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Monster Hunter Diary contains pure silliness, with plenty of cats

Sep 18 // Chris Carter
Diary DX is very much like Animal Crossing, or in a more relevant but more obscure comparison, Disney's Magical World. It's part simulator in the sense that you can roam around talking to other Palicos in the Monster Hunter universe, but the end goal is to participate in a bunch of mini-games located within each micro hub. The hub itself is made of different spokes, with the ability to fast travel instantly with the tap of the bottom screen. Palicos are front and center here, inhabiting each realm and going along for the mini-game rides. During my time with the demo I was able to play two such micro-games -- a pig race, and a Patapon-like sidescrolling adventure sequence. The former sees players betting on pig-riding Palicos, with the power to control a single rider, jumping over logs and other obstacles in the race for first. It's simple, and not something I'd likely want to do more than a few times in total. The Patapon bit was a tad more enjoyable, as it provides options as you follow a set path, like the choice to eat a mushroom, ignore it, or harvest the ingredients -- likewise, enemies can be approached with a stealth or combat option. For the most part, this seems really geared towards Monster Hunter fans, and it's something that the younger audience would enjoy more than a seasoned veteran of the franchise. Monster Hunter Diary DX was recently released this past week in Japan, with Mario and Tom Nook costumes. There's still no word on a localization, but it might be possible if the series continues to sell like gangbusters in the US.
Monster Hunter Diary DX photo
Did I mention the cats?
Monster Hunter Diary DX for the Nintendo 3DS is a silly game. That much is evident from watching the series of commercials presented on a nearby TV screen at TGS, which shows a variety of cats in a variety of different k...

If you enjoyed Resident Evil HD, you'll probably like the Zero remake

Sep 18 // Chris Carter
As for my hands-on session with the game, I ended up coming away satisfied. As a whole it looked even more detailed than Resident Evil HD (the fur on spiders was particularly impressive, as were the flame and steam effects), and the action was incredibly smooth, especially when coupled with the updated control scheme. You're still going to brave the unknown with Rebecca and Billy, and in addition to a quick switching mechanic, you can also control the non-playable character with the right analog stick -- so, just like the original, there's no dumb, meandering AI that sits there while an enemy gets carte blanche to lay into them. Some people probably aren't going to take to a lot of the legacy features though. Like the last remaster there's still the same "door opening" sequences (originally built for tension, but are now admittedly a tad dated), there's still cheesy cutscenes done in the style of the original game (in other words, they aren't upgraded in any way), and although the controls have been given a makeover, it's still very much an old school Resident Evil game. According to Tsukasa Takenaka that's completely ok. When asked if he considered Resident Evil Zero an essential title in the series, he responded, "of course! The thing about Resident Evil is the more you play, the more you get out of it. So with Zero, you're really getting that whole backstory on the first game, such as Wesker's motivations, the story of the mansion, and more. It's unfortunately one of the less played games in the series, but I think it's really important and essential to the overall big picture." I went on to ask about Capcom's strategy to focus more on remasters and remakes, and how that was going for them. Takenaka noted that "overall yes it's been a positive move. We really want to respond to fan feedback, and those fans asked for more remasters. It's a priority for us to answer that call." I immediately followed that up with asking him what Resident Evil game would be his ideal remaster project, to which he replied, "Outbreak, definitely." Good man. As a fan of Wesker I definitely wanted to ask for more information on the upcoming Wesker Mode in Zero, and Takenaka had a few things to say on that front -- "yes, Wesker Mode is going to be the toy you play with after you're done with the game. It's a stress reliever, a lot like the rocket launcher or infinite ammo options in some of the other games. Here, Billy is replaced with Wesker. He has kinetic powers, and a powerful dash, but Rebecca is unchanged. He's kind of like a power-up, and he's based on the Resident Evil 5 version of the character, which is voiced by DC Douglas. Puzzled as to why the remakes haven't featured a full-on Mercenaries mode in the style of the newer entries, Takenaka said that he really wanted the team to add new features, and not tread on old ground again. Going on, he stated, "well if you remember, Zero had a mode called 'Leech Hunter,' and we're of course keeping that in with the remake. But we wanted to do something new too, so Wesker Mode was born. Also, the camera angles don't really work very well with Mercenaries, since we're going by the old game's camera." Takenaka then shared his vision for these remakes (with a reminder that Resident Evil 2 is being remade as well -- sadly, he wouldn't respond to my inquiry for details on that project), noting that his main motivation was to allow younger fans to "catch up" if they missed out on the older entries or didn't own the hardware necessary to play them. "This is not a signpost of a future direction" he added. Really, if every old Resident Evil game up to the fourth main iteration is remade, I'll be happy. I'd love to try out Resident Evil 3 in HD, and if Takenaka has his way, Outbreak HD on a modern online network. Capcom is trying a whole lot of things right now with mixed success, but this seems to be working, and the fans seem to want it.
Resident Evil Zero photo
Hands-on with producer Tsukasa Takenaka
Resident Evil HD was pretty freaking great. Finally, Capcom stopped fumbling around with the franchise (I liked some parts of 6 well enough, but could have done without it), and went back to its roots. It's a polari...

Phoenix Wright 6 photo
Phoenix Wright 6

Phoenix Wright 6's setting marks the biggest departure for the core series

Also, dead people vision
Sep 18
// Chris Carter
I'm pretty happy that Phoenix Wright has permeated throughout the gaming industry. He has a full-on combat appearance in Marvel vs. Capcom 3, his own live-action film, a crossover with Professor Layton, and now, as a summon i...
Street Fighter V Karin photo
Street Fighter V Karin

It'll take some time for me to warm up to Street Fighter V's Karin

I'm rusty since playing her in Alpha 3
Sep 18
// Chris Carter
I couldn't be happier with the injection of all things Alpha into Street Fighter V. I had the chance to talk to a Capcom representative about it lately, and they were in complete agreement, hinting that perhaps there will be more to come in terms of the Alpha comparisons. Excellent. Having said that, it took me a few rounds to acclimate to Karin. Hot damn am I rusty with her!

New Resident Evil is a fast-crawling, alright third-person shooter

Sep 17 // Steven Hansen
Until I actually played it, I was feeling Gears of War hints. There's the close, over-the-shoulder view (arguably equally established by Resident Evil 4, but the former gets the mental nod in the context of a third-person competitive shooter), the general griminess of the place, and the claustrophobic tightness of the map, and the "Brained," a rock climbing pick ax looking thing good for one-hit melee kills. And then I played the thing and there is none off that lumbering; it felt more like Counter-Strike speed. [embed]310837:60379:0[/embed] The regular walking speed is quick, sprint is quicker. Even the crawl is fast, which is incredibly strange looking. There's a cover system, too, which is a bit like Gears' run. If you're aiming at a structure that supports cover, it will be outlined blue. Pressing X will automatically send your character running for cover and then snap in. Zombies are kind of just milling about (I think they just kind of spawn from goopy puddles in the floor) and you do get points for killing them. They can kill you, too, but are non-threatening enough that you can run past them. I did get killed by one, though, while I was already hurt and trying to crawl-retreat from bullets. It clocked me in the face. So they add something to the matches. The one life, no respawn mode I played is "one of the main modes," which emphasizes the focus on small, quick games. We were playing 3-on-3 and the game will go up to 5-on-5 with more modes to be announced later. Umbrella Corps is a bit more fast and floaty than I expected, but that did give it a somewhat novel feel. I've always preferred smaller player count shooter multiplayer, too. The whole thing feels...fine. A bit faceless with the tactical, bug-eyed non-persons, but not completely bog standard boring, either.
TGS hands-on photo
Coming to PC, PS4 early 2016
Next year is the 20th anniversary of Resident Evil (Biohazard here in glorious Nippon) and the only Resident Evil game dated for 2016 at the moment is the newly announced Biohazard: Umbrella Corps. It is an online, competitiv...

Rashid is easily one of my favorite new Street Fighter characters

Sep 17 // Chris Carter
To my surprise, Rashid's command moves were actually simple to execute. He has a few abilities that are done with the simple touch of two buttons at once, and most of his other moves can be done with one directional movement. Maneuverability is key with Rashid, as he has the power to do a front flip (which can cancel into multiple moves, Vega style), a roll (that can dodge projectiles), and even a wall jump. He's the personification of "easy to learn, tough to master." For those who aren't aware, Street Fighter V features V-Triggers (triggered by HP + HK), which basically function as a unique ability of sorts that exemplifies the type of fighter each character is. For instance, Ryu is known for his projectiles, so his V-Trigger Denjin Renki boost his moves, including a boost to his Shinku Hadoken. Rashid's V-Trigger is "Ysaar," a whirlwind that moves slightly forward and blocks the screen. The key here is that Rashid can move through the wall, slightly boosting his movement speed and altering his attacks. Players will have to be lightning quick to take advantage of this, because the effect fades rather quickly. Similarly, his Critical Art (super) Altair is an anti-air whirlwind, which looks and feels like Ken's Shouryuu Reppa. When combined with his dodges and rolls, Rashid becomes a very technical character that has an answer to almost everything, but will take a great deal of skill to use. A Capcom rep informed me that Street Fighter V would be taking a MOBA-style approach to DLC, offering up new content on a monthly or bi-monthly basis. As previously announced, players can earn in-game currency to pay for the DLC without having to fork over real cash. When asked about how much work would have to go into buying a single character, Capcom noted that they were still "testing the waters." As for my general thoughts on Street Fighter V, they are still very much positive. Although I had fun fighting my friends in IV, it just didn't feel like it captured the essence of so many classic games in the series. I see a lot of Alpha in Street Fighter V, and that makes me very happy.
Street Fighter photo
Hands-on with Street Fighter V
Street Fighter V has been pretty well received by the fighting game community, and it's not even slated to come out until early 2016. I enjoyed my time with the beta, and now, I got my hands on the latest build here at TGS, which includes a playable Rashid. I certainly didn't expect it, but I may have found a new main.

Ace Attorney 6 photo
Ace Attorney 6

Ace Attorney 6 trailer is looking pretty feudal

Nice beard, judge
Sep 17
// Darren Nakamura
Capcom has a new Japanese trailer up for the recently announced Ace Attorney 6. Though I don't know what they're saying, it has all the desk-pounding and witness-badgering we have come to expect from the series. Also, check o...

Monster Hunter Stories takes the series in an entirely different direction

Sep 17 // Brett Makedonski
[embed]311169:60408:0[/embed] Because of the language barrier (the demo was entirely in Japanese), it was unclear to me if this is solely a random event or if there are patterns you can pick out. Fortunately, the rest was easy enough to figure out just from familiarity with turn-based games. Replenishing health was necessary a couple of times via healing potions; otherwise, attacking was the way to go. All that was training for the quest's final boss: some sort of giant, unhappy dragon. His health bar was obscured by question marks, so all I could do was fight on and hope that he was near death. It added a nice sense of tension. I fought alongside my humble looking monster in hopes of taking down this formidable-looking foe. We didn't stay side-by-side the entire time, though. Eventually, something called my Kizuna Stone filled up and I could hop on top of my monster for a particularly powerful group attack. This was accompanied by a slick animation to verify that, yes, whatever was happening was indeed special. A few of these, some solo attacks, and a couple rock, paper, scissors victories later and the dragon was defeated. We did it, monster buddy. It may be more Pokemon than Monster Hunter, but Stories is undoubtedly entertaining. It's breaking the series formula to try something new, but piggybacking on franchise popularity. At least it's thematically consistent. After all, piggybacking's kind of the entire point in Monster Hunter Stories.
Monster Hunter Stories photo
Ride or die
In a lot of ways, Monster Hunter Stories doesn't necessarily feel like Monster Hunter. It shouldn't; it's different. The Monster Hunter series that has grown an immense following basks in constant action and team-or...

Street Fighter V photo
Street Fighter V

Karin confirmed for Street Fighter V

Playable at TGS
Sep 17
// Chris Carter
Street Fighter V is looking more and more alpha every week, as I noted in my recent preview for Rashid. Capcom has just announced that Karin will be joining the cast, a character that fans have been wanting to return for quit...

Project X Zone 2 is more of the same, with new faces

Sep 16 // Chris Carter
To be clear, Project X Zone 2, so far, seems to be more of the same. Although Bandai Namco has promised advancements when it comes to the combat system, it's still very simplistic, and more style than substance. That's not to say that there's no strategic depth involved in general though, as the decision to employ defensive options at the cost of SP is alive and well, in addition to the general placement of your characters in each mission's grid. It just isn't nearly as nuanced as a lot of other SPRGs on the market. During my hands-on time with the game I was able to play a full level, which followed the mundane task of "killing all enemies," an objective typically found in the first iteration. Having completed the original it was an all-too familiar sight, albeit with the typical rush of playing as some of my favorite video game characters. During the demo I had access to Dante/Vergil, Chun-Li/Ling Xiaoyu, Strider Hiryu/Hotsuma, Kazuma Kiryu/Goro Majima teams, as well as the solo units of Captain Commando, Phoenix Wright, and and Ulala. As expected, the flair didn't disappoint. Dante/Vergil were a joy to play as, and the ninja team of Strider/Hotsuma (Shinobi) was just perfect. Seeing Captain Commando was also a treat, as he doesn't get nearly enough respect these days. Every single character is represented well, even the ones that can merely be called in by core units. It may be fanservice, but developer Monolith Soft is handling it in stride. Series producer Kensuke Tsukanaka was on-hand to talk about the game, and noted that in particular, they want people to know that this is a character-focused game, so the opening animation will not only feature every playable hero, but will clock in at just over two minutes in length. Tsukanaka went on to state, "We're aiming to look for new fans with an even bigger cast. We want people to see a new character and ask 'what game is this from?' We want them to become even more involved with the industry as a whole." The team is also stepping up the original animation with the sequel, as there will be more artwork than before both in and out of combat. I noticed this particularly during my demo session, as supers and abilities had a bit more visual flair than usual. When asked how this collaboration was even possible, Tsukanaka replied that "all of us have a mutual respect for each other. We've also collaborated for years with one another, so it wasn't too much of a stretch to create this project. The rivalry still exists, but it's a friendly one." Project X Zone 2 is still set for a November launch in Japan, and a February 16 date for the US was just announced.
Project X Zone 2 photo
Your mileage will vary
Based on the reception to Project X Zone 2, it's clear to see that it's a "hate it or love it" affair. Fans seemed to really take to the idea of playing as a cavalcade of heroes from some of their favorite franchises, but oth...

Project X Zone 2 dated photo
Project X Zone 2 dated

Project X Zone 2 will arrive overseas in February

2/16 for the US, 2/19 for EU
Sep 16
// Chris Carter
Today at TGS, Bandai Namco announced that Project X Zone 2 will arrive in the US on February 16, and in Europe on February 19. This isn't too far off from the Japanese release, which is still on track for November 12, 2015. I'll have my first hands-on impressions to share soon.
Mega Man amiibo photo
Mega Man amiibo

Mega Man Legacy Collection on 3DS will support amiibo

When it arrives in 2016
Sep 15
// Chris Carter
So it's a major bummer that Mega Man Legacy Collection isn't coming to 3DS until 2016, but apparently it will arrive with extra features not present on the PC, PS4, and Xbox One editions of the game. As detailed by Capco...
Resident Evil photo
Resident Evil

Capcom announces multiplayer Biohazard Umbrella Corps

Hope you like multiplayer in your horror
Sep 15
// Joe Parlock
Capcom has announced Biohazard Umbrella Corps for the PlayStation 4 at the Tokyo Game Show. The game is an online competitive shooter, and it will be released to celebrate the Resident Evil’s 20th anniversary. We’ll give you the trailer as soon as it becomes available. So, a competitive multiplayer shooter to celebrate a survival horror series’ 20th year. Weird.
Capcom photo

Capcom reveals Rashid for Street Fighter V

At a Dubai gaming convention
Sep 11
// Chris Carter
Street Fighter producer Yoshinori Ono is attending Dubai's GAMES 15 convention this week, but the tireless Capcom employee is also working on a marketing campaign of his own. Evidently he's been teasing a new Stree...
They're masterworks all photo
They're masterworks all

Dragon's Dogma: Dark Arisen climbs to PC in January

They're masterworks all
Sep 08
// Jordan Devore
I didn't complete Dragon's Dogma, but I'd like to give it another try one day. Preferably on PC. That hasn't been an option yet, but it will be next year. Capcom is bringing the expanded Dragon's Dogma: Dark Arisen to Windows...
Dragon's Dogma Online photo
Dragon's Dogma Online

Dragon's Dogma Online doing well in Japan, tops 100,000 concurrent players

It's free, but still, Capcom is happy
Sep 08
// Chris Carter
Capcom is reporting a success story for Dragon's Dogma Online, which launched on August 31 in Japan on PC, PS3, and PS4. So far there have been nearly a million downloads (950,000), and the game regularly hosts 100,000 concu...

The 8 best rejected Mega Man bosses

Sep 07 // Steven Hansen
"DJ Man was created specifically to administer only the freshest, hippest beats during Dr. Wily's mid-life-crisis-party-phase. Unfortunately during his first test run, the beats were too dope and the drops were too dank, rendering DJ Man only capable of harming instead of sick beatmaking. All of his tracks are certified bangers." - Myles Cox "The first real robo-births found in the Mega Man series can be traced back to Mega Man 2, which featured birds that drop eggs filled with children, and frogs that had the ability to give birth from their mouths. Apparently lacking in maternal instinct, both types of robo-parents seem quite content to send their robo-kids off to almost certain death. Perhaps that because it only takes them seconds to have a new baby, unlike humans, who take longer to make. The original idea here was to have robo-moms who fly through the air and drop their robo-placenta covered children on Mega Man en mass, like the birds from Mega Man 2, but technical limitations made it impossible for the NES to render baby graphics small enough and detailed enough to to make that work. Instead we've opted for a design based around the frogs from Mega Man 2 and the Penguin birth-bots from Mega Man 3. Robot mom heads spout rocket babies from their 'mouth' style openings. Baby rockets cry as they fly, leaving Mega Man torn between his urge to defend himself and his natural instinct to care for the children. Un-exploded rocket babies will eventually learn to walk (and kill) if Mega Man takes to long to ponder his decision. There's also a rare alt sprite for this enemy that features a giant baby head that spits up little mom rockets." -Jonathan Holmes "Here he is, Insomniman. Insomniman's too tired to really care, there are other Robot Masters who haven't been awake for three weeks who can deal with that crap... his lair is just one big kitchen in the dead of night, with Insomniman shuffling around, doing anything to keep him distracted. Once Megaman finally defeats Insomiman, he'll gain the ability to fire boiling hot coffee from his arm! Scorch the enemies, or give himself a little boost of energy when he needs it!" - Joe Parlock "The Plantman knows if the plants will growThe Plantman knows where the plants will growAnd the plants will know if the Plantman knowsThe plants will know if the Plantman knows" - Darren Nakamura "While Mega Man 3 was the first Mega Man game to feature a boss that shot organic projectiles with Snake Man, the concept of organic themed robot masters had been on and off the table at Capcom with mixed success since the production of the original game. Initially designed for the slot that eventually went to Guts Man, the tentatively titled Waste Man was envisioned as a robot that could replace humans within waste management plants. Designed without a nose, the character had soft, fleshy appendices to facilitate in large amounts of manual labour. While Waste Man's many butt-like protrusions were designed with practicality in mind, the development quickly came to love the character's unique, voluminous charm. Unfortunately, when it came to testing sprite art for the character, issues began to arise. While his head was technically feasible on the NES, the envisioned miniature projectiles he would wield, and that would be acquired by Mega Man upon boss completion, simply lacked the required level of visual detail. While Waste Man was initially shelved pending a SNES Mega Man release, it was ultimately decided that his design would be too endearing for fans to want to fight. The rights to the character have since been caught in a large legal battle, meaning we're unlikely to ever see this wonderful Robot Master come to market." - Laura Kate Dale "Dr. Wily built Particle Man to gather data on a microscopic level while easily avoiding detection. He's particularly effective at spying and infiltrating secret bases. Also, for some inexplicable reason, he really hates triangles. Particle Man fires a beam of charged particles to subdue foes, though due to his size, it's really only effective against single-celled organisms. When Mega Man acquires Particle Man's power, he gets equipped with the Particle Beam, which is much deadlier in the hands of the Blue Bomber. Unfortunately, Mega Man might be too giant for Particle Man to pose much of a threat, so the idea was scrapped. Plus, there was talk of a possible lawsuit..." - Ben Davis "CUT TILE MAN. After the mechanical Robot Masters' continual defeat, a new strategy was necessary. Every material under the sun was considered for construction, but tile ended up being the most cost-efficient. Tile Cut man uses a combination of sharp tile chunks and the mud of his fallen brothers to slow down his opponents. He's totally not just a googled image of Mega Man that I traced and cut out while remodeling a bathroom." - Zack Furniss "Child Coffin Man!" - Occams - I for one would love to see everyone draw their own version of Child Coffin Man, or any other Mega Man boss. Or just mess with the Mega Man creator some more.
Mega Man bosses photo
Completely real concept art unearthed
With the recent release of Mega Man Legacy Collection, Capcom has acknowledged that Mega Man is a character and series that exists, which, really, is just going to piss people off further, you know. The upcoming movie and sep...

Monster Hunter Stories photo
Monster Hunter Stories

The new Monster Hunter RPG looks just adorable

As adorable as scaly beasts can be
Sep 05
// Kyle MacGregor
A lot of people love the idea of Monster Hunter, but Capcom's cash cow certainly isn't for everyone. The series, while massively popular, isn't the most accessible game around -- which is unfortunate, since it possesses a ric...
Street Fighter V photo
Street Fighter V

Fan complaints seem to have changed Cammy's Street Fighter V look

More anime-looking
Sep 01
// Steven Hansen
While everyone was flush with wanting to fuck bearded "Hot Ryu"/"Dad Ryu" -- I wrote that as "breaded" originally, which made me also want to fuck him -- Cammy's retailer exclusive pre-order costume (above and still a bogus p...
Resident Evil 0 photo
Resident Evil 0

Resident Evil 0's Wesker Mode is absurd

Look at him run!
Sep 01
// Jordan Devore
The Resident Evil series is no stranger to silly modes, and I'm glad to see Capcom continue down that path with Wesker Mode in next year's Resident Evil 0 HD remaster. Uroboros? Uroboros. In the new mode, Albert Wesker fills in for Billy Coen and oh my god, his sprint is hilarious.
Resident Evil photo
Resident Evil

Resident Evil Origins Collection is coming to PS4, PC and Xbox One

Resident Evil Remaster and RE 0 HD
Sep 01
// Laura Kate Dale
Rejoice PS4, PC, and Xbox One owners: Resident Evil Remaster and the upcoming Resident Evil 0 HD are coming to your big shiny gaming machines as Resident Evil Origins Collection. The new collection, which packages the pa...
Street Fighter V photo
Street Fighter V

Capcom details Street Fighter V pre-order bonuses, Collector's Edition

So many CEs today!
Aug 31
// Chris Carter
Today is just the day to unveil Collector's Editions, guys. Capcom is the latest to join the craze, with details for Street Fighter V. It'll come with the game, a 10-inch "fully painted" Ryu statue, a 48-page hardco...
Mega Man photo
Mega Man

Archie's Mega Man series is getting another massive compilation

'Master Edition'
Aug 31
// Chris Carter
Archie has already been putting out collections of several issues of the Mega Man comic, but according to a new listing, it looks like this compilation series will be collections of those collections -- comic-ception, if...
Street Fighter V beta photo
Street Fighter V beta

Street Fighter V beta schedule shifts amidst more server issues

Will be back tomorrow
Aug 27
// Chris Carter
Since the Street Fighter V beta is a stress-related test, it would make sense if Capcom let it lie, but they've actually been rather accommodating throughout all the issues. The beta will be extended again as of tomorrow...
Street Fighter V photo
Street Fighter V

R. Mika is headed to Street Fighter V

I can get behind this
Aug 27
// Chris Carter
The Street Fighter Alpha series doesn't get enough credit these days. Hell, Alpha 3 is one of my favorite games in the entire franchise. Thankfully Alpha is getting its due in Street Fighter V, as Capcom has j...

Very Quick Tips: Mega Man Legacy Collection's Challenge Mode

Aug 25 // Chris Carter
General Challenge Mode tips: When you're playing Challenge Mode, pause the game with the select button instead of start -- the latter will still run the timer. In Mega Man 1, never forget the Magnet Beam -- it can severely cut down on your times, and instantly skip most platforming pit sections. Try to look at what games are featured in a specific playlist, and remember that any entry from 3 on has the slide ability, and 4 on has the charged shot. If you need help remembering what game you're playing, turn on screen borders -- the artwork will clue you in. Memorize the locations of items within the menu. Selecting a subweapon takes time, and you can shave off seconds on a constant basis if you remember where everything is. Make flash cards if you're serious about going for the top spot! Did you die early on in a challenge? Press select and restart -- the timer doesn't reset on its own. In megamixes featuring multiple areas, memorize the last section after completing it once, so you know when you can rush and not worry about losing health that you may need for the next area. Additionally, remember that subweapon energy replenishes after each zone. Sometimes getting hit is okay, and it may even allow for a quicker clear time. If you're looking to not die, getting hit by a bullet is generally less damaging than a collision -- so get hit by a projectile, then use the subsequent invincibility frames to run through enemies. The best times will be posted by players who don't die once. The Mega Man 1 pause glitch still works, you just need to use a different button (L1, LB) to initiate the in-game pause rather than the Mega Man Legacy-specific menu.
Mega Man tips photo
Mega Bustin' makes me feel good
People often cite the Mega Man series as an example of "difficult" retro games, but there's an astounding amount of rhyme and reason to the level design therein. With a few tips you'll be breaking down time trial record walls like it was nothing.

Review: Mega Man Legacy Collection

Aug 25 // Chris Carter
Mega Man Legacy Collection (3DS, PC, PS4, Xbox One [reviewed])Developer: Digital Eclipse, CapcomPublisher: CapcomRelease Date: August 25, 2015 (Digital - PC, PS4, Xbox One) / TBA 2016 (3DS, physical sets)MSRP: $14.99 (Digital) / $29.99 (Physical) So what exactly is the Legacy Collection? Well, it's a package that includes the six original NES games, as well as a few other extras, and a challenge mode -- it's that simple. Every game has the option of three aspect ratios (original, wide, and full), as well as two additional visual filters meant to replicate old TVs and monitors. That's basically all you get in terms of mixing up the games from the way they were originally presented. The key mantra from Digital Eclipse is "if it ain't broke don't fix it," which is going to be a polarizing choice for many gamers out there. Personally, having grown up with the NES, I'm completely okay with things like slowdown effects and choppy, warped visuals. Yep, that's right -- the developers have opted to retain the original look and feel of the games, for better or for worse. You also won't find any quality of life improvements, such as the ability to switch between subweapons with the triggers -- a feature from the PSOne Classic re-releases a few generations ago. In case you're wondering, yes, the Elec-Man subweapon pause glitch still works. There are some nice extras though, like a music player that features every original track from all six games, and a hefty database mode, which showcases artwork and concept art for every enemy in the game. It's all old archive material that exists in some artbook somewhere, but it's still nice to be able to flip through it all in one centralized location. One really cool feature of the archive is the ability to instantly fight any Robot Master at will from the menu screen, with every weapon from that game at your disposal. [embed]304980:60114:0[/embed] Ok, so onto Mega Man 1-6 -- how do they hold up? Quite well, actually, from this gamer's point of view. You can peruse through some quick thoughts here on all six games, but I really think that each title deserves a spot in the collection. The original Mega Man is a bit rough at times with some haphazard level designs, the Blue Bomber seal of quality is immediately apparently upon progressing to the second game -- and of course, the third, which is my personal favorite of the original lineup. While I did feel the burn with Mega Man 5 due to a lack of innovation (as I always do), I enjoyed it all the same, and Mega Man 6 wowed me, again, with just how clean and interesting it is. My view on the stalwart commitment to the "originals" is mixed, but ultimately positive. While it would have been nice to possibly play a remixed edition separately with more modern options, every game is a classic in its on way, even when you're looking at it years later, free of the tint of nostalgia goggles. If you're feeling finicky and want to switch between games however, it takes seconds to do so with the highly responsive menus, and save states are available for each game (as well as old school password support, of course). So onto the big daddy feature -- 50 challenges, accessible by way of a standalone mode. This is likely the deciding factor for many of you out there, since they are technically the only thing new in Legacy Collection. While I was initially worried that they wouldn't do enough, I was pleasantly surprised after working my way through them, especially with the approach that they took. In recent years, we've seen a "remix" mentality for challenge modes, spearheaded by NES Remix. It's a trend that sees developers taking locations from multiple games and mashing them up, and it's a trend that I can get on board with. While Legacy Collection features standard challenges like timed boss rush modes, they also have remixes, which function like obstacle courses of sorts. The game will task you with getting through 15-30 second bite-sized pieces of existing levels, complete with a portal at the end, which brings you to another mini-section. It's addicting, as the game forces you to constantly rethink your strategy, and sometimes hilariously drops you into a sticky situation, like the beam section in Quick Man's stage. Even better, multi-game remixes are unlocked later on, which require you to deal with taking on successive areas from multiple games. It's crazy jumping from title to title, as I would often forget that certain experiences didn't have sliding or charged shot capabilities. Getting a respectable clear time will definitely test the mettle of even the most seasoned Mega Man vets out there. Thankfully, all of this comes complete with leaderboard support, so you can see how you rank up against your friends and the world. I've already started a friendly little competition with a few members of the press, and I think I'm going to get addicted to this feature all over again, just like I did with Mega Man 9. I'm interested to see the top times from players all around the world, and this is a truly great way to unite Mega Man fans old and new. After booting the game up I was inspired to beat all six games again and work on the challenges, so the Mega Man Legacy Collection did its job. I'd really like to see more Legacy packs down the line from Capcom -- perhaps with a bit more bravado in terms of extras and alternate modes of play. [This review is based on a retail build of the game provided by the publisher.]
Mega Man Legacy review photo
Legacy secure
If you've kept a close watch on the site for the last three years or so, you'd see that it's no secret that I love Mega Man. Despite the fact that Capcom hasn't given him any love in the past few years, it's still my favorite series, and one day, I'd like to see it return to glory. While the Mega Man Legacy Collection wasn't everything I was looking for, it'll do just fine for now.

Street Fighter V photo
Street Fighter V

Street Fighter V launches beta tests in North and South America this week

Final batch of tests before global beta
Aug 24
// Ben Pack
Following a series of successful stress tests in Europe and Asia, Capcom announced today that Street Fighter V beta stress tests will begin for North and South America. The tests start Tuesday, August 24 from 4:00pm - midnigh...
MonHun cats photo
MonHun cats

Those Monster Hunter cats are back for more

Lil adventures
Aug 20
// Jordan Devore
While I was on vacation this week visiting relatives, Capcom uploaded more Monster Hunter cat videos. What a treat to come home to. The first one is over here, if you missed it.
Street Fighter V beta photo
Street Fighter V beta

Street Fighter V beta re-launches with a series of stress tests

Capcom gathering data on each region
Aug 20
// Ben Pack
Capcom is taking its first steps toward launching a global beta test for Street Fighter V today after the failed tests last month. In a post on the Capcom Unity blog, the company announced it is going to start with a str...

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