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Fighting Games

Combat Core photo
Combat Core

Cryamore artist lends talent to Combat Core, a Power Stone inspired fighter


Work in Progress arena fighter brings in top talent
May 03
// Jonathan Holmes
[Update: It turns out that Skullgirls co-creator Alex Ahad is also working on character designs for Combat Core. Is that a crossover I smell?] Most of the time when Destructoid posts something about the revival of a old Capc...

We crunched the numbers: Pacquiao wins tonight's fight (according to Smash Bros.)

May 02 // Brett Makedonski
The thing about these kind of events is that they really lend themselves to gambling. The fight's in Vegas, which will naturally draw a lot of action. But, more important than that, a fair contingent will look to bet because it's the quickest way to go from interested to invested. Without loss or gain on the line, it's an occurrence for casual viewing; putting money down makes it personal. Lucky for you, we have the inside track on any legal (or otherwise) wagering you want to do. Pacquiao wins, but it's a nail-biter. Plunk down cash now without a fret in your mind. This is as good as gold. We counted your chickens for you. How do we know? Super Smash Bros. told us. But, it took some science. We set Darren up behind a set of boiling beakers and test tubes. We outfitted Steven in an ill-fitting lab coat. Jordan shouted "We need empirical data, dammit!" over and over again. Chris cried in the corner. Eventually, our sciencing paid off. The simulation took place between two computerized Little Macs. Since Mayweather and Pacquiao are the best in the world, we cranked their skill levels up to nine. We decked Pacquiao out in red, white, and blue trunks to symbolize the Filipino fighter's national flag. Mayweather's in the standard Little Mac garb because it had a lot of green. That's for money. Because Mayweather likes to throw around a lot of money. Since the boxers are scheduled for a 12-round match consisting of three-minute rounds, we found it appropriate to let them duke it out in a 36-minute marathon match. No items allowed -- just fists of fury. The arena was a source of contention. The boxing ring holds up thematically. However, given what it's taken to get this fight to happen, Final Destination also seemed appropriate. We were also worried about the extra space in the boxing ring stage. Chances are slim-to-none that Mayweather and Pacquiao will take the brawling up the ramp, much less on top of the lighting rig. Ultimately, we went with the boxing ring. It was just too perfect for these two ferocious fighters. With all the details squared away (organizing a boxing match is hard!), it was time to get down to action. Pacquiao dealt the first blow as he took the initial stock. However, as one might expect, these skilled combatants went back and forth, no one really gaining an edge. That trend wouldn't hold up, though. Before long, Pacquiao pulled out to an eight to five lead, indicating that this might not turn out to be the coin flip we predicted. Mayweather was landing bigger punches, but Pacquiao was sealing stock, which is all that really mattered. Slowly but surely, Mayweather mounted a comeback. A lot of it was predicated upon rope-bouncing and ramp-fighting. If their well-trained strikes weren't so form-perfect, you might have mistaken this for a Chicago Street Brawl. At the 11-minute mark, Pacquiao was suddenly in trouble. He spent more time dodging, ducking, dipping, diving, and dodging than he did fighting. Mayweather was back, and he was landing K.O. after K.O. The tide had officially turned. Then, each fighter went on a flurry of small streaks. Two stocks here, three there. Time whittled down, and it was impossible to tell who was ahead. No one really outperformed the other noticeably. With 30 seconds left, the lights came crashing down for the first time in the match, but both escaped unscathed. When the timer hit zero, the announcer held off on declaring a winner, instead booming "SUDDEN DEATH!" Holy shit. Two titans now at 300 percent damage, the next blow cementing both their places in history. There was no predicting what would happen, just the assurance that it would happen quickly. No more than seconds after sudden death began, it was over. Pacquiao landed a monster upper-cut and Mayweather almost instantaneously disappeared into a flash of light. The long-standing debate over who's a better fighter had a clear-cut answer. Appropriately, for all the carnage in the extraneous areas of the stage, the match was settled in the ring. The tale of the tape reflects the close-fought bout. Each fighter took 27 stocks from the other. Mayweather inflicted slightly more damage. Pacquiao landed one percent more of his blows. Although, Pacquiao took the belt, which is the statistic that's most important. [embed]291378:58412:0[/embed] For posterity's sake, we also felt it necessary to simulate what would happen in a first to one stock fight. After all, no self-respecting boxer gets knocked out 27 times in one match. Different circumstances, but same outcome. Pacquiao's the man. This news comes mere hours before the big fight, but we still implore you to make use of the empirical data. Jordan did too much work shouting to let it go to waste. Go ahead and bet the farm on Pacquiao. If you don't own a farm, rush out and buy one. Then, bet it. Pacquiao's leaving Vegas with that belt around his waist -- Little Mac has foretold it.
Mayweather & Pacquiao photo
Bet the farm
[Update: Oops, sorry about your farm!] Floyd Mayweather and Manny Pacquiao are going to fight one another today. Any two other names, and it's a run-of-the-mill weekend where boxing continues to be relegated to the far c...

Killer Instinct photo
Killer Instinct

You can now support Killer Instinct tourney pots with the Shadow Jago pack


For $20
Apr 30
// Chris Carter
Killer Instinct continues to improve with every passing month, and now, you'll be able to contribute to a community prize pot by way of DLC. For $20 you can buy the Shadow Jago pack, which comes with the character, as we...
Mewtwo photo
Mewtwo

You can now buy Mewtwo in Super Smash Bros. if you didn't use the promotion offer


$4.99 for both platforms
Apr 29
// Chris Carter
If you bought the Wii U and 3DS versions of Super Smash Bros., you were likely already enjoying the fruits of free Mewtwo DLC for a while now. But starting now, anyone can buy him for $4.99, which will net you the character o...
DL see? photo
DL see?

Super Smash Bros.' Sakurai explains studio's reversal on paid DLC


Lucas joins The Fray, dies from a water overdose in a beige 2004 Dodge Stratus
Apr 28
// Steven Hansen
In November of last year, Super Smash Bros. head Masahiro Sakurai aptly referred to the man-made Pokemon Mewtwo's appearance as Smash Bros. DLC as an "experiment." Sakurai, who has called modern DLC a "scam," said, "I think t...
Man meat photo
Man meat

Weird sexy hose robot Gigas is the newest Tekken 7 fighter


Man meat
Apr 28
// Steven Hansen
TEKKEN EXECUTIVE: You know Bane, right? From Batman? TEKKEN CHARACTER DESIGNER: Yeah? TEKKEN EXECUTIVE: Ok. That, but dog dick red. With nipple clamps. And a chastity belt. And extra long hoses like a bunch of idiots drove a...
Killer Instinct photo
Killer Instinct

Cinder's bringing his hot stuff to Killer Instinct April 30


Get it? Because he's fire? Eh I'm wasted on you lot
Apr 28
// Joe Parlock
Killer Instinct’s second season is well underway, bringing us some pretty cool characters like Aganos the Golem and Hisako, the most god damn disturbing character from any fighting game ever. She jumps inside of you an...
Rival Schools photo
Rival Schools

Capcom lead says he has a story ready for a new Rival Schools


Yes please
Apr 27
// Chris Carter
Another year, another Rival Schools tease. For what feels like a lifetime I've been wanting another follow-up to the amazing two-disc PlayStation brawler besides Project Justice, and Hideaki Itsuno has been talking it up agai...
Pokkén Tournament photo
Pokkén Tournament

Gengar licks the competition in Pokken Tournament


Ghost-types are the best types
Apr 26
// Ben Davis
Bandai Namco revealed Gengar as a new playable character for Pokkén Tournament at NicoNico Chokaigi 2015 yesterday. The grinning ghost Pokémon brings the roster up to seven characters, along with Pikachu, Lucar...
Square Enix photo
Square Enix

Square Enix apes Street Fighter in 'Ultimate Fight Final Fantasy XIV'


Not real, sadly
Apr 25
// Chris Carter
Last night Square Enix hosted a Japanese live event for Final Fantasy XIV, and among a few announcements, it showed off a hilarious trailer for "Ultimate Fight Final Fantasy XIV." In a clear nod to the Street Fighter series,...
DLC characters photo
DLC characters

Jason Voorhees will be playable in Mortal Kombat X on May 5


Celebrate Friday the 13th on Cinco de Mayo
Apr 23
// Alissa McAloon
Instead of slashing teenagers, everyone's favorite camping buddy will now be fighting against the Mortal Kombat X krew. NetherRealm has confirmed that Jason Voorhees will join the fight on May 5, but only for those playe...
Mortal Kombat X photo
Mortal Kombat X

Ed Boon hints that Mortal Kombat X's missing story characters will be added later


As most people expected
Apr 23
// Chris Carter
While the PC version of Mortal Kombat X is still being worked on, modders are discovering playable characters that aren't in the core game outside of CPU-controlled story elements, like Baraka, Rain, and Sindel. When ask...
Dragon Ball XenoVerse photo
Dragon Ball XenoVerse

New Dragon Ball XenoVerse DLC features Resurrection F


$9.99 or part of the $24.99 Season Pass
Apr 22
// Chris Carter
Dragon Ball XenoVerse is still chugging along with DLC, and the third pack will arrive very soon. It will decidedly focus on the new film Resurrection F, featuring four new characters. Also found in the DLC is five ...
Mega Man photo
Mega Man

Wizard World Comic Con will have a custom Mega Man amiibo as its prize


Damn right it's Mega Man
Apr 21
// Chris Carter
Heading to the Wizard World Comic Con on April 25 in Las Vegas? You'll be able to buy into a Super Smash Bros. tournament to compete for glory and the grand prize -- a custom Mega Man amiibo from famed artist Evilos. The...
Mortal Kombat X photo
Mortal Kombat X

Mortal Kombat X PC dev is 'working around the clock' fixing issues


PC should have been delayed along with 360 and PS3
Apr 21
// Chris Carter
The PC version of Mortal Kombat X was broken at launch. High Voltage Software (not NetherRealm) was responsible for the port, and it seems it's aware of all of the issues it has caused over the past week or so. Detailing...

PC Port Report: Mortal Kombat X

Apr 20 // Nic Rowen
Mortal Kombat X (PC)Developer: NetherRealm Studios, High Voltage Software (PC)Publisher: Warner Bros. Interactive EntertainmentMSRP: $59.99Release Date: April 14, 2015Rig: Intel i7-920 2.70 GHz, 12GB of RAM, GeForce GTX 770 GPU When I first installed Mortal Kombat X it was unplayable. I don't mean in some sort of prissy, PC elitist "anything less than 60 FPS burns my eyes" kind of way (although you could make a strong argument that if any genre of game has the right to demand a consistent and high frame rate, it's competitive fighting games). I mean in the "this game doesn't work" way. Things went south as soon as I hit the character select screen and the fighters started drawing themselves in one painful frame at a time. Actual fighting was impossible, with the action portrayed like a garish, bloody View-Master reel. I have a fairly decent gaming PC. My processor is admittedly old, but I have plenty of RAM and a muscular GTX 770 to help it power through. I run plenty of modern multi-platform games with nary a hitch. There is no reason for Mortal Kombat X to perform this badly. My situation is far from uncommon, with mobs of flustered would-be-warriors with top-end gaming rigs complaining they were in the same bind in the Steam discussion pages. After some rooting about in support forums, I altered my settings, manually installed some drivers, and fussed about until I got the game in working -- but far from ideal -- order.  I managed to get the game running smooth enough to fart around in the practice mode and work on some combos. Even still, certain stages caused noticeable stuttering and after a few minutes the game would start to hitch and falter no matter where I fought. Oddly, when the performance dipped like this I found that performing an X-Ray move (which automatically locks the action to 30 FPS) seemed to jar the game out of it, restoring a smooth 60 FPS after the move finished (for a short while anyway). I'm about as far from a programmer as you can get, but to me this suggests the problem is less to do with system specs and more with how the game is coded. Something just isn't working right. While being able to unclog the frame rate with an X-Ray was handy during my protracted training sessions, it's also vaguely frustrating to know that a functional game is trapped somewhere inside of this rickety port job, but only accessible by jumping through hoops. Of course, the reason I spent so much time in the training mode this weekend is related to the second major problem with the PC port. The entire online component of the game was up on cinder blocks for most of the time I've played.  Online Kombat was down for the majority of weekend. Either the game would entirely refuse to access the online component, saying it couldn't retrieve my stat card (and therefore refused me entry), or it would simply leave me perpetually waiting to "find a match." Even during the periods where I was able to find regular ranked and player matches (still with large five minute plus waiting times between opponents) other features wouldn't work. The room lobby system, useful for finding similarly skilled or geographically local opponents, was up and down all weekend. Mostly down. The Faction War nonsense has been offline since I installed. Not that I thought that aspect of the game was particularly meaningful, but it's still annoying to have to wait through one more loading screen as the game fails to find the faction server and informs you of such. More annoying still, trying to view the progress of the on-going war effort locked me in an inescapable loading screen. Fun times. Of the online matches I got to play, lag seemed to be a total crapshoot. Some fights were buttery smooth like me and my opponent were shoulder to shoulder in the arcade. Others started fine but eventually de-synced and broke down. Still others were like wading through molasses from start to finish, becoming a game of chicken to see who would blink first and have the dreaded black mark of a Quitality branded upon their house. When the room feature was active, I managed to find a neighboring Toronto player and stuck through a series of humiliating, but silky, matches against a terrifying Liu Kang who outclassed me in every possible way. I worried I wouldn't find another decent online match that night and would rather face his burning fists than chance it, a fear that came to pass when he left the room (no doubt in disgust of my pathetic Kotal Kahn). A succession of smaller quibbles nip at the heels of those catastrophes. Trying to re-configure a control pad or joystick crashes the game (to turn off negative edge I had to pull every USB device out of my computer and go into the menu with the keyboard). Timed features in the Krypt are reportedly not working right. I was mildly irked to notice that the post-character-select animations (Jax slamming his fists together, Cassie snapping her gum and flipping the bird, and so on) are absent in the PC version. I suppose you could say they thought the faster loading times on the PC version would make them obsolete, but the game still drops you to a loading screen before the fight. Why not chew up those few seconds with something to look at? (I realize this is the smallest complaint of all time but this port ripped my heart out of my chest so bear with me.) Maybe this shouldn't come as a surprise. Both Mortal Kombat 9 and Injustice had troubled ports with similar problems. Distressingly, many of those issues never got sorted out. With a simultaneous day and date PC release for Mortal Kombat X though, you would have hopped they would be ready to go this time. Motal Kombat X deserves better than this slipshod port. I want to believe that NetherRealm and High Voltage Software will do right by its fans and iron these problems out, that this rough first week is an unfortunate debacle. Given its track record though, part of me fears the worst. I'll be keeping an eye on this port and will post an update in a few weeks or so to see if the situation improves. As it stands now, I can't put it any plainer: do not buy this broken port of a great game. [This review is based on a retail code purchased by the reviewer, a PC review copy was not made available by the developer.]
PC Port Report: MK X photo
Never-ending Brutality
I have never played a game that I've wanted to love so badly that seems so set and determined to antagonize me than the PC port of Mortal Kombat X. In the abstract, Mortal Kombat X is a great game. The single player content i...

Dragon Ball Z photo
Dragon Ball Z

Dragon Ball Z: Extreme Butoden looks great in action


Finally, gameplay
Apr 20
// Chris Carter
Dragon Ball Z: Extreme Butoden by Arc System Works sounds amazing on paper, and no we longer have to settle for a brief look -- we can ogle at the whole damn thing thanks to YouTube user ShonenGameZ. The entire demo is on di...
Mewtwo photo
Mewtwo

Looks like Mewtwo had custom movesets after all in the new Super Smash Bros, but will they ever arrive?


Unfinished, but there
Apr 20
// Chris Carter
Mewtwo's new incarnation in Super Smash Bros. might be on the juice, but he severely lacks one major feature -- custom moves. For whatever reason they are not included at the launch of the character, and Nintendo has be...
Killer Instinct photo
Killer Instinct

Check out Killer Instinct's Cinder in all his burning glory


Another great addition
Apr 20
// Chris Carter
Iron Galaxy Studios has done a great job with Killer Instinct's Season 2 characters. All of them are incredibly well animated and fit the game perfectly. Cinder is looking pretty hot right now (ha), after his death in the or...
Mortal Kombat X photo
Mortal Kombat X

Takeda gains an extra move in this Mortal Kombat X patch


Right on
Apr 20
// Chris Carter
I wasn't a fan of Mortal Kombat X's Takeda, both in terms of his characterization or his playstyle, but he's gaining a new move this week courtesy of the 1.02 update. It's called "Quick Kall," and with allow him to return a d...
MKX photo
MKX

Mortal Kombat X's error CE-34878-0 is breaking the game on PS4, here's how to fix it


Until a permanent solution is found
Apr 20
// Chris Carter
If you own a digital copy of Mortal Kombat X on PS4, you may have encountered a nasty error that goes by the name of CE-34878-0. In short, it screws with online play, and for the time being you'll have to do a littl...

How to make Ryu an interesting character in Super Smash Bros.

Apr 19 // Patrick Hancock
Sprite GIFs used are all from the Street Fighter Wiki. Give him an EX meter and EX moves So, let's assume Ryu has his Hadoken, Shoryuken, Tatsumaki Senpukyaku, and some fourth move like a counter or his Joudan Sokutogeri. What would make Ryu unique isn't so much his actual set of moves, but what he can do with them. Give Ryu an EX meter, similar to Little Mac's KO meter, and allow him to build it up and use it. It could build just like it does in Street Fighter IV, by connecting with attacks or getting attacked. Spending this meter can work in a few ways. One would be double-tapping the B button to use an EX move instantly. Double-tapping is weird and I'm not sure it would work in Super Smash Bros., but it's an idea. Another option is to allow Ryu to consume an EX bar to make his next move an EX move. For example: when there's at least one bar of EX glowing, Ryu can hold B to drain it and store it, similar to how many characters store a charged up move. Then, the next special move Ryu executes will be an EX version of that move, with different properties.  If Nintendo really wants to get fancy, it could even work with Capcom to include Street Fighter V's mechanic of spending an entire EX meter to make a character "super-charged" until he is knocked down.  Art by DeviantArt user kupbot Make Ryu's alternate costumes like Bowser Jr.'s Whether Nintendo meant to or not, they set a precedent with Bowser Jr. and his alternate costumes. Ryu is a perfect candidate for this method of alternate costume since there are plenty of Shotokans for Nintendo to choose from. Since each character has seven alternate costumes, here is what I've come up with for Ryu's alternate costumes: Ken, Akuma, Dan, Sean, Gouken, Sakura, and Evil Ryu. Let's be honest, Ryu is boring. He's the "guy on the box." Sure, he's recognizable, but most people tend to gravitate to someone else in Street Fighter. He's a wonderful beginning character and incredibly important to the franchise, but I will be way more willing to use Ryu if I can actually play as Sean or Dan. Sure, it may only be an aesthetic change, but to some, aesthetics really matter. Speaking of which... Give Ryu custom moves from other Shotokans While it is incredibly disconcerting that Mewtwo does not have custom moves at the moment, I am still holding out hope that DLC characters will eventually come with or get their own custom moves. Considering it's one of the biggest new features in this entry of Smash Bros., it only makes sense to do so. Assuming Ryu does get some customs, why not take them from the characters that make up his alternate costumes? Here's some basic ideas: Hadoken custom move ideas: Dan's wimpy Gadoken Gouken's angled Hadoken Sean's basketball (I really like Sean, okay?) Fireball multi-hit Shakunetsu Hadouken Tatsu custom move ideas:Note: This is assuming Ryu's basic Tatsu moves him horizontally  Dan's multi-hit Dankukyaku Stationary Tatsu Vertical Rising Tatsu Shoryuken custom move ideas: Ken's fiery Shoryuken Sean's Dragon Smash The multi-hitting Shoryureppa Since the fourth move could be a multitude of things, I'll just stop here. I think the point is clear: there are a ton of variants on these moves, and it would be a shame to see them go to waste! Two different Final Smashes Luckily, Street Fighter's Ultras convert directly to Super Smash Bros.'s Final Smash. So why not give Ryu two of them? Everyone already expects the Shinku Hadoken to be his Final Smash, but what if, by hitting B and a direction, he could execute a different one? He could have the Shin Shoryuken or even the Shinku Tatsumaki Senpukyaku.  I honestly have no idea if this would be possible, but it sure would be cool! The bottom line is, Ryu is possibly going to be in Super Smash Bros., but without going the extra distance, he'll be a character not many people will be interested in playing. If Nintendo and Mr. Sakurai give Ryu the same care and attention I know they are capable of giving, Ryu could be a favorite character for many players. Roy on the other hand...
Ryu in Smash done right photo
Listen up, Nintendo!
Street Fighter's Ryu is currently rumored to be coming to Nintendo's newest entry into the Super Smash Bros. series, thanks to some hidden files in the most recent update to the game. It makes a lot of sense; Capcom...

Pixel Horror photo
Pixel Horror

This horror movie fighting game would be more dream than nightmare


Oh, the sights they could show us
Apr 19
// Jonathan Holmes
Freddy Krueger and Jason Voorhees are already in Mortal Kombat. The Predator will be joining them soon. It's clear that horror fans like the idea of seeing their favorite death-dealing icons duke it out in a fighting gam...
Street Fighter PS4 photo
Street Fighter PS4

Ultra Street Fighter IV strikes PlayStation 4 on May 26


Once more, with feeling
Apr 17
// Kyle MacGregor
Ultra Street Fighter IV is coming to PlayStation 4 on May 26, Sony just announced. Capcom is asking for $24.99 for the latest revision, which comes packaged with all the characters, levels, and DLC created for the fighter sin...
Play this game photo
Play this game

Fun four player fighter Lethal League coming to more platforms


Play this game
Apr 16
// Steven Hansen
I got introduced to Lethal League by Ben Pack, who did our review of the unique fighter last year. Up to four players mash a ball around the stage. The ball gets faster and faster after each hit and is the only thing that ca...

Mewtwo in Smash Bros. for the Wii U and 3DS is on the juice

Apr 15 // Jonathan Holmes
Mewtwo has grown up a lot since his Melee days, where his design was largely based on his big-headed origin in Pokémon Red/Blue. Since then his legs have gotten bigger, his arms have gotten longer, and his head has gotten a lot less bulbous. In Melee, it seemed like a lot of his psychic attacks were there to compensate for his baby proportions. Now that he's become more physically formidable, that added psychic flair seems less like a necessity and more like a sassy style choice.  He's also a good head taller than Lucario, his former replacement. That's sure to make a lot of long-time Mewtwo fans happy. Seeing him tower over his crowd-pleasing, dog-faced protege feels appropriate, given his status as the original uber-Pokémon.  Mewtwo was only just released to the public today, so it will be a little while before we discover the details around his various moves and properties. From what I've played so far, he has two major changes in his normal move set. His neutral A combo now ends with a swipe that that sends enemies flying, and his down air A is now a down thrust punch that really packs a wallop. Both changes are quite fitting given his newly gained girth and stature.  [embed]290541:58195:0[/embed] As for his Smash Ball attack, he takes the form of Mega Mewtwo Y and dishes out some potential instant-kill damage with a fast-moving psychic shadowball. It's strange that his beefier Mega Mewtwo X form is nowhere to be seen here, but maybe I just haven't found him yet. If you've discovered anything else about Mewtwo, or any other aspect of the latest changes to Smash Bros. for the 3DS and Wii U, let us know in the comments. I heard Diddy got nerfed today, but I've been too busy having fun with Mewtwo to find out. 
Mewtwo in Smash photo
'It's what you do with the gift of life that makes you who you are'
A new era of Smash Bros. has arrived. Speculation about who's going to be next icon to join the all-star roster can become a daily part of our lives again. Starting today with the original uber-Pokémon Mewtwo, the age ...

J-Stars Victory Vs+ is a shallow masher, but it's fanservice done right

Apr 15 // Chris Carter
J-Stars Victory Vs+ (PS3, PS4 [tested], Vita) Developer: Spike ChunsoftPublisher: Bandai Namco EntertainmentRelease: TBA 2015 So what the hell is this game? Well, it's a 2v2 brawler that's set up a lot like Bushido Blade. All battles take place in large arenas in a 3D format, so you can run around to your heart's content as you try to chase down or escape your foes. According to Koji Nakajima, the game's producer, the "core focus" is strictly on 2v2 fighting, with AI taking the place of a partner if you aren't engaging in two-player co-op. The cast is probably the most impressive part, hosting well-known characters like Kenshin, Goku, and Naruto, alongside of more obscure ones like Toriko and Gintoki Sakata, who only dedicated anime fans may know of. The good news is that you'll likely find a lot of favorites regardless as the final cast is massive, weighing in at 52 characters. Even better news -- Nakajima states that there are "no plans for DLC." If you want some background info on the roster, you can check it out by way of an in-game gallery, which details their personal story. The demo I played hosted matches in Hidden Leaf Village from Naruto, furthering the Bushido Blade comparison. Environmental objects like houses can be blown up, paving the way for more destruction, and there's a lot of room to move around. All told, there's over 10 stages in the final build and given the open-ended nature of just the one I played, that seems like more than enough. I did have some camera issues when the action took place in more enclosed spaces, but there is a lock-on feature, and blowing up those spaces made things more manageable. Blowing up stuff is always a good idea in J-Stars. The way the game works is that each team of two needs to achieve three kills total, at which point the round ends and said team is declared the victor. It's simple enough, especially when the control scheme is so easy to pick up. In addition to your typical "weak and strong" attacks there are also a few supers, as well as team ultimates -- in the case of Goku, a Kamehameha and a Spirit Bomb would fulfill those roles respectively. There really is no finesse in J-Stars Victory -- it's a masher through and through. Although there's a lot of nuance in terms of animations (Goku's flight dash is completely different compared to Kenshin's run), every character pretty much operates in the same fashion, mashing either of the two attack buttons when their opponent is open. Attack animations are very lengthy and advanced tactics like canceling are few, so the opportunity to punish is near constant. What's really impressive though is the commitment to how the characters are portrayed in-game. I asked Nakajima to elaborate a bit on how they came up with some of the movesets, and he replied that "it was a really tough thing to reproduce. Since a lot of the cast wasn't strictly action based, we needed to improvise. Take Kankichi Ryotsu, a police officer. His character really likes remote control cars, so we implemented that as an attack in the game." This isn't just a statement to fluff up J-Stars -- it's absolutely true. Although I'm not thrilled by the lack of depth when it comes to the combat system itself, each character feels like a different experience in terms of their animation. J-Stars Victory Vs+ is set to arrive on June 30 in 2015 in the west, and its release is nothing short of a miracle. Just don't go in expecting a deep fighter, and you'll likely enjoy it.
J-Stars Victory Vs+ photo
Damn if it doesn't feel good to beat up Naruto as Goku
It doesn't take an otaku to see the appeal of J-Stars Victory Vs+. It features a host of famous anime characters, from Kenshin to Goku to Naruto. It's like the Marvel vs. Capcom of Shōnen Jump properties, a mag...

Super Smash Bros. photo
Super Smash Bros.

Mewtwo DLC codes are being sent into battle


Release your email account from its Poké Ball
Apr 14
// Laura Kate Dale
It's finally time. Grab your Master Balls and Full Restores, codes are finally being emailed out to add Mewtwo to Super Smash Bros.  Players who purchased and registered copies of Smash Bros. on both Wii U and 3DS in Jap...

Review: Mortal Kombat X

Apr 14 // Chris Carter
Mortal Kombat X (PC, PS3, PS4 [tested], Xbox 360, Xbox One) Developer: NetherRealm Studios, High Voltage Software (PS3, Xbox 360)Publisher: Warner Bros. Interactive EntertainmentReleased: April 14, 2015 (PC, PS4, Xbox One) / June 2, 2015 (PS3, Xbox 360)MSRP: $59.99 It sounds absurd, but the story of Mortal Kombat 2011 is a tough act to follow. The universe was NetherRealm's playground, offering up alliances and betrayals at every turn. There were no rules, and it did a fantastic job to the point where I'd easily call it one of my favorite fighting game story modes ever. With Mortal Kombat X, it's not quite as over-the-top, unpredictable, or even as lengthy. After Shao Kahn's attempt to rule, Shinnok is up to his old tricks again, as was hinted in the previous ending. The warriors of Earthrealm managed to seal him within his amulet, but of course, certain evil characters have an agenda to fulfill, and the realms are once again in peril. Most of the campaign takes place 25 years later, allowing for a certain degree of progeny-based storylines to accompany the new additions to the roster. I'm really torn on the new roster in general (29 kombatants, with five as DLC), not just in terms of characterization, but gameplay as well. I'm a huge fan of Kotal Kahn, D'Vorah, and his gunslinging manservant Erron Black. Cassie Cage and Jacqui Briggs iterate enough on their parents (Sonya/Johnny and Jax respectively), but Kung Jin and Takeda feel like wasted slots to me. [embed]290360:58138:0[/embed] Takeda in particular has a really horrid background involving abandonment issues from his father Kenshi, and it comes across far cheesier than the rest of the game's attempts to link various relationships. For that matter, Cassie's role in the story feels incredibly forced as well. The strength of the roster overall hides these blemishes for the most part, including the absurd DLC practices by WB, as the on-disc world of Mortal Kombat X is definitely worth exploring, no matter how brief (the story clocks in at just several hours). I think the tone overall is funnier than the last game, and the action scenes are just as entertaining. A few players though (myself included) may feel like it's a bit too streamlined, particularly due to the fact that it eliminates all of the crazy parts of 2011 (like uber-hard boss battles and 1v2 matches) and sticks with standard 1v1 bouts. A lot of you out there will probably love the lack of frustration, but I felt like it was a tad too simplistic despite it being a fun ride. The core fighting system is relatively untouched though, which I'm more than okay with. Two punches, two kicks, and a block button are at the forefront of the game's mechanics, with simple command moves offering up concepts like slide kicks, teleport punches, and projectiles. The lovely three-tiered meter is back with EX moves (powered up command abilities), combo breakers, and X-Ray supers in tow, which is not only easy to pick up, but incredibly versatile. Combos aren't terribly long in Mortal Kombat X but they are complex, and the right ones can deal a deadly amount of damage. It's good then that you can break them by conserving your bar instead of always using X-Rays, and punish with EX moves that you will have access to on a regular basis. There's even advanced tactics like meter burn canceling to avoid punishes, and environmental cues (which can be toggled on or off) that allow you to use the background as a weapon or a jungle gym. As previously mentioned the roster is a great mix of styles, from rushdown to zoning, without going over-the-top with the latter. A number of characters have really interesting wake-up games and other tactics that advanced players will relish -- in other words, this is a pretty deep fighter that you'll have to spend some time with to really stand a chance. I love the new model designs and the engine, which feels decidedly less dated at launch. Existing characters like Ermac now have a lot more personality, which is perfectly accentuated through his move set, including three variations. Yep, every character in Mortal Kombat X has a choice of three modifiers, which in Ermac's case would allow him to fly, or gain access to a set of new command moves. It's not as complex as adding three new characters in my mind, but it will easily serve as a way to vex hardcore players as they'll have to learn every frame of every variant as they spend their time in the "lab" practicing. There are modes beyond the story of course, like Faction War, a meta-game that is constantly being played behind-the-scenes, Towers, a large collective of challenge rooms, and other tidbits like Test Your Might or Test Your Luck. Towers is probably the breakout hit in Mortal Kombat X, with traditional series of fights and "Living Towers," which rotate on a hourly, daily, and weekly basis. Test Your Luck is also a standout, providing random round parameters like "no arms" or other wacky statistical changes. It's perfect for people who don't normally excel at fighting games and don't want to learn every character's ins and outs. Faction War isn't really a game-changing concept, but it is a decent way to keep hardcore people playing. You'll have the choice of joining a certain clan or group at the start (praise Lin Kuei) for a bit of extra little fluff. Each match you win will contribute to your team's overall ranking, and fun rewards like more currency or bragging rights can be yours after a certain time period has passed. Just like the new first-person Krypt mode, it's a great extra to keep you playing even when you don't feel like fighting a traditional match. My experience with the netcode has been mixed. For a good while I'll have fairly uninterrupted matches, but online play is limited by the system NetherRealm currently has in place. In other words, if you are close to someone geographically, it will play better. This sounds like common sense, but in 2015 online gaming is so massive and so global that everything needs to work comprehensively. As such, some matches stuttered -- not to the point of fully breaking constantly -- but stuttering can be the difference between a win and a loss in a competitive match. If you have a local friend to play with this is a non-issue, as nearly every mode is available offline. Likewise, if most of your Mortal Kombat buddies aren't located across the globe, you should be mostly good to go. Mortal Kombat X's impact isn't as explosive as 2011, but it's well polished and a worthy successor. I think with a more reliable netcode it will grow into one of the biggest fighting games of 2015, and as more DLC characters are added to the roster, it will become even more enticing for that Komplete Kollection purchase. [This review is based on a retail build of the game provided by the publisher. A Goro unlock code was also provided on launch day.]
Mortal Kombat X photo
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