch


Want him to sign a Gore Magala’s wing? Challenge accepted!


A huuuuuuge line for the poster signing… I think I know that guy in the solid red sweater


Fujioka-san’s intricate and definitely cute autograph. BTW, I saw this photo being taken and can confirm this is Shepard’s 3DS !


Meat Pillow! Now just take a nap on it and your face will be autographed!

Again, our time at NYCC was a blast ! I also wanted to draw attention to the header image. Those onesies were custom made by the community folks at Monster Hunter NYC ; Here’s that same pose from another angle.


Can you tell what all the monsters are?

We are eternally grateful to Fujioka-san for coming to NYCC with us (especially since the MH4G launch was that same weekend!), and to Famitsu for covering the event. Here’s their article, btw .

ALSO! Remember we made some pretty big  MH4U announcements at the MH panel: new equipment designed by Square Enix’s Tetsuya Nomura and Mega Man Palico gear .

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Demon’s Crest, Gargoyle’s Quest II coming to NA eShop on October 30

Oct 17, 2014 // Minish Capcom

As mentioned back in June , Super NES classic (and rarity!) Demon’s Crest is on its way to the North American Wii U eShop. And in true spooky fashion, it and its NES predecessor will land just before Halloween on 10/30.

At that point, all three of Firebrand’s adventures will be available to a new generation – or one looking to reconnect with this ’90s saga.

Gargoyle’s Quest (Game Boy) – This Ghosts ‘n Goblins spinoff first appeared in 1990 and was the darling of my 3rd grade class (I am old). I wrote about it back here so check that out, OR pick up the game on the 3DS eShop… it’s been there since 2011!

Gargoyle’s Quest II (NES) – Much like Kirby, Firebrand’s second journey made the leap into full color on the NES. The gameplay is similar to its action-RPG ancestor, but with even more abilities and eye-popping visuals. Love that Firebrand sprite so much I built one outta PixelBlocks!

Demon’s Crest (SNES) – Released in 1994, the third and seemingly final solo adventure took the winning formula of GQII and enhanced it with 16-bit flair. Gain new powers via transformations, battle huge bosses and discover all kinds of cool secrets in a massive, Mode 7-filled overworld. Wrote about it during my first month at Capcom.

So yeah… on 10/30 pick up GQII on either 3DS or Wii U, and by all means try out Demon’s Crest on Wii U. It’s a rare treat and one that ANY Capcom fan should own. Still got mine but you better believe I’m droppin’ real 21st century cash on this thing.

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Resident Evil games, Remember Me on sale on PSN

Oct 16, 2014 // Minish Capcom

Celebrate the spooky days of October with a li’l Resident Evil NA PSN sale… with Remember Me along for the ride!

From now until 10/20 you can snag these three PS3 titles for cheap:

Resident Evil 3: Nemesis   ($1.49)

Resident Evil Code: Veronica X HD   ($5.99)

Remember Me ($11.99)

Last but not least, a HUGE deal for those who haven’t picked up RE6 yet:

Resident Evil 6 Ultimate Edition ($19.49 OR $13.64 with PS+)

RE6UE includes the main game, Siege, Onslaught, Survivor and Predator multiplayer modes, and additional maps to go along with ’em. 

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A Battle of Resolve (Pt. 2) – Whipping the Story into Shape

Oct 16, 2014 // Janet Hsu

Hallo, hallo, hallo! Boy have I missed you guys, but with all the Comic-Con goodness that was going on, we wanted to make sure that word got around that “Phoenix Wright: Ace Attorney Trilogy” will be coming out on December 9 th in North America, and 2 days later on the 11 th in Europe!

As for this week’s blog, originally published on October 25, 2002, this is part two of Mr. Takumi’s blog about writing the initial draft of “Phoenix Wright: Ace Attorney – Justice For All”. In case you missed it, Mr. Takumi recounts in part one about how he was ordered to write out the rough draft of the entire game in three and a half months–and right after returning from vacation, no less! And now, without further ado, here’s part two!

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My first order of business was to figure out how to best make use of the three and a half months I had been given. I figured if I dedicated half a month per episode to writing just the dialogue, five episodes would take two and half months. That would leave me with just one month to draft the entire game’s story “prototype”. Breaking that down even further, it meant that I only had one week to sketch out the plot and tricks for each episode.

One whole episode per week… Talk about stressful.

“Prototypes” are… well, they’re the heart of not just the story, but of Ace Attorney itself. The first, most important element to consider when writing an episode’s prototype is what the central mystery will be. After determining that, I have to figure out the necessary “tricks” to pull off the big mystery, and then the hints the player will need to solve the tricks. After that comes the story that will bind the series of hints together, and finally, the characters that will convey that story to the player. With the massive number of things to consider in creating just one prototype, I had to really buckle down and put my nose to the grindstone.

One month later…

Despite my belief that it would be absolutely impossible, I had somehow managed to finish writing all five prototypes.

Two and a half months after that…

Despite my belief that it would definitely be absolutely impossible, I somehow managed to write the dialogue for all five episodes. Printed out, the text filled roughly six binders. It was 1,500 pages in all — the result of three and a half months of work.

Throughout the entire process — from when I started envisioning the prototypes up through the actual writing of the dialogue itself — I kept a daily “story diary”. Re-reading it now brings a tear to my eye, as it reminds me of such times as when I was focusing so hard on one of the prototypes that I had begun to question if what I was writing was even interesting at all. But ever so slowly, I pressed on with a whole lot of doubt in my heart and a guillotine blade named “Deadline” hanging over my head. The will to keep on going… I guess you could say it came from my stubborn pride and my love of Ace Attorney.

As an aside, a lot of people have been asking me recently, “How do you think up those stories anyway?” which is a rather difficult question — and one without a single, simple answer. Each episode comes from a different place and requires its own method of thinking to flesh it out. Sometimes, they even take off without me in some rather unimaginable directions.

I’ll begin sharing some of the backstories and “making of” stories about each episode in a few weeks. Until then, please try to solve every case in the game on your own, everyone.

I figured if I dedicated half a month per episode to writing just the dialogue, five episodes would take two and half months. That would leave me with just one month to draft the entire game’s story “prototype”. Breaking that down even further, it meant that I only had one week to sketch out the plot and tricks for each episode.

Maya: Maybe I should try writing sometime. I bet I’d be great at it!

Phoenix: Sure, why not?

Maya: But I wonder how you’re supposed to come up with tricks and stuff…

Phoenix: I doubt there’s some sort of shortcut. You probably just have to think, think, and think some more.

Maya: But I heard that Takushu paces back and forth when he’s thinking up new ideas.

Phoenix: Maybe that’s how he takes his ideas from tiny buds to fully-blossomed flowers.

Maya: Oh, come on, Nick! You’re not taking me seriously here!

Phoenix: Ha ha ha, sorry. But honestly, I don’t know that there really is any one way to come up with plot ideas.

Maya: Don’t people say that ideas just come to you when you’re nice and relaxed, like after a long, soothing bath or a peaceful stroll?

Phoenix: You know that’s just a saying, right? I mean, I can guarantee that anyone who’s THAT relaxed isn’t thinking about work.

Maya: Oh?

Phoenix: Plus, I doubt anyone actually thinks it’s the perfect time to take a soak and stroll when something’s due the next day. They’re more likely to think, “I’d better do something before I give myself ulcers!”

Maya: On second thought… maybe professional writing is not the job for me.

Two and a half months after that…

Despite my belief that it would definitely be absolutely impossible, I somehow managed to write the dialogue for all five episodes.

Maya: So… it ended up being no biggie after all.

Phoenix: Well, just between us, Takushu apparently kinda, sorta regrets ending on such a high note.

Maya: But why?

Phoenix: Because he exceeded everyone’s expectations.

Maya: Um, isn’t that a GOOD thing?

Phoenix: Not if you think about it this way: Takushu has basically proven that he can write this huge amount of text in a super short period of time, right? But it’s not like he wants to do that every time. So by setting this precedent, he’s kind of screwed himself over for the rest of eternity.

Maya: That’s so like you to think about the future, Nick. But I say it’s more important to focus on shining as bright as you can while you can in the here and now.

Phoenix: …Like how a candle shines at its brightest just before it burns out?

Maya: Yup! Just like that!

Phoenix: Well, Takushu does admit to liking the thrill of cutting it close to his deadlines, and the feeling of really zeroing in on something and being in the zone. Just thought I’d throw that out there…

Maya: Oh? Well, maybe he prefers that to having too much time on his hands? 

The will to keep on going… I guess you could say it came from my stubborn pride and my love of Ace Attorney.

Phoenix: There’s actually one other motivating factor he conveniently left out…

Maya: No way! What is it?!

Phoenix: You’ve gotta promise to keep this a secret, though. Promise?

Maya: Yeah, I won’t tell a soul! Now hurry up and tell me!

Phoenix: It’s whiskey.

Maya: …I don’t get it.

Phoenix: It’s like Takushu’s gasoline. It’s always one shot — straight — just before he starts writing.

Maya: Wh-What?! Isn’t there a rule about no drinking allowed during work hours or something?!

Phoenix: Of course there is! That’s why he only does that when he comes in to work on the weekend or late at night… and on the down low.

Maya: B-But there’s no way he could get away with that sort of thing with all of his co-workers sitting nearby, right?

Phoenix: He’s got a few tricks up his sleeve… like replacing the contents of his energy drink bottles and stuff…

Maya: Ohhh, so he uses tricks not just in his mysteries but in real life, too!

Phoenix: Apparently, it fires him up and gets the blood flowing to his brain.

Maya: Is that so…

Phoenix: He likes to say that the more he drinks, the stronger he gets.

Maya: I don’t think anyone should put much stock in that…

Phoenix: One weekend, he had a small run-in…

 

Takumi: ………… *is busy wrestling with the story*

Division Leader: Hey, Takumi. You must be in a bit of a bind if you’re here on a Sunday.

Takumi: Ah! M-M-Mr. Mikami! H-H-How are you?! *trembles like crazy*

Mikami: You’re looking a little flushed in the face. Everything okay?

Takumi: Y-Y-Yes! Just p-p-peachy!

Mikami: You’ve gotta take better care of yourself, you know. You can’t live off of energy drinks alone!

Takumi: O-O-Of course, s-sir!

 

Phoenix: …I really worry about that man sometimes.

Maya: Yeah… He’s not exactly looking “strong” there, is he? Besides, he should know that if anyone figures that trick out, he wouldn’t be able to use it anymore.

Phoenix: Actually, he was found out pretty quick because late-night Takushu is one suspicious character.

Maya: …It figures.

Phoenix: In fact, whenever he seems even slightly off, his boss gets angry and yells, “Takumi! Did you sneak a drink behind my back again?!”

Maya: Well, who wouldn’t get suspicious after all that…

 

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Thank you, Mr. Takumi from 2002! It certainly sounds like it was rough, and you used some… shall we say, questionable tactics… but you made it through all right, it seems! Although… why do you keep talking about how there were “five episodes” in the second game when the final version only has four? Hmm… Me thinks some detective work is in order.

Join me again next time as I present another round of characters! “Great People Around Town” will be interviewing the assistants that make our protagonists’ lives easier, and quite frankly, more entertaining!

Until then!

Catch up on previous blog entries here!

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MH animation short by NCHProductions depicts a hilarious Egg hunting quest

Oct 15, 2014 // Yuri Araujo

Statistically speaking, 6 out of 5 hunters absolutely adore Wyvern Egg carrying quests, and would rather not do anything else. Yes, we have data to prove that.

Anyways, the fantastic animators over at  NCHProductions have created yet another hilarious  Monster Hunter animation short, and the theme is Egg Runs!

Pretty accurate, don’t you think? lol. Couple of things we can learn from this vid:

1) the eyes on the Qurupeco Helm blink too;
2) Jaggis know how to have fun;
3) there’s an endless supply of Wyvern Eggs… always! 

And in case you missed their MONSTERS of monster hunter series, here are the episodes so far:

Episode 1 – Plate runs

Episode 2 – Service fee

Episode 3 – the tour

Episode 4 – Egg Runs

Enjoy!

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PSA: Resident Evil Revelations 2 release dates still unconfirmed

Oct 15, 2014 // GregaMan

Hey guys, this is just a public service announcement that the release date you’re seeing listed for Resident Evil Revelations 2 – Complete Season  on the PSN Store is merely a placeholder date (these are required for digital pre-orders); the true release dates for each chapter as well as the retail version are all still pending. Don’t be fooled! 

Resident Evil Revelations 2  will launch via weekly episodes in  early 2015.   The Complete Season pack, available for pre-order as of today , will allow purchasers access to each chapter as they are released, as well as the RAID Mode “Throwback Stage Pack” and some further bonus content currently undisclosed. 

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PSA: Dead Rising 3 PC Patch 4 available now

Oct 15, 2014 // GregaMan

Heads up that another Dead Rising 3  PC patch has just gone live! This one will address the crash-on-boot issue some players have still been experiencing, as well as an issue affecting those playing the game in Russian. We want to say thank you to the community for providing us with information that led to the fixes for the crash on boot issue. It was a bug which was easy to fix but hard to find, and continued support really has paid off. The full change list is below: 

  • Fixed an issue which would cause the game to crash on boot for players running the game from a hard drive with a sector size that is different from their C Drive 
  • Fixed an issue which was causing the game to crash in a specific area when playing in Russian.

We also want to comment on some of the issues people are having when trying to force SLI and Crossfire to work. Some players have set up their systems to force usage of both GPUs by default, and some players have tried to force SLI/Crossfire ON while playing DR3. While this can benefit some games, DR3 PC does not make use of dual-GPUs. If your system is set to force dual-GPU usage when playing games, you can expect to see lower frame rates when compared to not forcing this setting. 

If you happen to still be experiencing any issues with the game, please report them in this Steam thread .

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Resident Evil Revelations 2 Complete Season available for pre-order on PS4

Oct 14, 2014 // GregaMan

::UPDATE:: Please note that the release date listed on the storefront is merely a placeholder! The true dates are still pending, but the episodes will drop weekly starting sometime in early 2015. 

If you were at New York Comic Con last week (wow, last week already?!) you might have heard about the SCEA exclusive offer for the Resident Evil Revelations 2 during our “Resident Evil Returns” panel. Starting today in North America you’ll be able to pre-purchase the Complete Season, which scores you all 4 story episodes and some bonus content for only $24.99.

Not only that, but by pre-purchasing the Complete Season on PlayStation Network you’ll also receive the RAID Mode Throwback Stage Pack (upon its release) as an added bonus. The ‘Throwback Stage Pack’ will add a number of memorable environments from recent RE titles to RAID Mode in Resident Evil Revelations 2.

PlayStation 4 – Available for pre-purchase now

PlayStation 3 – Coming soon

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Siliconera reflects on the huge impact of Monster Hunter Tri

Oct 14, 2014 // Yuri Araujo

How often do you think about Monster Hunter? No, not talking about which monster to hunt next or what weapon upgrade path to follow… I’m talking about reflecting on deeper aspects of the series as a whole.

Turns out Siliconera ‘s own Ishaan took the time to evaluate how  Monster Hunter Tri has impacted the way the series as a whole!

Granted, they’ve also had the oportunity to ask questions directly to the series’ producer Ryozo Tsujimoto, which gave them the extra insight for their hypothesis. Anyways, you should definitely read the article and think about the games a little more after that. Here’s one quote that stood out to me:

The concept behind the game was to recreate the Monster Hunter  world and the game’s mechanics from the ground up while maintaining the feel of the series, and in order to do this, Capcom took a no-holds-barred approach to development.”

How many times do you hear of successfull franchices doing that?

Also worth noting this is how I found out the Flooded Forest area was inspired by the wetlands in my home country, Brazil. Neat!

via Siliconera

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Reminder: October Loot Crate features Dead Rising 3; cut-off approaching

Oct 14, 2014 // GregaMan

There’re just six days left to sign up for Loot Crate in time to get the October crate, which, as previously teased, will contain an exclusive Dead Rising 3  goody in the spirit of this month’s theme: fear!

Remember, you can get 10% off any crate plan when you use the promotional code “CAPCOM,” but the cut-off for this month is Sunday, October 19th, so don’t wait around! 

If you need further enticing, watch this totally awesome video Loot Crate produced, inspired quite heavily by  Dead Rising 3.  Features spirited use of the Freedom Bear!

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USFIV Patch 1.03 Releases on October 15th

Oct 14, 2014 // haunts

Hey everyone, patch 1.03 is coming out in few days and with it comes content that will definitely improve both your online and offline USFIV experience that much more. Continue on for a more detailed breakdown of patch 1.03’s contents.

Delayed Standing Option

 

With the delayed standing option being added to training mode, players will be able evolve their game to the next level as they work on ways to counter its usage. It will be interesting to see what set ups players will come with now that this option is at their disposal.

The delayed standing setting in training mode has a minor issue in it where certain CPU opponents will delay stand when they shouldn’t be able to. These characters will definitely be fixed in the next patch. Please note that this DOES NOT HAPPEN OUTSIDE OF TRAINING MODE , only against the CPU when the delayed stand option is selected against certain characters in training mode.  

Inconsistency Adjustments and Attack Reversions

In our continuing efforts to ensure our fans are being heard, we have addressed some inconsistencies that arose based on the initial changes that went into USFIV. In addition to those inconsistencies being addressed, we’ve also reverted the Decapre charge time and Rolento standing medium punch changes that occurred in patch 1.02.

Here’s the list of adjustments that will be included in patch 1.03:    

 

Decapre

  • Psycho Sting and DCM (Anti-Air) – Charge time reduced from 52F à 42F.

 

Rolento

  • Close Standing Medium Punch – Increased juggle potential so that “EX Stinger (3 Hits) à Close Standing Medium Punch now combos.

 

Abel

  • Far Standing Heavy Kick – Fixed the issue where a counter hit against Abel was still possible after the active frames of the attack already ended.

 

Chun-Li

  • Forward and Neutral Throw – Reduced the throw escape window by one frame, making it consistent with other throw windows in the game.

 

Cody

  • Light Ruffian Kick – Knockdown adjusted from soft to hard against airborne opponents.

 

Dhalsim

  • Far Standing Medium Kick – Counter hit now yields proper hit advantage.
  • Back + Medium Kick – Crouching opponents now get properly pushed back on hit.
  • Yoga Catastrophe- Adjusted so that only one Yoga Catastrophe can be on the screen at a time.

 

Dudley

  • Victory Rose – Counter hit now yields proper hit advantage.

 

E.Honda

  • Far Standing Heavy Punch – Adjusted the damage from 100 à 113 if the front part hits.

 

Fei Long

  • Crouching Medium Punch – Adjusted damage on counter hit from 78 à 82.

 

Guy

  • Far Standing Heavy Kick – Fixed the issue where a counter hit against Guy was still possible after the active frames of the attack already ended.

 

Rose

  • Forward and Neutral Throw – Reduced the throw escape window by one frame, making it consistent with other throw windows in the game.
  • EX Soul Spiral – Fixed damage on counter hit from 160 à 163.

 

Sagat

  • EX Tiger Knee – Fixed the issue where Sagat gained SC meter on the first hit.

 

Seth

  • HP and Stun – HP and Stun values adjusted from (800/900) à (750/750) for SFIV Seth.

 

Vega

  • Medium Rolling Crystal Flash – Fixed the issue where Vega could not perform a red focus on the last hit against a blocking opponent.
  • Flying Barcelona Special
    • Fixed the issue where regardless of which strength of attack was used to activate the attack, the height at which Vega grabbed the wall was the same.
    • Fixed the issue where Vega would cling to the wall at a lower point if the knee hit on the way up.
    • Modified invincibility from Projectile/Throw Invincibility à Total Invincibility when he jumps off the wall after activation.
    • Fixed the issue where it was extremely difficult to land the Rolling Izuna Drop against a cornered opponent.

 

Yun

  • Zenpo Tenshin
    • Adjusted throw range during Genei-Jin to match normal version.
    • Fixed the issue where Yun could be counter hit after active frames of the throw have already ended.

 

System

  • Fixed the issue where the “Red Focus” shortcut command was not being saved within the key configuration.

  

PC Netcode Changes


And last, but definitely not least comes further adjustments to the PC net code. We made some changes to the net code earlier in the year through our Beta branch program, but our efforts didn’t stop there. We are applying three new changes which we believe should improve our users’ experience even further.

Those changes are as follows:

  • Change in Endless Battle – Users will not be able to join the game if the host is currently in a fight. Only once the fight ends and both the host and guest are returned to the lobby can they receive requests for other matches. This will prevent users from pinging the host during their matches.
  • The number of open connections the user can upkeep after canceling his game search has been reduced; thereby reducing the number of players pinged.
  • The acceptable input delay limit has been increased from 15 frames to 35 frames, so now even with terrible latency issues, users should experience what feels like an input delay instead of lag or random disconnects.  

Lastly, here’s the timeframe on 10/15 that each of our player bases can expect the patch to go live:

Xbox 360:  Wednesday, 10/15, 18:00 (JST)/ 02:00 (PST)

PS3: Wednesday, 10/15, 18:00 (JST)/ 02:00 (PST)/ 09:00 (GMT)

Steam: Wednesday 10/15, 08:00 (PST)

So that’s what you can expect in patch 1.03. That does not mean support stops here however, as we are still working hard on our goal of making USFIV the definitive version of the SFIV series. We will continue to monitor fan feedback and research ways to improve the player experience and will share any information as it becomes available. 

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Monster Hunter 4U Palicoes get equipped with Mega Man gear

Oct 11, 2014 // Minish Capcom

The collaborations keep coming! In addition to Samus , Link , Animal Crossing , Sonic the Hedgehog and Taiko Drum Master , your helpful Palico companions will also be able to don special Mega Man (and Rush!) gear.

As you can see, the Palico outfit is based on Mega Man’s classic armor, while the weapon is seemingly plucked right from Rush’s head. Hm, a cat swinging a dog’s helmet around… wonder what Rush or Tango would think about this!

And just like the other collaboration gear, this set comes complete with a themed Guild Card:

Fans in NA and EU will be able to forge these special items when Monster Hunter 4 Ultimate launches early next year.