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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
EN

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 .

EN

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

EN

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…

EN

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.

EN

Dead Rising 2: Case Zero & Case West now backwards compatible on Xbox One

Mar 02, 2017 // Jeffery Simspon

Dead Rising fans are always hungry to take a bite of the game world’s lore and here at Capcom Vancouver we’ve always been happy to feed that unending hunger with peeks behind the main story of the zombie outbreaks that have devestated America. With Dead Rising 2: Case Zero and Dead Rising 2: Case West players were able to explore the zombie filled world in a unique way while learning about what had happened between the first two games and in their aftermath.

Originally released on the Xbox 360 in 2010 both games are now backwards compatible on the Xbox One and availble to purchase on the Xbox store.

Dead Rising 2: Case Zero takes place between the outbreak in Willamette that was featured in Dead Rising and the Fortune City zombie attack featured in Dead Rising 2 . It centers around Chuck Greene as he attempts to get gas for his truck and Zombrex for his daughter Katey.

In Dead Rising 2: Case West the hero of the first game, Frank West, returns to team up with Chuck to investigate the real source behind the zombie attacks in Willamette and Fortune City. Set in the immediate aftermath of Dead Rising 2 it delves deeper into the mystery of the zombie disease and brings back a fan favourite character from the original game (aside from Frank himself).

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Ultimate Marvel vs Capcom 3 – Marvel Artists Q&A

Mar 01, 2017 // Harrison Young

Hey Marvel and Capcom fans!

As previously announced in our other blogpost , physical versions of Ultimate Marvel vs. Capcom 3 are coming to PlayStation®4 and Xbox One’ on March 7 th for $29.99. It will feature updated cover art and an exclusive comic featuring original art from Marvel’s own Sean Chen and Gerardo Sandoval, written by Jim Zub.

We caught up with Sean and Gerardo to share their thoughts on the Marvel vs. Capcom series and creating the exclusive comic. Hit the jump the check out the interview.

Please introduce yourself and give us a little background on what you do for Marvel.

Sean Chen – I’m a veteran comic book artist with about 20 years in the industry. Mostly known for a long run on the Iron Man comic, but have also done stints on Wolverine, X-Men, Spider-Man, The Avengers, among others.   

These days I split my time between comic and advertising. In comics, I do mostly covers and special projects for different publishers. In the advertising industry, I mostly do storyboards for television commercials.

Gerardo Sandoval – My name is Gerardo Sandoval. I have worked on titles such as: Age of Apocalypse, X-Men, Guardians 3000, New Avengers, Wolverine and Venom.

When you were approached with this project, what was your reaction?

SC – I knew it was going to be lots of fun. It was a great opportunity to draw many of the iconic Marvel heroes that I loved, as well as some of the well-known Capcom characters. While I was unfamiliar with some of them, they were all great fun to draw.

Researching the few characters that I didn’t know too well turned me into a fan. They were all well designed, both visually and in personality and abilities.

GS – When I was younger I was a gamer. I really loved Capcom and everything Street Fighter.  For me this opportunity was a huge surprise because I always wanted to do a Capcom vs Marvel art piece and I never thought that it could be possible.

Being more familiar with drawing characters from the Marvel universe what approach did you take when creating your own renditions of characters from the Capcom universe?

SC – First and foremost, I wanted to make sure that they all appeared and acted in character. Obviously, Capcom, being the steward of these characters, as well as the diehard fans of them really care how they are portrayed. A big part of my job is to make sure to be respectful by acknowledging that there are people very passionate about these characters. I did my homework and did a fair amount of research, which included discussing the characters with my son and some of his friends.

The challenging part is that some of the Capcom characters are on the very realistic end of the spectrum, such as Chris Redfield. Others such as Viewtiful Joe are very cartoony. Trying to integrate the different art genres into one story universe took some thought and calibration.

GS – It’s not easy to design a piece like this because I only had one chance to create the main characters. I had to make each one of the characters in a pose very familiar to the fans.  As a fan myself I knew Capcom characters and how they should look, so it was really fun, but not easy to put all the main characters together in one shot.

Who is your favorite character to draw from both the Marvel and Capcom universes and why?

SC – I always love drawing Iron Man since I am very tech oriented. A big part of the fun of drawing comics is to engage a variety of character types, and this book had them all. A great counterpoint to the hard edges of Iron Man was the organic and feminine forms of Storm and Morrigan. It was also great fun to draw the anime and cartoon characters as Zero and Viewtiful Joe. I would have to say that Morrigan was the most fun to draw from the Capcom side because she had a unique offbeat design. In terms of personality, Viewtiful Joe was great fun to portray because of his big, in your face attitude.

GS – Venom, Wolverine, Sagat or Zangief. For some reason, I am not into the good guys, I always liked the bad guys. Not Luke Skywalker but Darth Vader, not Spider-man but Venom, not Ryu but Sagat. Villains, or anti-heroes, are more interesting characters for me so I really enjoy drawing bad guys. Also, when I was a gamer, I always played as a villain.

Who is your favorite character to play from both the Marvel and Capcom universes and why?

SC – Some of the Capcom characters have been around forever, such as Chun-Li and Ryu, so they are the ones I am familiar with from my younger days. As far a Marvel is concerned, Wolverine is always a favorite.

How does it feel to know your name is now cemented in this epic franchise that has spanned over 20 years?

GS – It’s one of my dreams come true. It’s a great achievement but at the same time not enough for me. I really had the dream of being part of something like this but not only with one art piece. I hope in the future I can produce more art for this epic series.

A huge thanks to both Sean and Gerardo for their beautiful work on the exclusive comic and giving their thoughts on the franchise! The all-new comic book is a must-have for collectors and fans of the series and tells the story of two colliding universes featuring some of the most iconic Marvel and Capcom characters in its 10 full pages of action packed story. To secure your copy of this limited release you can preorder now at GameStop and EB Games .

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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Kolin, The Phantasm of Snow and Ice, joins Street Fighter V tomorrow!

Feb 27, 2017 // Harrison Young

Hey everybody!

We hope you’ve enjoyed learning about Kolin all this month. After server maintenance tomorrow, she will be finally joining Akuma and the rest of the Street Fighter V cast. To check out Kolin and her V-System moves, check out our reveal blogpost here .

Don’t forget, the Season 2 Character Pass is now available for $29.99 / €29.99 / £24.99 and will grant pass holders with Akuma, Kolin, in addition to 4 brand new fighters to be announced later this year. The pass comes with Premium Battle Costumes with colors 3-10 unlocked and default costume colors 3-10 for each character. Additionally, Season 2 Character Pass holders will receive an exclusive PS4 theme!

As always, for the latest updates on Street Fighter V, follow us on  Facebook  and  Twitter .

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Dead Rising 4 swarms to Steam on March 14th

Feb 22, 2017 // Jeffery Simspon

Dead Rising 4 is unleashing a new kind of undead plague on PCs this spring when it arrives for Steam on March 14 th, 2017.

It’s time to get gory as photojournalist and zombie outbreak survivor Frank West returns to Willamette, Colorado 16 years after the events of the original Dead Rising. Frank finds the town under siege from another zombie infestation and the rebuilt Willamette Memorial Megaplex Mall stocked with bloody entrails and all sorts of consumer goods.

Frank will not only be pitted against the zombie horde but also two new and dangerous kinds of undead creatures as he comes across spry and energetic freshly infected zombies and the dangerously intelligent Evo threat. He will also face a shadowy para-military organization and some not-so-friendly survivors who have their own opinions on how to make it through the zombie apocalypse.

Can Frank uncover what’s behind this latest zombie outbreak? Can he get out of Willamette alive? Just how many selfies will he take? With intense action and an unmatched level of weapon and character customization, Dead Rising 4, delivers a heart pounding experience as players explore, scavenge and fight to survive in an open world sandbox on the brink of the next undead outbreak.

The digital Steam release is available to pre-order starting today at a special faaantastic 20% off price of $47.99 (USD). After launch the game will then become $59.99 (USD) .

To confirm if you have the PC weaponry needed to support the hordes in Dead Rising 4the PC specs are below.

So get your roll of duct tape, grab a burrito off the food court floor and start arming yourself to face this new undead threat on Steam.

To stay up-to-date with everything Dead Rising follow us on Twitter and LIKE us on Facebook .

 

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Resident Evil 7 biohazard Banned Footage DLC available now for PS4, Xbox One, and Steam!

Feb 21, 2017 // Kellen Haney

Have you seen everything Resident Evil 7 biohazard has to offer? Have you mastered Madhouse mode? We’ve got some good news for you today – new modes and more stories await about the Bakers, their mansion in Dulvey, Louisiana, and their victims, with Banned Footage Vol. 1 and 2 now available on PS4, Xbox One, and Steam! This DLC will be coming to Windows 10 soon, as well.

These packs are included in the Season Pass as well as the Deluxe Edition version of the game, and can also be purchased separately. Find a full breakdown of what to expect in these packs, as well as the DLC’s launch trailer, right after the jump.

 

Banned Footage Vol. 1 – $9.99
Nightmare

Hope you’re not claustrophobic! Survive until daylight against an endless horde of enemies in Nightmare. Craft weapons and ammunition, set out traps for wave after wave of enemies, and see if you have what it takes to make it until the sun rises. You’ll have to plan carefully – picking up scrap in the environment will allow you to craft additional weapons, items, traps, and skills, but your resources are limited.

 

Bedroom
Waking up in an unfamiliar bedroom, helpless captive Clancy is soon greeted by Marguerite and a very special meal. It’s up to you to figure out how to break out of a room packed with puzzles and hints on how to escape, all while ensuring that mother Marguerite doesn’t notice that you’ve been out of bed. She’s got a sharp eye, and she’ll know when something is amiss.

 


Extra Mode: Ethan Must Die
An endlessly replayable mode that changes each time you play it thanks to randomized item drops which ensure you’ll never play the same way twice. Designed with hardcore players in mind, each death is a new beginning in this extra tough mode. Dying means starting over from the beginning, but don’t lose hope just yet – randomized item boxes may give you just the edge you need, and finding where you last died will grant you one of the items you lost. (Note: This mode does not support PSVR on PS4.)

 

Banned Footage Vol. 2 – $14.99
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Deceptively simple at first, this gambling game is the only thing that stands between life and limb for two complete strangers. It’s blackjack with a disturbing twist in Lucas’ special version of the classic card game. The stakes couldn’t be higher, and as the game goes on, new wrinkles are added in the form of trump cards that you can play to better your chances. It seems like the odds are stacked in favor of the house, so you’ll have to figure out how to swing things back your way.

Daughters
Take a look back at the night when everything began.  When a mysterious woman shows up at the Baker residence with a little girl in tow, it marks the beginning of the end for the Bakers. See how the family descended into madness in this tape that takes place before the events of Resident Evil 7 biohazard .


Extra Mode: Jack’s 55th Birthday
Jack’s turning 55, and you know what that means – it’s time for a big birthday bash! Jack isn’t much for presents, but he sure does love a good meal. Grab some weapons and special skills, then head out into the house and race against the clock to find food for Jack while taking out enemies to temporarily stop the timer. You’ll need all the firepower you can get, but the more weapons you carry, the less room you’ll have for food! Higher grades earn you more rewards and give you access to even more challenging maps in this highly replayable mode. (Note: This mode does not support PSVR on PS4.)

 

Don’t forget, these packs are included with the Season Pass as well as the Deluxe Edition of the game. Plus, Season Pass and Deluxe Edition holders are entitled to a third DLC, which we’ll talk about more at a later date. And this spring all owners of Resident Evil 7 biohazard will get the free story DLC, Not A Hero.

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Brand-new “Way of the Hado” Mode Coming to Ultra Street Fighter II

Feb 18, 2017 // Harrison Young

Hey World Warriors!

We are just about two weeks away from the release of Nintendo Switch and we’re excited to reveal the brand-new “Way of the Hado” mode coming to Ultra Street Fighter II: The Final Challengers.

By holding the left and right Joy-Con in each hand respectively and utilizing the motion controls, you’ll be able to perform Ryu’s iconic special moves. Full descriptions and demonstrations are available in Training Mode, so you can practice your attacking and defending there. Once you’re ready to jump in, you can challenge yourself to obtain a high score in Beginner or Hard difficulty. And if you want a real test of endurance, try out endless mode where Shadaloo soldiers will continue to appear until you have been KO’d.

Hadoukens are performed by turning the Joy-Con controllers sideways and pushing forward with both hands. This is a great way to stop enemy projectiles and deal damage from a distance.

Shoryukens deal great damage to a single target and is your go-to special move when an enemy is up close. To perform a Shoryuken, keep one arm still while you punch the other into the air in an upward arc.

Tatsumaki Senpuu Kyaku’s allow you to hit multiple opponents up close, making it effective when several enemies try to swarm you. You perform it by holding both Joy-Con controllers upright in front of you and rotating your hips side to side.

The best way to deal massive damage to enemies close up and far away is by doing Ryu’s Shinku Hadouken. You’ll need to build up your Super Meter while playing, and once it’s full, hold down the SL and SR buttons while doing the same motion for a normal Hadouken.

After each stage in “Way of the Hado” mode, you’ll earn valuable experience points that you can invest in various stats such as Attack, Health, Speed, and Defense. Improving your stats are key to defeating soldiers quickly and obtaining a higher score. Once you’re ready for the ultimate test, fight M. Bison himself!

We hope you’ve enjoyed this preview of “Way of the Hado” mode, which will be coming to Ultra Street Fighter II on the Nintendo Switch. At a later date, we’ll share with you even more modes and features coming to the game, along with pricing and release timing. For the latest updates on everything Street Fighter, make sure to follow us on  Facebook  and  Twitter

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Be Frank West’s Bloody Valentine

Feb 14, 2017 // Jeffery Simspon

Frank West is funny and zombies are stupid, get the free Valentine’s Day update for Dead Rising 4 and see Frank dressed as cupid!


Available today (Valentine’s Day), for Xbox One and later this month for Windows 10, this free February update for Dead Rising 4 includes “My Bloody Valentine”, an all-new, over the top holiday themed outfit pack for Frank and the zombies, including a heart themed Servbot head.

So love your undead foes and play Dead Rising 4 with this all new free Valentines Day theme.