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Wednesday, October 15, 2008 |
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Around The Globe
Next Street Fighter Club: Brooklyn, New York, Oct. 24. Will you be there?
I'm sure you heard about the amazing Street Fighter IV event we threw in LA back in July. At the time, we pledged to hold more events just like it (if not better!) around the country, to try and reach as many of you street fighters as possible. I'm stoked to let you know that the next Street Fighter Club (henceforth: sfc) is On Like the proverbial Donkey Kong. We're continuing our coastal theme, this time out relocating from LA to Brooklyn. New Yorkers, get ready to show us your skillz! If you have not already registered to be a part of the sfc event and reserve your spot (and free t-shirt, poster, soap and other goodies!), do so now through sfc.com.
We aren't ready to give up the goods on the actual address yet, but I can tell you that the site is really, really cool and totally underground. I Am 8-bit main man Jon Gibson is going to be helping us again, and he's outdoing himself this time around in terms of setting atmosphere. You will not believe what we're going to create in BKLN, so if you live in NYC, close to NYC or can get your ass to NYC on Oct. 24, do so. Pictures will not do the night justice.
Each sfc is going a feature a different, cool design, produced EXCLUSIVELY for sfc by different artists and design companies. The goal with the designs and shirts is "secret geek," meaning a design that you can wear on your body that won't frighten off girls but will get you slow nods of appreciation from those in the gamer know. This time around, the literally electrifying design of the t-shirt and poster has been created by Meat Bun. As you can see, these guys know games and know design. Check out some of the other shirts they have on sale: I rock the 1942 "Cammy" shirt and the Nintendo-themed "The Four" shirt all the time.
We'll be bringing the console versions of SFIV (with Sakura and Akuma unlocked!) and so-close-to-final-it-hurts Super Street Fighter II Turbo HD Remix. You'll be able to play both these games on quality HDTVs, which should be a big improvement to the janky bootleg SFIV set-ups that have quietly popped up around the US.
Biggest downer for me is that I will not be able to personally attend this sfc, but we hope that you can. Spread the word, we want all New York/East Coast street fighters to attend! At least, as many of you as we can pack into the space. See you on the Street Fighter Club group here on Unity!
TGS 2008: Where to start? How 'bout Monster Hunter?
Back from a week in Japan, bouncing from the company headquarters in Osaka to the craziness of Tokyo Game Show in Tokyo (technically speaking, although the show is so far out of town that it's almost happening in another world). I took a ton of pictures, only to return home to find that my digital camera is FAIL. From that ton, I've managed to winnow down the ones that are not completely blurry and will be posting images and thoughts here over the next couple of days.
Wanted to start off with Monster Hunter. Yes, we talk incessantly here about the power of Monster Hunter in Japan and how it has become a cultural phenomenon there the likes of which this company hasn't seen since the Street Fighter II glory years. This past week had tons of Monster Hunter news. On the first day of the show, we announced Monster Hunter Freedom Unite for North America and Europe. Coming to PSPs this spring, this is the western release of Monster Hunter Portable 2G, a game which has now sold over 2.5 million copies on PSP in Japan. There will be more on MH Freedom Unite in the months ahead, including details which we believe US gamers in particular are going to be quite happy about.
At the Capcom booth at TGS, Monster Hunter Tri was the magnet that drew Japanese gamers like iron filings, sticking them to lines in our booth that stretched to a mind-bending SIX HOUR WAIT on Saturday and Sunday. Even on the "business days" of Thursday and Friday, within 20 minutes of the door opening, the line was over four hours. Keep in mind that there were 50 Wiis running 10 - 15 minute demos of the game for up to four players. This Wii entry to the series was greeted with passionate enthusiam from the fans, locking down the pathways around the Capcom booth, especially when series producer Ryozo Tsujimoto was presenting on-stage. Needless to say, when Monster Hunter Tri launches on the Wii next year, Japan's productivity is going to take a huge plunge. Thanks, Capcom!
Outside of the show, Monster Hunter's reach continues to be felt. In my travels through Akihabara, the fabled electronics/games/toys/comics/DVD mecca of Japan, I came across this display in a game shop. Monster Hunter stew! It couldn't be any tasier than if you had killed it yourself. True story: I bought the set here, which nabbed me two cans of stew along with the cute MH bag, but security at Tokyo's international airport made me throw the cans away because they did not allow any liquids through secutiry. It's official: when you can't take your video game soup on a plane, the terrorists have won.
How to Make Your Own Air Man!
Stumbled on this crazy vid of how to create your own Air Man. It's oozes with awesome sauce, and just pure brilliance! It has a battery powered fan that works just like a real life Air Man! Check it out, and try and make one for yourself. I'd love to see what you guys could do with this, either making your own Air Man, or some other Mega Man boss...
Age of Booty: Multiplayer
Details on Age of Booty's Trial were well received. Time to go deep into its multiplayer.
Modes
No matter your platform of choice or where you prefer to play, we made sure you get to enjoy Age of Booty's multiplayer.
Local - You and up to three friends can play splitscreen on the same console. All maps are available - the 25 we ship with, future free DLC, any you've created, and any friends have created. Launch them with their defaults or adjust any of the settings (see below) as you wish. Fill the empty slots with any of the seven AI characters (more on them in the next blog). Assign everyone to any of the eight pirate factions and play in any team config you'd like. If you want 4v4, go for it. If you want 2v2v2, go for it. If you think you're cool and can take on everyone else, then play 1v3v3 and start praying to Davey Jones.
System Link / LAN - All the features described above in Local are available with the addition of linking any number of other consoles on the local network. Link up to eight, so that everyone can have their own screen. Link two consoles and sit four players at each. Mix and match, with humans and AI, however you wish.
Online (Private) - Again, all the features describe above in Local are available and here you connect with friends online via Xbox LIVE or GameSpy. Send them invites or they can jump in once they see you're online. A cool addition here is that after you and your friends have warmed up and are ready for new competition, select any of the matchmaking playlists and jump into the matchmaking system together as a party. The game keeps your group together, creates a matchmaking lobby of the playlist of your choosing, and other players fill out your lobby from there.
Online (Matchmaking) - Age of Booty is designed for everyone to have fun, so we don't split the available players between Player (casual) and Ranked (competitive). Trust me, this is a very good thing as it reduces your time waiting for lobbies to fill and gets you faster into gameplay. We support four playlists (2v2, 3v3, 4v4, and 2v2v2v2) and a Quick Match option if you're not picky. When a lobby fills, either from other players matchmaking in or invited in, the playlist selects maps that are best suited for the number of players and teams. 2v2 tends to select the tighter, smaller maps and likewise 4v4 and 2v2v2v2 tend to select the larger maps. The playlists are designed for the optimal experience. On launch day we will make only 2v2 and 4v4 available. Why? Because we're looking out for you. Two playlists at launch means players will be split into only two pools, keeping lobby wait times down. We'll turn on 3v3 probably within the first week after launch and 2v2v2v2 we'll likely turn on around the second or third week after launch. More Booty
Above was just a bit about the modes themselves, but wait, there's more...
Downloadable Content - Let's not forget those free DLC maps. The maps we'll release on a regular basis aren't just extra content for offline gaming. These maps are available to all of the modes listed above and plug right into the playlists as soon as you download them. Yes, this means if you play for hours on Day 1 and see most of the maps, then when you play for hours again on Day 15 you'll see new maps in the rotation. XBL users will see some maps available on launch day, a few more a few days later, and then a regular release schedule after that. PSN users will be treated to pretty much the same release schedule, but, just to warn you, your first maps may come a few days after launch. XBL users get to be lazy; the game detects DLC and pulls it down for you. PSN users get to work those thumbs with a couple extra clicks. Age of Booty will still notice and let you know new content is available. You'll just need to jump into the Playstation Store through the game's menu and download a map pack. PC users are likely to find similar functionality to the XBL users. We're working out the last kinks on that system now. We already have 20 DLC maps polished and ready to go. We have many more in various stages, being played and tuned daily. And yes, once again, all of these maps will be FREE!
Playlist Updates - Another cool thing about those playlists mentioned in the Online (Matchmaking) above is that we can tweak them whenever we want. If it turns out there are some maps people wish they could play more or less often, we can tweak it so that you do. So jump on our Capcom-Unity.com forums and let us know! These playlist updates sneak there way down the pipe along with the DLC maps.
Viral Sharing - You can't be a good pirate without some good viral sharing now can ya? As you know, Age of Booty ships with its Map Editor (a detailed blog on it coming soon). Within minutes you can create a map and have it ready for Local, Lan, or Online (Private Match) play. In a LAN and Online game, how do your friends get it? Simple. They join your game. ... Yes, that's it. As soon as they connect to your lobby the map is shared to their machine and they're ready to play. They can then load it in their editor, make a few changes, and send it back to you the same way. This works the same for all three platforms. Unfortunately, your maps cannot be played in the Online (Matchmaking) mode...unless...
User Created Maps = DLC for Everyone? - Yes, that's right. The best maps created by the community will find their way into the matchmaking playlists. Who says we're the only ones capable of making great maps? I have no doubt that given some time the best Age of Booty maps will come from our community and put our initial 25 to shame. We'll be playing. We'll be watching the forums. When we see maps we love or many of you are raving about, we'll grab 'em, tweak 'em, polish 'em, and release them as DLC along with playlist updates. We'll do our best to name the maps to give credit back to you (your profile name). The great thing here is that when we release a map, everyone gets it. Get to creating your masterpiece on any platform and we'll find it and turn it into a multi-platform release!
Leaderboards - We've got 'em. Every win counts. Good luck! Map/Game Settings
You may have been wondering, "What are all the settings I can tweak and turn to customize the game to my liking?" Well, here you go...
Time - How long do you want the map to play before the faction with the highest score wins? The default settings are all tuned to about 8 to 15 minute games. You're welcome to change this anywhere from 1 to 60 minutes to no time limit at all.
Score - Most maps set the victory condition around 50% to 75% of the towns. Set this anywhere from 1 towns to all.
Starting Resources - How much Gold, Wood, and Rum do you want each team to start with? Set these to zero and make everyone scrape and fight before they can upgrade anything or fill each team's chests with enough treasure to pick and choose upgrades from the start as they wish.
Starting Upgrades - Want everyone to start with a basic ship? Want everyone to start full of Cannons but weak on Armor? Or maybe start everyone a full Speed - full sails, exhaust, flames, and all - for a game of scavenging before the real battles begin?
Max Upgrades - For the hardcore, limiting how many times a ship can be upgraded forces players into tough decisions. If they upgrade all the way in Armor, maybe they won't have enough slots left for Speed or Cannons? We've found the best setting here is 7. Default lets everyone upgrade to max (9).
Crates / Villages / Merchants - How many of these alternate ways of gaining resources do you want on the map at any one time? Make it rare to come across a floating crate or fill the seas with an army of Merchant ships to fight through (it's actually pretty fun!).
Curse Cards - Bombs, Whirlpools, Ghost Ships, Pilfers ... mix and match which ones you want to play with and which ones you don't. Trial Users
Everything mentioned above is available in the FREE trial other than receiving and sending user created maps and posting your stats to the leaderboards. You'll just have to settle for the Age of Booty addiction and upgrade to the full version to join the rest of the Age of Booty armada!
Street Fighter IV: Meet Sakura!
In response to Japanese fan demand, Street Fighter IV brings you everybody's favorite butt-kicking schoolgirl, Sakura Kasugano!
She's making her playable debut at the Tokyo Game Show right now, but this trailer gives you a nice taste of her moves (and don't worry, although you don't see it here, her Sakura Otoshi is still there too!)
Mega Man 9 Kits Sell Out Instantly
If these kits were a Robot Master, they'd be Flash Man, cause they were gone in a flash. 3pm PST came, and within 4 minutes, we were sold out of the remaining stock.
I'm glad some select Unity members were able to get theirs early, and hopefully a few of the rest of you managed to snag some of these. If you didn't manage to get through, don't forget about the contest!
We'll be working to try and fulfill all the orders and we'll see what comes next when the smoke clears. Stay tuned here for more details, and a heartfelt THANK YOU! to all the crazy Mega Man fans that have helped to make this game a hit--seeing all this love has truly warmed the heart of an OG Mega Man nut.
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Wednesday, October 08, 2008 |
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New Developments
Small Dark Void update...with animals. Huh?!?!
Hey everyone,
First off, thanks again for your feedback and comments the first, of no doubt many, AI related blogs.
So what has been going on lately with Dark Voidâ¦.what haven't we been up to?!?!
The team has been working hard on getting our levels locked down and into the art pipeline. This has been a super collaborative effort between the design team, art team, team leads, etc. At some point weâll do a full blog or two on our level design philosophy, but Iâll share a small smidge right now.
Everyone following Dark Void by now has seen the gameplay footage that came out during the E3 time frame. Although weâre very proud of our demo for E3, thatâs just what it was, a demo. As such, we made a very structured flow, with a deliberate pace to show off each and every one of our mechanics, one after another.
For those that missed it, it went like this. (Now with animals!)
Shoot enemies on the ground
Hovering Death from Above
Shoot enemies on the ground
Vertical Combat Awesomeness
Shoot enemies on the ground
Jetpack dogfight Awesomeness
UFO Skyjack
Sneak Peak Archon boss fight
These images made funnier if you know the demoâ¦check out the video online
Ok, so the demo was cooler than that flow makes it seem, way cooler, but not as cool as if we had made it using animals as our characters (can you tell its Friday?).
All in all, I felt the demo did a great job at hitting our goals. But being structured such as it was, I think it gave the false impression that our game was going to be a very linear progression of those gameplay elements through our level flows.
Very far from the truth!
Now, we are by no means an open world game, but that demo flow is far from what we consider the ideal way to celebrate having a very cool character, with an extremely cool jet pack, kick ass and take names in the Void.
The jetpack really provides a lot of player freedom, as such, making sure our levels support that freedom is crucial. Making sure we are creating an experience that can cater to those that like to run and gun, cover users, people who take to the skies to rain death from above, and those that love it all, wellâ¦that is the real trick, isnât it. I think weâre getting closer to the goal though.
Right now, after taking a bit of time to let Will get settled into The Void, itâs not too long before we put the player in the driverâs seat and let them try out their favorite tactics (as for myself, I am partial to âDeath from Aboveâ
Hey, while weâre on the topic of levels, and to help put to rest some of the things Iâve read about D/V being nothing but Greyâs and Brownâs on the color spectrum (somewhere there is an alien joke in that last sentence, I just canât find it). Here is a concept piece from one of the levelâs weâve been working on lately.
Hope you like it! Feel free to ask some questions about what you are looking at in the comments sections, Iâll share what I can (apologies ahead of time for cryptic answers).
- Morgan
Bionic Commando: Chain of Command Comic
The complete comic, Bionic Commando: Chain of Command, is out. It's been out for a little while now as a whole over at bioniccommando.com. I'll try not to spoil it for those of you who haven't read it. So go read it for yourself right now!
The Chain of Command takes place between the events of Bionic Commando: Rearmed, and the upcoming sequel. You'll see the events that transform the cool red haired Nathan "RAD" Spencer into the hard-edged, grungy looking war machine you've seen in the trailers. As always, Nathan is the hero, and he has the heart of a hero. Unfortunately, his conscience lands him in prison to rot.
To find out how he gets out of the confines of prison... Well, you'll just have to play the game when it comes out to find out!
Until then, go read the story! BTHR ZERO X of Capcom Unity has it up with a cover, and of course you can find it on the official Bionic Commando site.
Hot New Resident Evil 5 Pix!
22 beautiful new shots of Chris and Sheva in action. And of course the zombies. Lots of zombies!
You get a pretty good look at Sheva's mysterious tattoo in a few of these shots as well. Cooler than a butterfly, that's for sure, but what does it mean? All will be revealed as you play through the game! Also, I gotta say it is *really* satisfying to blow away that Bullhorn guy who incites all the Kijuju-ans against you.
Check out the full gallery here!
Ask Capcom Round-Up: Sven Answers Your Questions!
You post your questions every day for us to read, and we do our best to answer. Sometimes insightful, sometimes vague, usually both. Especially with Capcom's own Christian Svensson. He wishes he could tell you more, but then he'd have to kill you...
This is not an interview. These are questions anyone can ask us over in our Ask Capcom Forum. Here's a look at what you asked recently, and what our reponses were!
Ouji-San asks, "Capcom... Does Japan really really listen to their fans? I don't think so. Has The Resident Evil Team been avoiding us or have they been playing Gears of War and decided to screw us once more....hey? I'm doubting Capcom's ability to hear the fans out. We have been asking them to bring RE back to its roots but every month they keep changing something and screwing it around. This time the typewriter... I know it's just a typewriter, but it's a symbol and part of the RE root... What gives guys?"
Sven - "There are some elements they listen to the hardcore fans on. There are some elements they listen to the less die-hard fans on. There are other issues where they follow their vision.
The game is fantastic. We've been doing multiplayer testing in the office for the last few weeks and it's really phenomenal."
lilnim995 - "I was wondering about the possibility of DLC for the console version of SFIV. It's been mentioned several times that it was likely to have DLC characters and what not, but I've also been told that it wasn't the plan. Could somebody please elaborate? And maybe, if some of us fans get lucky, there might be an SFA or FF Pack in store for us GUYs?"
Sven - "At the moment, DLC characters are not the plan. Beyond that, we're a bit early to be talking about DLC for a game that's still several months from release."
Solarman - "I heard that Mega Man 9 sold around over 140,000 downloads on the USA Wiiware version on the Wii in 1 week. But do you think that the worldwide sales on all systems that its on including XBLA, and PSN besides just Wii are doing well when combined?"
Sven - "Any numbers you've seen or quoted are not correct. That said, I think we're cautiously optimistic about MM9's performance."
TonyTheTiger - "Where are those numbers coming from then? Are media outlets making them up?"
Sven - "No idea. You'd have to ask the outlets in question."
Ricardo - "Hey Sven, after you said some days ago about exclusivity, can the PS3/Xbox 360 user hope for Monster Hunter 3? Same way, can Wii users hope a Resident Evil 5 version for Wii? Even still, can the PS3 users expect a Dead Rising version? Or are you talking about the next games?"
Sven - "Mostly talking about new games. It should also be stated that "multiplatform" doesn't necessarily mean "all platforms" either. It means, more than one."
Boco - "So you're giving away the Mega Man 9 press kit to random community members but not offering it for sale to those of us who happen to browse other gaming forums?"
Sven - "If by "giving away" you mean "giving the first chance to purchase" and by "random community members" you mean "people who actively participate specifically within the MM9 community" then yes.
This is nothing new really. Only Unity members get mailed t-shirts and other gifts. A few select MotoGP fans received John Hopkins autographed copies of MotoGP 07, just to thank them for their enthusiasm and continued support. Only Capcom-Unity members have gotten to come to our media events. Hell, if you're a REALLY good Capcom-Unity member, we may give you a job (ask Snow).
Activity within Capcom-Unity is going to have benefits over activity elsewhere. In another month or two, you're going to see that statement taken to a new level. The people who support us most by participating here are the people who we view as caring most about us."
Cheaptrickfan_100 - "Will Spyborgs be at TGS? Will we hear or see anything about the game, or will we just have to wait more? I want to see what that makeover has done to Spyborgs."
Sven - "Nope. No TGS showing. We haven't decided yet whether it's going to ship in Japan... that determination won't be made for several more weeks so showing it at a Japan consumer show doesn't make a lot of sense.
Don't worry... you won't be able to miss it when it resurfaces."
Alright, that's it for this week's round-up. If you wish to have Sven impart his vast sums of game industry wisdom upon you, or just want to know what the heck's with all our zombie games, just ask away!
Final Changelist for HD Remix
Since weâve had the Gamespot Tournament featuring HD Remix and SFIV, thereâs been a lot of speculation on exactly what the changes are in HD Remix. Some folks that made it to the tournament have been sharing what theyâve been seeing, but just so weâre all on the same page, Iâve decided to list exactly what the changes are. You can see one of the new additions in the screenshot above of Bisonâs fake slide.
Weâll keep the design reasoning for another day, but hopefully this post will answer some of your questions. I know it might raise more, but these are only the specific changes that were made to the game. Some of them create other behavior, but Iâll stick to the main changes that were made and Iâll let you guys figure out the rest when you finally get your hands on it.
Be on the lookout in the near future for a ton of media coming out. I saw the 1st draft of one of the videos and all I can say is itâs full of 80âs awesomeness.
Ryu
New move: fake fireball. qcf+short.
Ken
Strong dragon punch is invulnerable on the way up, exactly like Old Ken's, and also always knocks down. It's now a 1-hit move, not 2-hit.Fierce dp has bigger arc, always knocks down, juggles against jump-ins, but no additional invulnerability.Short helicopter has shorter durationMedium helicopter kick goes slightly fartherRoundhouse helicopter kick goes farther and faster.Roundhouse helicopter kick does less dizzyAir roundhouse helicopter goes slightly farther"Crazy kicks" have simplified joystick motions. New motions: 1) qcf+short, 2) qcf+forward, 3) qcf+roundhouse.Damage lowered on first hit of knee bash hold.Range of knee bash hold reduced by a small amount.Super can now be used as a reversal.
Guile
Roundhouse flash kick now travels forward rather than straight up.Super has easier motion: charge db, d, df, f, uf+ kick. (Old motion still works.)Super does slightly less damage.Uspide down kick is an overheadUpside down kick slowed down slightlyUpside down kick can be performed at any range, not just close range, by holding towards+roundhouse.Upside down kick is more vulnerable, allowing Sagat's low tiger shots and other moves to hit it.
Honda
Jump short has higher priority, can hit sweeps.Floating fierce move (jump straight up + fierce) can be steered farther left/right.Hundred hands easier to executeStrong and fierce versions of hundred hands have lower priority and all versions do a little less damageOchio throw now bounces off the other way, preventing Honda from repeating it in the cornerOchio throw now deals the same dizzy points as other throws rather than twice as much.Jab torpedo can destroy fireballs.Jab torpedo travels shorter distanceSuper travels slower before first hit, but travels faster after first hit.Super now knocks down and juggles.
Blanka
Horizontal ball has safer recovery.Horizontal ball with jab and strong have same sound effect and same spinning speed as fierce version.Horizontal ball with jab and strong travel slightly shorter distance so whiffed roll into bite is a little more effective.Diagonal ball has faster startup and safer recovery.Hop move has new command: hold stick left or right then jab+short OR strong+forward OR fierce+rh. (Old motion of kkk still works).Hop back builds much less super meter.Forward version of hop has slightly more foot-invulnerability at startup.Electricity easier to execute (mash punches)Super move has faster startup, faster recovery, and always knocks down if it hits.
Zangief
Green hand command changed to qcf+pGreen hand has slightly faster recovery.SPD command easier: hcb,f+p OR hcf,b+p. (Original 360 command still works)Super command easier, hcb,hcb,f+p OR hcf,hcf+p.Running Grab (and double suplex) command is now hcb+k OR hcf+k.Running Grab runs faster.Kick lariat can now be done with jab+short as well as original KKK command.Punch lariat can now be done with strong+forward or fierce+roundhouse as well as original PPP command.Kick lariat has invulnerable feet during Zangief's first rotation, but vulnerable feet after that.Kick lariat has a different sound effect on startup than punch lariat.Punch lariat's initial hitframe now extends down to the floor so it can hit Dhalsim's low fierce or sometimes Guile's low forward. As before, this hitbox is only active for 6 frames out of the entire lariat.Hop move can only be done with towards + fierce. No longer possible with back+fierce, back+strong, or towards+strong.Hop travels farther forward, slightly higher, and has slightly better recovery.Jumping (forward/away) strong has hitbox that reaches slightly farther forward.Low fierce has slightly higher hit box, mainly to hit Vega's off-the-wall attacks.
Chun Li
Removed df+medium kick move.df+roundhouse (the "neckbreaker") no longer crosses up, removing the loop of repeated knockdowns.Lighting legs easier to execute (mash kicks)Lighting legs do less damage and have a little worse priority in Chun Li's stomach area.Aerial spinning bird kick can be done with charge down, up+kick, so that you can do it after a headstomp.Aerial spinning bird kick travels more straight now, then falls in an arc at the endGround spinning bird kick has a new parabolic arc. It can also air-juggle and deals a fair amount of dizzy.Super does slightly less damage.
Dhalsim
Teleport command requires only 2 punch or 2 kick buttons rather than 3.
Teleport recovery is not longer, but has more vulnerable frames at the end.Yoga flame changed to qcb+p so it doesn't overlap fireball command.Upward yoga flame changed to qcb+k to match other yoga flame.Upward yoga flame now travels way up the screen with roundhouse version.Super changed to hcb,hcb+p to match yoga flame command.Super has more forgiving timing window.Super is now more vulnerable around Dhalsim's head and throwable from behind.Super can now be used as a reversal.Noogie hold has shorter range.Ducking ranged punches no longer cleanly go under Guile's Sonic Booms
Balrog
Turn punch and headbutt award less super meter.Small and medium headbutts travel slightly farther and are less safe.Throw range decreased.First hit of throw does less damage.Turn Punch can be performed by holding 2 punches or 2 kicks, rather than all 3Super does a little less damage
Vega
Defensive backflip command changed to jab+short for small version; strong+forward OR fierce+roundhouse for double flip version (old commands of kkk and ppp still work)Offensive backflip can no longer be charged straight back (must be charged down/back).Off-the-wall attack no longer knocks downOff-the-wall attack has additional recovery, to prevent combos after hitting with itNew Wall Dive Fake: After going off the wall (charge down, then up+k), you can press kick again to drop without attacking.
Sagat
Super has more range, and always knocks down if it hits.Fireball recovery is better than New Sagat but worse than Old SagatSome normal moves are from Old SagatStand strong can be cancelled into special moves, second hit of stand forward and short cannotTiger knee always knocks down and juggles (but NOT into super)Tiger knee damage reduced because of new juggle property
Bison
Devil's reverse (charge down, up+punch) has 1 frame of invulnerability at startupStand jab has better priority, can stop honda's torpedo and blanka's rollNew move: df+roundhouse is a fake slide.Jump straight up + strong now juggles the same as jump toward/away + strong
Cammy
Hooligan throw motion changed to qcf+pSpinning Backfist motion changed to qcb+pSpinning Backfist is invulnerable to fireballs during startup (all versions)Spinning Backfist's hitbox on 2nd hit is bigger so that it doesn't fail to get 2nd hit if the 1st hit connectsCannon drill has better recoveryCannon Spike is usually not safe on block anymore.
Fei Long
Flying Kick motion changed to qcf+kShort version of flying kicks have additional frames of partial invulnerability, allowing them to go through fireballs at the startFlying kicks have lower priority on first hit, allowing them to be countered air-to-air a little more easily.Flying kicks have 5 additional frames of recoveryMedium and roundhouse flame kicks always knock down and can juggleShort flame kick is no longer safe on block from point-blank range.Rekka Punches travel a little fartherRekka punch motion is a little more forgiving, so it's not as hard to get all 3 in the series.Super travels fartherFei Long's head is vulnerable during 4th and 5th hits of the super (and can't go through fireballs during that, but still can during first 3 hits).The super causes a different angle of knockdown so that comboing after it is difficult/impossible.Super meter gains slightly reduced on flame kick and flying kicks.
Dee Jay
Machine Gun Punch, much easier to get all the hitsMachine Gun Punch destroys fireballsMachine Gun Punch does less dizzy and less damage than before.Medium and Roundhouse Dread Kicks, 2nd hit sped up so that it almost always hits if the first hit connects.Medium and Roundhouse Dread Kicks have a few frames of foot-invulnerability at startupMedium and Roundhouse Dread Kicks have reduced damage because of improved ability to combo
T.Hawk
Hawk dive command changed to jab+short OR strong+forward OR fierce+roundhouse while in air (old command ppp still works)Hawk dive's bounce changed so it ends with T.Hawk close to enemy and safe on block or hit.Hawk dive does not knock downSpecial throw command easier: hcb,f+p OR hcf,b+p, and you can actually start in down/back or down/forward (Original 360 command also still works.)Special throw now has a whiff animation if you miss.Super command easier: hcb,hcb,f+p OR hcf,hcf+p.Several of T.Hawk's normal moves are from Old T.Hawk, such as stand roundhouse and low roundhouse.Fierce dragon punch now always knocks down and jugglesFixed a bug where a stray hitbox on low strong could be hit from very far away.
Akuma
Super meter added and new super move: Raging Demon. Command is jab, jab, towards, short, fierce.Super travels slower and farther than the secret version of AkumaSuper has additional start up frames.Super is not able to grab an opponent out of jump start-up.Air fireball has new downward angle and causes Akuma to hang in the air slightly when thrown.Air fireball can now be done lower to the ground, allowing instant air fireball using "tiger knee" motion.Akuma takes more damage than other characters.Akuma can now be dizzied.Teleport command requires only 2 punch or 2 kick rather than 3.Blue fireballs have more startup and recovery. Now same startup as Ryu's fireball and only slightly shorter recovery than Ryu's.Fierce blue fireball only has the huge knockback effect from very close range.Red fireballs have more startup.Helicopter kick has much less invulnerability.Akuma's leg is no longer invulnerable during his ducking kicks.
Mega Man 9 Contest!!!
The Mega Man 9 Press Kit is BIG news. Everyone wants ones of these things. We've been giving out codes to active Unity members (and still are) so they can get theirs first! You can find them on eBay. And you can see them in your dreams.
But, unfortunately, we don't have enough kits for everyone... So, in effort to make sure these kits go to the biggest Mega Man fans, we have a contest for you. Show us you're the ULTIMATE Mega Man fan! In return, we'll give you some Mega Man 9 love, including the Mega Man 9 Press Kit, a Mega Man 9 game code (for either PSN or XBL), a Mega Man 9 Poster, and a Mega Man 9 shirt signed by Kenji Inafune himself! We have three of these prize packages to hand out. I should also add that only 5 of these signed white MM9 T-Shirts exist. Very, VERY rare.
Here's what to do: Write a blog on your profile on Capcom-Unity.com. Put in videos, photos, whatever you want to prove you're a real fan of Mega Man. Just don't do anything illegal! Once you've finished, send a link of your blog in a Private Message to CapcomContest. Put "Mega Man 9 Contest" in the subject line.
Contest begins immediately, and ends 11:59 PM Pacific Standard Time ("PST"), Wednesday, October 15, 2008.
DESCRIPTION OF CONTEST: Submit a blog about why you're the ultimate Mega Man fan.
HOW TO ENTER/REQUIREMENTS: All submissions should be submitted via private message to Capcom Contest with a link to your blog, with a subject line of, âMega Man 9 Contest.â Please provide your name, address, phone number, and email address.
WINNER SELECTION â Capcom will evaluate all the submissions received on their love of Mega Man. All winners will be selected on or about Thursday, October 16, 2008. By participating, entrants agree to abide by and be bound by these official rules and Capcomâs decisions. Winners will be notified by email. All federal, state and local taxes, insurance, licensing, registration and title fees are the sole responsibility of the winner.
PRIZES/APPROXIMATE RETAIL VALUE (ARV) in U.S. Dollars.
Three Winners: Each will receive:
· One (1) Mega Man 9 Press Kit (ARV: $50.00)
· One (1) Mega Man 9 shirt signed by Inafune-san (ARV: $25.00)
· One (1) Mega Man 9 game code (ARV: $10.00)
· One (1) Mega Man 9 Promo Poster (ARV: $0.00)
(Total ARV for each winner: $85.00)
The total ARV value is $255.00. No prize transfer or cash substitution allowed except at Capcomâs sole discretion for any reason and only then for prize of equal or greater value.
NO PURCHASE NECESSARY.
-capcom-unity.com
Topic:
Resident Evil 5 (Game) (Xbox 360), Resident Evil 5 (Game) (PlayStation 3), Resident Evil 5 (Collector's Edition) (Game) (PlayStation 3), Resident Evil 5 (Collector's Edition) (Game) (Xbox 360), Super Street Fighter II Turbo HD Remix (Game) (Xbox 360), Super Street Fighter II Turbo HD Remix (Game) (PlayStation 3), Mega Man 9 (Game) (Wii), Mega Man 9 (Game) (PlayStation 3), Mega Man 9 (Game) (Xbox 360), Dark Void (Game) (Xbox 360), Dark Void (Game) (PlayStation 3)
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Wednesday, October 01, 2008 |
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Pirates, Cycles and Zombies
Exclusive New Resident Evil 5 Shots!
Some great new shots of Resident Evil 5, featuring the Executioner, some driving sequences, and Sheva and Chris looking on as some dude's head explodes with the sheer awesomeness of Resident Evil 5!
Capcom + Co. Party Like Pirates
The eyepatches were in full effect at last night's preview party for Age of Booty. A party for a digital download title? That's just how we do at Capcom.
With a room full of AoB kiosks, Capcom's own Shuhei on the turntables, and an open bar featuring the questionably named "Booty Juice" rum punch (the precise formula is a closely guarded Capcom secret), things got fun pretty quick.
Filled with gaming press, our frineds from Certain Affinity (the Age of Booty developers), Capcom friends and family, and of course the communi-TAY, the we had a rough-and-tumble Age of Booty team tournament, as well as Mega Man 9 with Protoman playable, and a complete build of Super Street Fighter II Turbo!
Click here for way too many incriminating pix, and click here to preorder Age of Booty, which releases October 15th on XBL, and October 16th on PSN!
Fighting Illness, I Come Bringing Dark Void Info
Hey guys,
Jason Hail, our intrepid AI programmer over @ Airtight, has written a small peek at Dark Void through the lense of AI. Here it is...
Howdy, Jason Hail checking in. I'm the Senior AI programmer at Airtight Games working on Dark Void. This last year has been a whirlwind of activity for us AI guys, and let me tell you: this game is big! We have ground combat, vehicular combat, aerial jet-pack based combat, vertical combat and some more surprises I can't even talk about yet. One of the big challenges for me is to keep a handle on all of the different elements we have in order to stay focused on the core gameplay mechanics that make Dark Void great. It helps to look at the games that inspired Dark Void, and to pick apart what made them work.
There's one common thread I found in those games: great gameplay comes from iteration. You think really hard about how to make something fun. You polish the idea for months in your head. Then you try it in game. And, sadly, as great as it was in your head . it sucks to play. So, you have to start again. You come up with a better idea. A bit more cautiously, you try it in game. It no longer sucks; now it's even kind of fun. So you refine it, let others play it, tune it based on their feedback. Now it's even more fun. And so on, until you have a final product that absorbs the player from the moment they press START.
Diagram 1. My highly scientific diagram of the evolution of awesome game play. Those first 4 steps can repeat for quite a long time.
OK, you say, So more work makes the game better. Tell me something I donât know, n00b.
Well, the trick is how do you pack the most iterations into the tight schedule of making the game? Around the beginning of this year, it became apparent that with all the cool gameplay ideas we had for Dark Void we desperately needed a structure for creating and testing new AI quickly. I began reading a lot about different AI models, and one structural idea kept popping up: Behavior Trees. So, what's a Behavior Tree?
A Behavior Tree is a structure that breaks complex decisions down into a series of small choices, which yield a set of concrete actions for your AI to carry out. As always, an (somewhat silly) example tells the story:
Imagine you're a hungry AI. You have no sandwich, and worse yet you have no car! What to do? Well, you could get a sandwich from the fridge, but if you forgot to go shopping your fridge is empty. You have no car, so you need to find one. Maybe your parents would let you borrow theirs? If you drive like me, the answer is "probably not." So, you'll need to trick - oops, I mean convince - a friend to help you out. Maybe they'll let you borrow their car? If not, perhaps they'd give you a lift to the store?
Our AI isn't so concerned about sandwiches, but they are quite interested in killing you and your fellow Survivors. So, they approach the problem in much the same way: Do I have an enemy? If so, what means do I have to dispatch him? Am I hurt, and do I care that I'm hurt? Is there someplace strategically better to fight from? Questions yield even more specific questions, which in turn arrive at one or more actions to take to satisfy the problem at hand. At all times, the AI monitors the outcome of its choices. The AI can adapt the plan to changing world conditions, even remembering things for the future like, "How did that plan turn out last time? Did I succeed, or fail miserably?"
We AI guys dream about stuff like making their AI totally self-aware and self-sufficient. However, designers still want to be in charge of finessing the game - and rightly so! Tell a designer the AI is going to go off and think for itself entirely and you'll have one panicky designer. Our toolkit includes a home-grown Behavior Tree editor that allows designers to build and tune and preview their AI in (say it with me now) real-time. Along the way, as we add ever richer behaviors for the AI, the design team can pick and choose how and where to drop it in. Since there's just one of me and there's a LOT of AI to build for this game, it puts design in the driver's seat and allows me to sit back and do important stuff like sit in meetings (just kidding, boss!).
I'll try to write again soon. Thanks for reading along, and of course if you want to know more feel free to comment here. For now, a deadline looms and I have AI to teach. "Kill, boy! Kill! Good boy. Goooooood Watcher."
Later,
Jason
MotoGP 08 Website Up!
Hey guys! Wanted to let everyone know that our new MotoGP 08 webpage is up! Check it out at http://www.playmotogp.com/ -- it's full of screenshots, videos, and information on MotoGP 08, so definitely worthwhile to visit. Also check out the wallpapers and screensaver -- I've just installed them on my PC, and I know soon all the other Capcom'ers will be envious of my desktop stylings!
Just one month to go until we're on store shelves! Woo!
Street Fighter IV: Chun-Li Anime
This may be old news to a small group, but back in July, at Comic-Con, we did more than let people play the SFIV arcade units. We also had the packed SFIV panel hosted by Ono-san, where he gave juicy info about new characters, showed the new E3 gameplay trailer (cheers and applause everywhere), and also got an exclusive look at the 2nd anime trailer featuring Chun-Li.
Well, we're finally revealing it to everyone on StreetFighter.com! So click the pic below to see your favorite girl fighter, hear a bit about Charlie (is he alive?) and even Cammy. Also, while you're there, if for some reason you haven't seen it, make sure to check out the 1st anime video, featuring Ryu, Akuma and Ken. You won't be disappointed. Let us know what you think!
- Grant
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Wednesday, September 24, 2008 |
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Around The Bend
Street Fighter IV - Package Front Artwork revealed
Hi all - it's been awhile since I've posted...my apologies for that. We've been cranking away on SFIV marketing in preparation for the big launch. One of those items is the package front artwork. Here's a little teaser...
Click on the above image to visit StreetFighter.com to see the full image (as well as see the European version of the pack front - they are actually different).
While I'm on the subject, I should pimp out StreetFighter.com. When was the last time (besides today) that you visited it? StreetFighter.com is the "official" SF brand site that will have all the SF goodness you can imagine. In the coming months, we will post lots of exclusive goodies, including contests (hint: make sure you check back there in October), videos (another hint: check back there on Sept. 26th) , and more.
For those that have visited there recently, take another peep at it - besides the package front artwork, we have several other cool updates. We've added links to all the awards it won during E3 (inlcluding the coveted Game Critics Award for "Best Fighting Game") as well as a robust "Legacy" section that chronicles SF's history through the console world - including TurboGrafx-16, Genesis, etc.
Well that's it for now...and I'll keep you posted on upcoming announcements. There is a tournament that has been announced by the way....
-Grant
Party with Age of Booty
Age of Booty is almost ready to set sail, and we're christening the game with rum. Lots of rum. The best part is you (yes, you!) are invited to join us.
Avast ye land lubber! Drop anchor at the Age of Booty preview party and join us for music, grub, and grog as we celebrate Capcom's pirate-themed RTS.
We'll have the game on deck for every wannabe pirate to try, along with a tournament to test your seafaring skills, and of course, plenty of Booty for you to grab!
There might be a few other surprises in store, so join us on September 25th, and get your fix of Capcom's Age of Booty! The tournament starts at 6:30 pm, so don't be late! The party is in San Francisco (that's in California, one of America's best states), on Thursday, September 25, from 6-10pm.
It's at a bar, so if you are not 21, don't bother--even our mighty Capcom community powers won't get you past the eye-patched bouncers if you don't have ID.
If you're interested, send this guy a message titled "Age of Booty party." We can squeeze 25 Unity peeps on to the list, so let us know quick--this is going to be one you don't want to miss!
More details on Age of Booty, the beta, and preorders can be found here!
Unity Hometown Hero Scores "Best use of Videogame Sample in a Hip-Hop Track"!
The San Francisco Examiner put together a fun list of the "Top 10 Hip-Hop songs that Sampled a Videogame."
In addition to YtCracker, who played Capcom's Nerdcore showcase at our Comic-Con booth (before Comic-Con cracked down on the music!), the list is topped by Unity favorite Random. We met the man on Unity and liked his stuff so much that we worked together with our licensing department to get him an official license to use the songs in an upcoming film.
Anyway looks like we were not alone in our love, and his ShadowMan track from the Mega Ran album took top honors. Great stuff, and congratulations Random!
Mega Man 9 Review Scores
Everyone loves Mega Man! The reviews speak for themselves. If you have a Wii, and haven't gotten MM9 yet, what the heck are you waiting for!?! If you don't have a Wii, you can get your fix on Sept. 25th on PSN, and on Oct. 1st on XBLA. Check out the full set of dates and pricing here.
IGN - 8.6
âMega Man 9 is exactly what hardcore gamers were hoping it would be, as Capcom has come out of the gate with a game that's full of nostalgia and fan service, but also one that truly does rival the best in the franchise's 8-bit roots. If you look at this game as a time warp into the NES era, it's one of the top titles out there, as it's hard as hell, somehow fresh in design (even though there have been well over 100 Mega Man games in 15 years), and simply a blast to rip through.â
1UP - B+
âMM9 is an unapologetic nod to one of gaming's greatest eras. It might've been made especially for nostalgia-crazed dorks like me, but it's something that any challenge-seeking gamer can dig.â
Team Xbox - 9/10
âMega Man 9 is one is a rare treatâ a tasty morsel likened to the decades-later discovery of a previously unreleased recording from Zeppelin, or similar rock gods.â
GamesRadar - 9/10
âBuy it, finish it, love it, because if this takes off weâre going to see a renaissance of new-old games. And if that happens, a whole new batch of gamers will grow up learning why rock-solid gameplay, not tera-flipping flop-bib shaders, make games truly exceptional.â
A Sweet Limbo Run in 1942 with Zero Points
Previously, I posted about Myung, and his low score in 1942 Joint Strike. He only recorded the last frames of his score for the limbo contest... But now, he's come back with a brand new run with a score of zero all over again! He's an ace pilot, and manages to avoid getting points in fashions I didn't even think of, like ditching all your bombs so you don't get bonus points. It's pretty entertaining watching someone narrowly avoiding crashing and burning for a few minutes. It's far more than most of us can say. Nice work, Myung!
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Wednesday, September 17, 2008 |
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Something for Everyone
Mega Man 9 Retail Package?!?
Seriously???
Well sorta..
When we came up with the concept of a "box art" for Mega Man 9, we thought it was kinda funny, since there would be no real retail box for a dowloadable title. The premise of our marketing concept for the game was to promote this title like it was 1987, complete with cheesy art and game descriptions (read the back of the box) that had little to do with the actual game.
We then started to think, well why not? Why don't we recreate an old NES package complete with a real NES cartridge? So, here it is. What do you think?
Unfortunately, we weren't able to put the full game on these cartridges (the licensing and legal issues were a headache and not worth the trouble), but I agree, it would've been cool. Instead, these carts contain a small CD with artwork, game information and screenshots.
Anyway, we're sending these bad boys out this week to our friends from the press. Don't worry, we're thinking about offering a very limited quantity (200) on the Capcom Store, probably with a PSN or XBLA game voucher. Comment below if you're interested.
(Oh yeah, the MM9 shirts are here as well. Darin from the Capcom Store will blog about it once he's ready to make them available. He's just getting back from Indy, but go bug him anyway!)
Street Fighter IV: The Masters at Work
For those of you not lucky enough to live near a Street Fighter IV arcade cabinet, here are a few good videos from Japan, featuring EVO winners Tetsuya "INO" Inoue (playing the Dictator) and the legendary Daigo "the Beast" Umehara (playing Ryu).
Lots of clever uses of the Focus Attack here and just all-around sharp play, and we've only just begun to see what SFIV is all about!
Part 2 of this set is here, and just for good measure, here's a nice Chun Li in action, and this one has some sweet Abel matches.
Age of Booty Beta (and Preorders) are GO!
Age of Booty is just around the corner, but the PC beta is here now, and the download is free to any Fileplanet subscribers! Try a little single-player to get your sea legs, but IMO the real fun is with multiplayer, so make sure to give it a go.
You can talk about the joys of Booty (or report bugs, although we all know Capcom games are 100% bug-free, even in beta) over at the freshly christened Age of Booty Beta forum. You can also preorder the full game right now by making with the clicky-click here!
Fan Art Contest: Chloebs and Power Stone
This week's winner is Chloebs (http://www.capcom-unity.com/chloebs) with some sweet Power Stone stickers! Besides these stickers, you can check out tons of other fantastic Power Stone creations over in her photo page. Nice work, Chloebs!
As you probably know by now, this happens every week, so send in your works of art in a Private Message to me (http://www.capcom-unity.com/snow_infernus) with "Fan Art" and the date of the coming friday in the subject line. Be sure to include your name and address in the message. If you've submitted before but didn't win, feel free to re-submit you works! I'll send off Capcom shwag and goodness to the winners!
-capcom-unity.com
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symbiote_studios
Oct 15 '08 11:13 pm PST
Peripheralia by Start/Select
I hate trains. For starters they never enough seats and when you do find a seat it is...
Chibi_Blondie
Oct 15 '08 10:30 pm PST
the great wave
the great wave of gaming 2008 commences, and its off to a great start, dead space is...
JustSomeDude899
Oct 15 '08 7:31 pm PST
Winner of the final debate
This was a real debate. An exciting debate. McCain threw every punch he had, gasping for...
Jess-IGN
Oct 15 '08 6:13 pm PST
TGS 2008 Show Floor Tour, IGN Launches A New Site (And So Do I).
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kariyanine.cs
Oct 15 '08 3:58 pm PST
Odds and Ends
I just have a few things on my mind: 1) I live in Pennsylvania. We are a pretty crucial...
Erik-IGN
Oct 15 '08 2:45 pm PST
IGN Redesign, Part 2
IGN got a site redesign a little while back. Some people liked the new look. Others hated it....
Ottsel
Oct 15 '08 10:23 am PST
George-Orwell.org Censors the Collective Works of George Orwell
This is the dumbest thing I've ever read. An excerpt taken from "Down and Out in...
fireworka
Oct 15 '08 10:19 am PST
I'm in the effin' beta!
... well, actually I'm still at work, but after work... well, I got my drum lesson, but after...
05STEVE05
Oct 14 '08 9:00 pm PST
What's been going on and what's to come...
I've been gone from IGN for a while now. Needed to take a break. Just wanted to do a post...
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Oct 14 '08 7:29 pm PST
Offset Still Running Strong
Recently there has been some confusion about what is going on with the game Project Offset....
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