Search Results for: "webcomic"

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The Disney Afternoon Collection Gallery Spotlight: Pencil to Pixel

Mar 23, 2017 // Yuri Araujo

On April 18, we get transported back to the early 90s with The Disney Afternoon Collection, but in the meantime, let’s hop backstage and take a look at some of the rad extras featured in this package.

In addition to 6 classic gems, a nifty Rewind feature and new game modes, we’ve gathered a variety of original artwork from the games’ development and marketing of that era and put them all in one gallery, divided into 4 categories: Pencil to Pixel, Museum, Original Artwork, and Odds & Ends.

This week, we’ll take a look at Pencil to Pixel, a really cool category for fans of the games, the TV shows, or those that just like to see creation processes… or all of the above.

Starting with the header image, we see the original reference drawings for the TV show, on the left, and the rendition in the game, on the right. Stare at these long enough, and you’ll start to notice the details that were deemed critical to each character and object, and which had to be left out or simplified to fit the games’ 8-bit graphics and run on the original hardware.

In the game, each Pencil to Pixel art piece also includes brief notes from the developer we’re working with on this collection, Digital Eclipse, on what they were able to find regarding the original pieces. Here’s the blurb on the Chip ‘n Dale piece above:

“The iconic robot bulldogs from the first level of Chip ‘N Dale: Rescue Rangers were originally designed for the episode ‘Catteries Not Included.'”

“Often, iconic character illustrations were reproduced as faithfully as possible by Capcom Japan’s artists in the games, such as Darkwing Duck’s appearance on the game’s title screen.”

Of course, these are not limited to in-game sprites, as we see in the example of the title screen (above) and a background (below).

“In the pre-internet days, it was typical for Disney Software producers in the United States to use fax machines to correspond with Capcom in Japan. That seems to have been the case for this illustration of St. Canard, used as a model for Darkwing Duck’s level select screen.”

“Fax machines”? Wow! Talk about ancient treasures, am I righ-… actually, just kidding: I was just informed that we have a fax machine somewhere here in our office… in 2017. D:

The real treasures here are these classic games and all the original art we managed to unearth for this compilation. Check back next week for a look at the next category of the archive material included in the The Disney Afternoon Collection. And for a full scoop on the game offering, check out our announcement blog post here .

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Wolf of the Battlefield: Commando Mobile Now Available for iOS and Android

Mar 23, 2017 // Mike Larson

Commando, the classic vertical arcade shooter is now available for iOS and Android devices.  The arcade legend will have a day one launch price of $.99 across both platforms.  After the launch window the game will be available for $1.99

You are a one man army. Armed with a sub-machine gun and a limited supply hand grenades, players battle through legions of enemy troops in this classic vertical scrolling shooter.

Features:

  • Take control of super-joe and destroy the enemy headquarters.
  • Take the fight to the enemy! Battle through endless waves of enemy troops
  • Pivot in eight directions to confront enemies and use grenades to clear cover.
  • “Casual mode” has been adjusted for ease of play and “classic mode” follows the original specifications.
  • Leaderboards and Achievements

To Download Visit:

Apple – itunes.apple.com/us/app/wolf-of-the-batt…

Google – play.google.com/store/apps/details?id=jp…

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A New CFN Is Coming Your Way!

Mar 23, 2017 // Harrison Young

Hello Online World Warriors!

We mentioned back in January that the team had been hard at work for several months to improve Capcom Fighters Network (CFN) and we are very happy to share with you more details on the improved CFN system.

We understand that Street Fighter V’s server performance has been a less than optimal experience for many of our players. The improved CFN experience is the result of rebuilding it from the ground up to address the most pressing issues that will ultimately result in a better online experience.

That said, we want to collect feedback and ensure everything is optimized for launch. We will be giving PC players a sneak peek of what’s to come while putting the new CFN through its paces with an official PC Beta Test. Hit the jump for all the information.

The new CFN PC Beta Test will start on 3/28 at 1pm PDT and will end on 4/3 at 1pm PDT. It will be limited to Steam users only, but will be completely FREE to play for both current and new players.

Since this beta is to test our new online infrastructure, it will only feature Online Modes. The beta is entirely separate from the base PC client but players’ current CFN username, rank, standing and other details will carry over to the beta client. For new players, they will be able to download the PC client for free and set up a new CFN profile to play for the duration of the test. All data recorded during the beta is for testing purposes only and once the beta has concluded, all replays, Fight Money earned, progress and player data will be deleted. To encourage players to participate in the beta test, all released characters, including Kolin will be unlocked for play.

If that wasn’t enough to get you to try it out, we are also going to give PC Beta Testers a sneak peek at our Season 2 Balance Adjustments. The full list of adjustments can be found in our previous blogpost here . Once the test is concluded, we’ll make further adjustments to optimize the new CFN and it will make its full release on both PS4 and PC shortly after.

Here is a list of improvements you can expect with the new CFN:

Rage Quit Penalty System

Back in December, we implemented an update to the Rage Quit System which displayed a special Player Profile Icon for the worst offenders and the most honorable players. These icons are working correctly now and matchmaking logic now takes into account your online behavior and frequent disconnectors will be matched with similar opponents.

Ranked and Casual Match Loading Times

We understand many players were not happy with the load times when entering online matches.There will now be a shorter transition when going into a Ranked or Casual Match.

Battle Lounge Country Flags

Country flags should now properly load in Battle Lounges, allowing players to locate competition in their region.

Training Mode – User Settings Saved

Training Mode settings are now saved and will carry over to the next time the mode is accessed.

“Since the PC beta will only feature online modes, Training Mode will not be testable at this time. Sorry for the confusion.”

Matchmaking Improvements

It should now take less time to find an opponent in online matches. We’ve also added logic which avoids frequently being matched with the same opponent repeatedly.

Fighter Profile Stats

More detailed stats will be tracked and presented on your Fighter Profile.

Country / League Based Rankings

Players will now be able to filter leaderboards based on Country or League.

Friend Management System

In addition to adding a player to your Favorites, you can now add Friends and follow them on CFN. You can now also Blacklist players.

Interactive Timeline

On the CFN home menu, a live feed of your Friends’ activities is presented on an interactive Timeline. Using the Timeline, you can immediately add a recent match to your Replay List, view a Fighter Profile, manage your Friends, and adjust Timeline display settings.

In-Game Announcer Voice

The in-game announcer will give you stats on both you and your opponent using data pulled from the server.

The new CFN server updates mark a new beginning for playing SFV online and we encourage our players to participate in the PC Beta Test to see what improvements we have in store. For the latest updates on Street Fighter V, follow us on  Facebook  and  Twitter .

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Dead Rising 4 Hits 1,000,000 Players

Mar 23, 2017 // Jeffery Simspon
Thanks to the support of our great community and fans worldwide we’re pleased to announce that over 1,000,000 players have gone from covering wars to investigating the latest zombie outbreak in Willamette.
With Dead Rising 4 fans on Xbox One, Windows 10 and Steam all contributing to this success we’re just getting started. Stay tuned for Dead Rising 4: Frank Rising coming soon!
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Shamble forward into a new Dead Rising 4 experience

Mar 20, 2017 // Jeffery Simspon

The snow may have begun to melt in Willamette, but the horrors have not stopped as one of the city’s greatest heroes has developed a hunger for something more than the chocolate eggs of Spring.

Dead Rising 4: Frank Rising


In Dead Rising 4: Frank Rising, Frank West has succumbed to the undead infection and become the latest member of Willamette’s horde in an all-new single player story, releasing on April 4 for Xbox One and Windows 10 and on April 11for Steam.

Players will take control of a freshly-infected Frank West as the Willamette outbreak is far from over. Losing his humanity, Frank shambles through the city with a new hunger that can’t be satiated by food court burritos. Seemingly incurable, West will find help from an unlikely ally and be forced to fight to hold onto what makes him human as he races to find a cure for himself. Frank West’s new zombie form brings all new abilities and strength, while forcing him to feed upon other members of the horde to stay alive.


Can Frank save himself, and a group of survivors that he’s come to care about, before the government deals with the outbreak for good? How nutritious is a zombie foot, really? Can Frank stick to his Paleo diet?

Dead Rising 4: Frank Rising is included in the Dead Rising 4 Season Pass, which is available for purchase in the Microsoft Store and on Steam . Players can also get the pack on its own for $9.99 (USD) / €9.99 / £7.99, or get the game and the Season Pass together in the Dead Rising 4 Digital Deluxe Edition.

Super Ultra Dead Rising 4 Mini Golf

Once Frank has stopped contemplating ripping your liver out of your body for an afternoon snack, his thoughts begin to turn towards the fairway. Having survived the outbreak in Willamette, it’s time for players to master the greens in Super Ultra Dead Rising 4 Mini Golf, coming soon for Xbox One, Windows 10 and Steam.

With multiple holes of undead destruction and chaos, players will pitch and putt on greens in the Willamette Mall and surrounding town. Unlock specialized golf clubs, costumes and balls as Frank West trades photojournalism for color commentary of the on-course action. Collect Power-Ups to take the game to the next level and take out zombies with explosive style, while keeping swings low and the kill count high. Hone your swing solo in single player, fight for the high sore online in 4-player multiplayer, or feed your friends potato chips and zombie feet as they join you in your living room for turn-based co-op play.

Super Ultra Dead Rising 4 Mini Golf is included as part of the Dead Rising 4 Season Pass, which is available for purchase in the Microsoft Store and on Steam . Players can also get the pack as a standalone purchase for $9.99 (USD) / €9.99 / £7.99, or get the game and Season Pass together in the Dead Rising 4 Digital Deluxe Edition .

If you haven’t had a chance yet to pick up Dead Rising 4, download the game from the Microsoft Store and play the first hour for free before you buy. Once you finish the game, help save Frank and return to the mall, mini golf style. We’ll be sharing more details on the release date for Super Ultra Dead Rising 4 Mini Golf soon.

From zombie infection to golf swing perfection, Dead Rising 4 is the ideal way to enjoy your Spring Break.

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Ghosts’N Goblins Mobile Now Available For iOS and Android Devices

Mar 16, 2017 // Mike Larson

Ghost ‘n Goblins, the legendary side scrolling action platformer is now available  for iOS and Android devices. The arcade classic will have a day one launch price of $.99 across both platforms.  After the launch window the game will be available for $1.99 

Return to the days of yesteryear in this famously difficult action platformer. As Sir Arthur, you must battle against demons and undead in order to rescue the princess Prin-Prin.

Features:

  • Equip Sir Arthur with better weapons and armor by unlocking chests through the levels.  Be careful!  Armor disintegrates when hit. Make too many mistakes and you’ll be battling in your boxers.
  • Pit sword against tooth and claw. Battle a dragon, Cyclops and devils.
  • Master on of the most difficult platforms in gaming history and be one of the elite.
  • “Casual mode” has been adjusted for ease of play and “classic mode” follows the original specifications.
  • Leaderboards and Achievements

To Download Visit:

Apple –  itunes.apple.com/us/app/ghostsn-goblins-…

Google –  play.google.com/store/apps/details?id=jp…

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90s kids, rejoice! The Disney Afternoon Collection revisits DuckTales, Rescue Rangers and more retro classics on April 18

Mar 15, 2017 // Yuri Araujo

Get ready to ride the wave of nostalgia with beloved Capcom Disney games from the 90s in a perfect mix of 8-bit platforming goodness, your favorite Disney characters, and hella extras, coming April 18 to PC, Xbox One and PlayStation 4.

That’s right! We’ve collected six classic Disney games and put them in one awesome bundle. Here’s the 4-1-1 on what you’ll get:

GAMES! These are the obvious stars of the show here; you’ll get to play the following gems on PS4, XOne and PC with the crispest 8-bit graphics in town:

Chip ‘n Dale Rescue Rangers and Chip ‘n Dale Rescue Rangers 2 – Bring in a friend for classic co-op Capcom platforming action as one of you plays as Chip, and the other as Dale.

Darkwing Duck – Jump in the shoes of superhero Darkwing Duck and fight crime with lots of charm and wits.

DuckTales and DuckTales 2 – Embark on classic treasure seeking adventures through exotic stages as the pogo master millionaire Scrooge McDuck.

TaleSpin – Take to the skies as rad pilot Baloo in a unique take on the shoot ’em up genre, where you get to change the direction of your plane at any time.

REWIND! So it’s probably been a while since you’ve played these games, or maybe it’s your first time diving into them. Either way, some of those jumps and surprise enemy attacks can really throw a wrench into an otherwise perfect run. Enter the Rewind feature: just hold down a button, go back in time, and rewrite history by nailing those sick pogo tricks and crate throws.

TIME ATTACK! Race against the clock and use the online leaderboards to compare your best times with other players across the web. Note you cannot use the Rewind feature here, so make sure you practice beforehand!

BOSS RUSH! Just looking for a quick way to challenge your reflexes? Good news: we have some pretty intense boss battles waiting for you. Just like in Time Attack mode, it’s a true test of your skills, so no help from the Rewind feature here either.

But wait, there’s more! On top of these retro classic games and the new game modes, we also dug really deep and found tons of awesome material from when the original games were still being made back in the 80s and 90s! We’ve got concept art, sketches, music, and other fun extras.

UPDATE:  Pre-order pages for this rad game compilation are now live on Steam PlayStation 4   and  Xbox One .

Look out for The Disney Afternoon Collection, the best way to enjoy these classic 8-bit Disney games and archived assets, coming out April 18 on PC, Xbox One and PlayStation 4 for just MSRP $19.99. And if you’re in the LA area for WonderCon (March 31 – April 2), be sure to stop by the Capcom booth #1137 and get early hands on with this collection.

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Street Fighter V Season 2 Balance Update

Mar 15, 2017 // ComboFiend

Hey everyone – I hope you’ve all been enjoying Season 2 and Kolin!

As you may all know, the Street Fighter V Season 2 update has been out now for a few months. During that time, we at Capcom have been analyzing match data to see how characters were faring and if any additional changes were needed.

Although we are mostly pleased with the results of that data, we do feel that some further adjustments need to be made to ensure the cast feels that much more balanced.

As you’ll see, our goal is not to weaken the stronger cast members, but to strengthen those who we felt weren’t faring as well as would like to see.

We feel that with these adjustments, we should see a lot more variety as players will be able to specialize in the characters they feel are fun, while also feeling empowered. That said, expect matches to be a bit more challenging as the balance between the cast will become that much tighter.

Also, I’m happy to announce these balance updates will be coming at the end of April.

As always, for the latest updates on Street Fighter V, follow us on  Facebook  and  Twitter . Continue on to see what the balance changes are and the rationale behind them!

I’ll get into the individual changes shortly but first I wanted to cover some of the larger changes and system changes present in this patch.

System Changes

V-Reversal

  • V-Reversal input delay on crouching block has been shortened by 1F.

Developer Comments: When the V-Reversal command was input from a crouch block, it took one frame longer to activate than when standing. This change makes it so that once a V-Reversal is input, whether a character is standing or crouching, it activates at the same time.

Throw Escape

  • It is no longer possible to escape throws while inputting up during the throw escape.

Developer Comments: Correctly guessing an opponent’s next move is one of the hallmarks of Street Fighter. Option selects, which allow multiple options to be covered with overlapping commands, directly conflict with this idea, as the guesswork is removed, leading to a positive result quite frequently. This low risk, high reward scenario can be frustrating to fight as it seems that the opponent is always guessing right.

One such option select in Street Fighter V is the “jump back, throw select” in which the back jump command is input simultaneously with the throw input. This allows a player to cover two options on wake-up. If the opponent attempts a throw, they’ll tech it. If not, the player will jump away and reset the spacing between characters, all with very minimal risk.

With the new change introduced here, players will now have to make the proper read against their opponent to get the desired result, resulting in much more interesting matches.

Hold frames for charge moves

  • The number of frames necessary to complete a charge has been increased from 6F to 10F.

Developer Comments: The initial change, where we reduced the total number of frames needed to perform a charge move, was made to keep unintentional attacks from coming out. Unfortunately this has made those same charge moves all that much harder to pull off.

To fix this, we’ve increased the number of frames needed to perform a charge move, but have still kept that number of frames lower than Season 1. We think that this will ensure that the charge moves will come out much more reliably, while feeling that much easier to perform.

Invincible “Shoryuken” Attacks

  • Shoryuken type attacks have seen a change across the board. The changes are as follows below.
    • L Shoryuken attacks – maintain throw invincibility
    • M Shoryuken attacks – added airborne invincibility
    • H Shoryuken attacks – added attack and projectile invincibility
  • This change affects Ryu, Ken, Akuma, Cammy, and Juri. Please refer to each character’s individual adjustment list for specifics.

Developer Comments: Invincibility on Shoryuken attacks has been a polarizing topic. For players who learned how to use these attacks in Season 1 as an anti-air or counter attack, this change has severely affected their success with their favorite character. Conversely, those who have had to fight against these attacks, completely praise the changes as they felt meterless reversals were far too strong.

After analyzing player data, we felt that the change to invincible Shoryuken attacks resulted in a risk/reward ratio that has become risk intensive, yet yields little reward. Additionally, as Shoryuken attacks now occasionally trade with jump-in attacks, players who use characters with Shoryuken attacks are no longer confident in using this attack as an anti-air as intended.

We feel that with the changes made to Shoryuken attacks, the attack now yields the right risk versus reward. Players who utilize these attacks will still have to exercise proper timing and a bit more decision making to be effective, but now they will be rewarded accordingly. For the opponent fighting against these Shoryuken attacks, they will have to exercise a little more caution, but shouldn’t feel as frustrated as they did in Season 1.  

Individual Character Adjustments

Alex

  • Hurtbox
    • Fixed an issue where Alex’s collision boxes would shrink in the reverse direction of other characters if Alex turned around while crouching. This led to characters being able to cross him up with certain moves after he landed from mid-air recovery, when they were not supposed to.
  • Vitality
    • Increased from 1000 to 1025
  • Standing MP
    • Move recovery changed from 14F to 12F
    • Note: No changes to advantage/disadvantage
  • Standing MK
    • Startup reduced from 9F to 8F
    • Note: The entire move has been reduced by 1F
  • Crouching MK
    • Startup reduced from 10F to 9F
    • Note: The entire move has been reduced by 1F
  • V-Skill – Overhaul
    • The entire move has been reduced from 55F to 52F
  • EX Air Knee Smash
    • Timing of the hurtbox activation has been restored to the Season 1 version
  • L Slash Elbow
    • Disadvantage on block has been reduced from -4F to -2F

Developer Comments: In Season 2, the start up on some of Alex’s longer range attacks were modified as we believed moves with relatively fast startup and reach would be strong.  Unfortunately, these changes lessened his overall effectiveness against some of the cast as his attacks were now taking that much longer to connect.  

With the increase in speed to the start-up of his key ranged attacks, Alex should be able to fight against the entire cast that much better. Additionally, as Alex has to take considerable risks closing in on the opponent to really land damage, his vitality has been slightly increased.

Akuma

  • Vitality
    • Increased from 875 to 900
  • M Goshoryuken
    • Added a hurtbox for frames 3-6F
    • Added invincibility for airborne attacks for frames 1 to 6F
    • Increased the knockback distance for the first hit
    • Slightly expanded the forward hitbox during rising animation
  • H Goshoryuken
    • Added attack and projectile invincibility for frames 3-6F

Developer Comments: Akuma has very high potential.  That potential however, comes with low health. What we noticed is that due to his low health, Akuma players were playing much more conservatively than anticipated and not really exploring his options as much as they could be.

We hope that with the change to his vitality, Akuma players will be able to approach matches more confidently and fully explore new strategies with him without the fear of losing the round quickly.

Balrog

  • Hurtbox
    • Fixed an issue where Balrog’s collision boxes would shrink in the reverse direction of other characters if Balrog turned around while crouching. This lead to characters being able to cross him up with certain moves after he landed from mid-air recovery, when they were not supposed to.
  • Vitality
    • Reduced from 1025 to 1000 

Developer Comments: Initially, Balrog’s vitality was increased as we viewed him to be a very straight forward character who has to take risks to get in and do damage. After reviewing his other adjustments granted in Season 2, which have increased his options and in effect made him that much stronger , we feel that his increased vitality is unnecessary.

Even with bringing his vitality back to the 1000, we feel that Balrog will still be a force to be reckoned with in the hands of the right players.

Birdie

  • Crouching MP
    • Expanded the hitbox upwards for active frames 4-5F
  • Crouching MK
    • Startup reduced from 11F to 10F
  • EX Bull Head (Normal/V-Trigger)
    • Disadvatange on block increased from -2F to -5F
  • EX Bull Horn
    • Armor startup and duration changed from 3F-20F, to 1F-20F

Developer Comments: The initial design concept for Birdie is that he is supposed to be quite powerful in neutral, which he deviated away from in Season 2. The changes made to Birdie in Season 2 left him in a slightly less optimal place in both his neutral and defense game, but much stronger place in the offensive game.

Although the adjustments made were beneficial in their own right, his core design is still that of a strong neutral character. To bring him more in line with that vision, we’ve reverted some changes, allowing Birdie to establish and compete at neutral a bit better.

Cammy

  • L Cannon Spike
    • Added a hurtbox for frames 3-6F
    • Added throw invincibility for frames 1F to 6F
    • Limited the follow-up attacks after a hit at the base
  • M Cannon Spike
    • Added a hurtbox for frames 3-6F
    • Added invincibility for airborne attacks for frames 1 to 6F
    • Limited the follow-up attacks after a hit at the base
  • H Cannon Spike
    • Added attack and projectile invincibility for frames 3-6F
  • EX Cannon Spike
    • Expanded the downwards hitbox
  • Neck Spiral
    • Added an air throw (press LP+LK during a jump)

Developer Comments: Overall, we think Cammy is faring quite well against the cast in Season 2. That said, we did notice that Cammy’s EX Canon Spike sometimes missed in combos, thereby causing frustration for Cammy players. With this adjustment, players will now be able to use it more confidently in combos.

The addition of Cammy’s airthrow was made as we felt her move set was not quite complete. With the changes to her Canon Spike an addition of an airthrow, she should now feel a bit more robust.

Chun-Li

  • Hyakuretsukyaku (Normal/V-Trigger)
    • Changed the number of necessary inputs when rapidly pressing K from 4 to 5

Developer Comments: The initial change to Hyakuretsukyaku was made so that both legacy players and new players could input the command for this attack as they saw fit. Unfortunately, for some players who press buttons repeatedly either in block stun, hit stun or during combos, this sometimes led to accidental inputs. To alleviate this issue, the number of K inputs has been increased.

Dhalsim

  • Thrust Kick ( Updated June 2nd 2017 )
    • Added a new normal move (down-backwards + MK)

Developer Comments: In Season 2, Dhalsim is in a much stronger place overall. For all his improvements however, he was still lacking a low attack that did not leave him severely disadvantaged. With the addition of this attack, we feel Dhalsim now has the complete set of tools to do well in the right hands.

F.A.N.G

  • Standing LP
    • Reduced the advantage on hit from +6F to +5F
    • Reduced the advantage on block from +3F to +2F
    • Increased the hitbox on the second active frame
    • Increased the hit hold from the second and third active frames by 1F
  • Standing MK
    • Reduced the startup from 6F to 5F
  • Standing HP
    • Reduced the startup from 8F to 7F
    • Reduced the hitbox
    • Slightly increased the hurtbox
  • Standing HK
    • Reduced the startup from 14F to 12F
    • Note: The entire movement is reduced by 2F
    • Advantage on hit reduced from +7F to +6F
  • Crouching MP
    • Reduced the startup from 7F to 6F
  • Nirenko
    • Reduced the pushback on hit for the first hit

Developer Comments: Although the changes made to the start-up of F.A.N.G’s attacks were done to keep him in line with the rest of the cast, these changes made it quite difficult for F.A.N.G to land combos or punishes of substantial damage and also keep faster opponents at bay.

With the reduction to the startup of a few key attacks contained in this list, in addition to the other improvements given to F.A.N.G in Season 2, it should result in F.A.N.G feeling that much stronger and competitive overall.

Guile

  • Forward Throw
    • Recovery after a successful throw increased by 3F
  • Reverse Spin Kick
    • Advantage on hit reduced from +6F to +4F
  • M Somersault Kick
    • Added a hurtbox to the attack/projectile invincibility for frames 3 to 8F
    • Added invincibility for airborne attacks for frames 1 to 8F
  • V-Trigger – Solid Puncher
    • Number of V-Gauge blocks increased from 2 to 3
  • Sonic Breaker (Updated June 1st 2017)
    • V-Timer gauge consumption restored to Season 1 V-Timer for the first and second shots of Sonic Break. No changes for the V-Timer gauge consumption for the third shot onward.
  • EX Sonic Break
    • V-Timer gauge consumption restored to Season 1

Developer Comments: Guile’s initial concept has him as the opposite of Nash, in that he has all the tools to be strong defensively. That said, the adjustments made to Guile in Season 2 have also left him extremely strong offensively as well, deviating a bit from his concept.

We feel that with these new adjustments, Guile will move closer to his initial concept, while still leaving players feeling quite strong.

Ibuki

  • Kunai Hoju
    • Placed lower in the command priority than Kazekiri

Developer Comments: In the heat of battle, we noticed that Ibuki players sometimes performed Kunai Hoju when they meant to perform Kazekiri. This happened either when performed against a cross up or if the command wasn’t precisely input.

Unfortunately, this resulted in not only missed damage, but it also left Ibuki open to counter attack as well. With this change, Ibuki players should now get Kazekiri much more consistently.

Juri

  • Standing LP
    • Decreased the size of the upwards hitbox
    • Increased the horizontal knockback distance on mid-air hit
  • L Tensenrin
    • Added throw invincibility for frames 1F to 8F
  • M Tensenrin
    • Added a hurtbox for frames 3 to 6F ( Updated June 2nd 2017 )
    • Added invincibility for airborne attacks for frames 1 to 7F
  • H Tensenrin
    • Changed the 1F to 8F throw invincibility frames to attack/projectile invincibility from 3F to 7F

Developer Comments: The change to Juri’s light punch was made to bring her more in line with the general philosophy of reducing the over effectiveness of light attack anti-airs introduced in Season 2.

Ken

  • Thunder Kick
    • Changed the recovery on block from -2F to -4F
  • M Shoryuken
    • Added a hurtbox for frames 3-6F
    • Added invincibility for airborne attacks for frames 1 to 6F
    • Increased the knockback distance for the first hit
  • H Shoryuken
    • Added attack and projectile invincibility for frames 3-6F

Developer Comments: Ken’s Season 2 Thunder Kick change added a layer to Ken’s offensive options that we feel is quite interesting. That said, the reward for it is extremely high, while the risk is rather low. The change made to this attack will give the attack a more balanced mix of risk versus reward.

Laura

  • L Bolt Charge (Normal/V-Trigger)
    • Reduced the active frames from 4F to 3F
  • Crouching LK
    • Reduced the advantage on block from +1 to 0

Developer Comments: Laura is a character who has seen quite a bit of a climb since the introduction of the Season 2 update. We are quite happy with her current performance and don’t think much needs to be changed.

That said, we did notice that she can feel a bit overwhelming once her offense gets started. We think that by ever so slightly reducing the effectiveness of a few of her attacks, which are used in her continuous pressure strings, players will now have more chances to move around, rather than feel overwhelmed. This also has the benefit of encouraging Laura players to develop even newer strategies against what counters may develop.

Nash

  • Forward Dash
    • Total movement frames changed from 19F to 18F
  • Standing HP
    • Increased the forward hitbox for the first active frame
    • Expanded the hitbox downward for frames 2F to 3F, and reduced the upwards hitbox
  • Crouching MK
    • Quickened the timing for V-Trigger cancel by 1F
    • Note: After the change, Nash will go from +4F to +5F advantage from cancelling into V-Trigger (Sonic Move – Hide)
  • M Sonic Scythe
    • Increased the pushback distance on block
  • EX Sonic Scythe
    • Added throw invincibility for frames 1F to 6F
    • Expanded the upwards hitbox for the first and second active frames

Developer Comments: The initial concept behind Nash’s Season 2 adjustments were to encourage players to explore his large array of attacks to begin offense, rather than the same few that were always used, stifling strategy. Additionally the adjustments to his defensive options were made so that there would be a clear distinction between Nash, who is more offensive, and Guile, who is more defensive.

Unfortunately, the adjustments to some of his attacks resulted in his offense becoming a bit weaker, leaving Nash in a place where he didn’t feel strong on offense, defense nor in neutral. With the adjustments made here, we believe that Nash will end up with a slightly stronger neutral game and stronger offensive game, leaving him in an overall better position amongst the cast.

Necalli

  • The Disc’s Guidance (V-Trigger)
    • Disadvantage on block increased from -4F to -6F

Developer Comments: Overall, we believe Necalli is in a good place in Season 2. We did notice however that the pushback on Necalli’s L Disc’s Guidance was quite far while in V-Trigger, which in effect, made it extremely hard to punish by most of the cast.

As this attack leads to great positioning and continued offense for Necalli, with minimal risk, the disadvantage on block was increased to more evenly balance the risk versus reward.

Rashid

  • Hurtbox
    • Fixed an issue where Rashid’s collision boxes would shrink in the reverse direction of other characters if Rashid turned around while crouching. This lead to characters being able to cross him up with certain moves after he landed from mid-air recovery, when they were not supposed to.
  • Standing LK
    • Reduced the upwards hitbox
    • Increased the horizontal knockback distance on mid-air hit
  • EX Eagle Spike (V-Skill)
    • If Rashid KO’s the opponent with EX Airborne Eagle Spike during his V-Skill, he will get the EX flashing screen finish

Developer Comments: The change to Rashid’s light kick was made to bring him more in line with the general philosophy of reducing the over effectiveness of light attack anti-airs introduced in Season 2.

Ryu

  • Standing LK
    • Expanded the forward hitbox
  • Standing MP (Normal/V-Trigger)
    • Expanded the forward hitbox
  • M Shoryuken
    • Added a hurtbox for frames 3-6F
    • Added invincibility for airborne attacks for frames 1 to 6F
  • H Shoryuken
    • Added attack and projectile invincibility for frames 3 – 6F
  • Crouching HP
    • Changed the move animation

Developer Comments: The concept behind Ryu’s initial Season 2 adjustments were that we wanted to encourage players to engage in closer combat by giving Ryu stronger in close tools, while in return, his midrange was weakened a little. Although his tools in close were strengthened, due to the shrinkage of a few hitboxes and increased attack startup, he now had a bit more trouble than anticipated fighting from the midrange. This, in turn, made it harder to get in close, making it more difficult for Ryu players to experience his Season 2 adjustments.

We hope with the additional adjustments made, Ryu will be more well-rounded than he was in Season 1, while also feeling that much stronger.

Urien

  • Vitality
    • Reduced from 1025 to 1000
  • Crouching MK
    • Advantage on block changed from +2F to -2F
  • Jumping LK
    • Expanded the hitbox downwards
  • EX Dangerous Headbutt
    • Increased the recovery on whiff from 15F to 25F
  • EX Chariot Tackle
    • Increased the disadvantage on block from 0F to -2F
    • Reduced the pushback distance on block

Developer Comments: Urien has seen a significant climb in the ranks since the Season 2 update went into effect. That said, we noticed a few key attacks that have very minimal risk, yet high reward associated with them being used more than his other attacks, reducing his overall strategy.

We think with these new adjustments, players will be motivated to use his other attacks and figure out newer strategies to defeat the competition. However, the increased risk on a few of these attacks will require players to properly weigh the risk versus reward of using said attack, especially with Urien’s vitality returning to the former value that is was in Season 1.

Vega (Claw)

  • Standing HP (claw)
    • Advantage on hit increased from +6F to +7F
    • Pushback on hit slightly decreased
    • Pushback on block slightly decreased
  • Crouching HP (claw)
    • Advantage on hit changed from -2F to +5F
    • Advantage on block changed from -5F to +3F
  • V-Trigger: Bloody Kiss – Azul
    • Changed so that Vega will be fully invincible from the first frame after hit
  • Flying Barcelona Attack (claw)
    • Damage increased from 90 to 120.
    • Advantage on block increased from 0F to 3F
    • Relaxed the restrictions on mid-air juggles after hit
    • Note: Increased follow-up options
  • Flying Barcelona Attack (no claw)
    • Damage increased from 60-80
  • EX Crimson Terror
    • Increased the movement distance
    • Note: Is now between Season 1 and original Season 2 changes

Developer Comments: Vega is an interesting character in that he has two distinctive styles. What we noticed, however, was that due to the damage output that’s possible with the non-claw version, players had less incentive to use his claw form.

With the adjustments made to Vega’s claw form, Vega players can now alternate between the two styles and develop different strategies for both, while not having to worry about a substantial damage differential between the two.

Additionally, the changes to his V-Trigger and EX Crimson Terror will ensure that Vega players will consistently get their damage without fear of the opponent dropping out of their combos.

Zangief

  • Head Butt
    • Reduced the amount of CA meter gain upon use to cancel a projectile attack
    • Note: From 50 to 30
  • Double Lariat
    • Reduced the downwards hitbox on his arms while spinning (1st revolution)
    • Changed so that the hitbox on his arms while spinning (2nd and 3rd revolutions) will not hit crouching opponents
    • Expanded the hurtbox to the same position as his hitbox
  • Harasho Choke Slam
    • New neutral/forward normal throw (LP+LK) that is triggered against crouching opponents
  • Flying Head Butt
    • New move: press up + HK during a neutral jump
  • Tundra Storm
    • New move: F, D, DF + P – perform a counter (only works against horizontally-angled kick attacks)

Developer Comments: Zangief is one of the characters who has seen a big jump in the rankings since the beginning of Season 2. Although we are quite happy with his progression, we have noticed that his lariat is a large source of frustration for his opponents in that it’s extremely hard to punish.

We feel that with the adjustment made to Zangief’s lariat, he will still maintain his strength, yet players will have to utilize a bit more strategy to be effective with him.

Lastly, we felt that Zangief’s moveset could use more options. To that effect, we have added a few more moves to his arsenal, which should make him a bit more entertaining for those who play him .

Also, when Kolin was released, there were a number of bug fixes that went into her patch that I’d like to officially confirm. The full list is below:

Chun-Li

  • Bug – EX Kikoken granted meter gain on hit or block
  • Fix – No longer grants meter on hit or block
  • Bug – Because her hurtbox was so low when crouching, there were times when opponents at certain distances could not hit or force Chun-Li to block attack
  • Fix – Slightly expanded her crouching hurtbox

Necalli

  • Bug – H Raging Light did not have a counter hitbox on startup
  • Fix – Added a counter hitbox on startup

Alex

  • Bug – Unintended delay on Power Drop startup when going from H Flash Chop
  • Fix – Delayed Power Drop startup so that it does not connect when H Flash Chop is blocked
  • Bug – Certain combos were unintentionally not possible against this character
  • Fix – Slightly increased hurtboxes during knockback, as well as hurtboxes when standing for consistency.

F.A.N.G

  • Bug – When doing Nikankyaku to Senpukuga against an opponent in the corner, Senpukuga would sometimes face in the opposite direction of the opponent
  • Fix – Slightly increased the time to change direction facing when switching places

Karin

  • Bug – EX Ressenha – Could not immediately perform jumps or other basic movements post-recovery
  • Fix – EX Ressenha – Adjusted the landing animation so Karin can now immediately perform jumps and other basic movements post-recovery

Akuma

  • Bug – Jumping LP – Unintended input priority
  • Fix – Jumping LP – Adjusted input priority to match that of other characters
  • Bug – Couching LP – The window to chain cancel this normal is longer than that of other characters. This allowed players to input a light attack by chain cancelling at the last possible moment while simultaneously inputting another action (V-Skill, special moves, etc.). If the opponent attacked at the same moment, the other action would be performed; if not, crouching LP would be performed.
  • Fix – Crouching LP – Shortened the window to chain cancel this attack by 1F

Ibuki

  • Bug – In Trial 7, an unnecessary “neutral” symbol is displayed in the command for Airborne M Kunai
  • Fix – Removed the unnecessary “neutral” symbol

Balrog

  • Bug – Certain combos were unintentionally not possible against this character
  • Fix – Slightly increased hurtboxes during knockback, as well as hurtboxes when standing for consistency.

Dhalsim

  • Bug – When performing Crouching LP ⇒ normal grab on Balrog in the corner, whether or not it hit varied between whether Dhalsim was on the 1P side or 2P side
  • Fix – Slightly increased normal throw box forward to ensure hit consistency between 1P and 2P sides

Ken

  • Bug –EX Tatsumaki Senpukyaku – Could not immediately perform jumps or other basic movements post-recovery
  • Fix – EX Tatsumaki Senpukyaku – Adjusted the landing animation so Ken can now immediately perform jumps and other basic movements post-recovery

Birdie

  • Bug – EX Bull Head – Because Birdie’s collision box was placed somewhat behind his presence box, opponents could slip behind Birdie when he whiffs this attack
  • Fix – EX Bull Head – Increased collision box and hurtbox backwards
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Dead Rising 4 now on Steam PCs

Mar 14, 2017 // Jeffery Simspon

The mall walking undead have shuffled their way onto computers worldwide, as Dead Rising 4 is available now on Steam .

Retired photo journalist Frank West has been drawn back to Willamette, the scene of the first zombie outbreak, for the biggest scoop of his career with ambitious young student Vick at his side. Frank finds the town under siege from another zombie infestation and the rebuilt Willamette Memorial Megaplex Mall is stocked with bloody entrails and all sorts of consumer goods.

There’s not only your standard B-Movie zombie horde to contend with, but Frank will also have to face off against two new and dangerous kinds of running dead when he meets the highly-energetic infected zombies and the dangerously intelligent Evo. Add to that, a shadowy para-military organization and some unfriendly survivors who prove to be terrible civic ambassadors, Frank has his work cut out for him to get the story and get out of town.

Dead Rising 4 is out today on Steam for $59.99 (USD). The Steam release is action-packed with all free title updates, including “My Bloody Valentine,” two new difficulty levels (Hard and Blackest Friday) and the Street Fighter costume pack. Also available is the Dead Rising 4 Seasons Pass for $19.99 (USD), which adds in the “Stocking Stuffer Holiday Pack,” “Frank Rising” and “Super Ultra Dead Rising 4: Mini Golf”.

To confirm that you’ve duct taped together a computer capable of running the game, the PC specs are below.

So grab your Blambow, pick a sort-of-fresh burrito off the food court floor and arm yourself to face the latest undead threat on Steam.

To stay up-to-date with everything Dead Rising , follow us on Twitter and LIKE us on Facebook or visit the official Dead Rising website .

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Ultimate Marvel vs. Capcom 3 – Digital Versions (Xbox One, Steam) and Physical Versions (PS4, Xbox One) OUT NOW!

Mar 10, 2017 // Harrison Young

Attention Marvel and Capcom fans!

Ultimate Marvel vs. Capcom 3 continues to blast its way onto current generation hardware as digital versions on both Xbox One and Steam now join the digital version on PlayStation 4 for $24.99. Also just released, limited edition physical versions of Ultimate Marvel vs. Capcom 3  are nowavailable for PlayStation 4 and Xbox One for $29.99 at GameStop  and  EB Games . You can click on any of the above hyperlinks to purchase at the respective retailer. In addition to featuring everything included in the standard digital release, the physical versions have updated cover art and include an exclusive 10-page comic featuring original art from Marvel’s own Sean Chen and Gerardo Sandoval. Check out our earlier blogpost interviewing the artists on their experience with the Marvel vs. Capcom series and working on the comic. Relive the rivalry today in Ultimate Marvel vs. Capcom 3!

For all the latest news on Ultimate Marvel vs. Capcom 3 and the Marvel vs. Capcom series, don’t forget to follow us on  Twitter Facebook  and  YouTube

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1942 Mobile Now Available For iOS and Android Devices

Mar 09, 2017 // Mike Larson

1942 Mobile is now available for iOS and Android devices. Get the classic high-flying arcade shooter for $.99 for a limited time! 

Features Include:

  • Take control of a vintage warbird and challenge the enemy’s air power.
  • Dodge fierce enemies and set your sights on a 100% kill rate.
  • Failure is not an option. Escape from the jaws of death with a well timed barrel roll.
  • “Casual mode” has been adjusted for ease of play and “classic mode” follows the original specifications.
  • Leaderboards and Achievements 

To Download Visit:

Apple – itunes.apple.com/us/app/1942-mobile/id12…

Google – play.google.com/store/apps/details?id=jp…

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iOS and Android Ace Attorney Spring Sale!

Mar 07, 2017 // Mike Larson

If you’ve been holding off on getting the Ace Attorney games for your smartphone, now is your time to act.

iOS

Android

Click on the links above to check out the games.