This week saw the release of the 1.04 patch update for Street Fighter X Tekken. This update has been widely anticipated amongst fans as it addresses a number of the game’s technical issues, which more or less has been accomplished.
However, on the day of its release veteran Street Fighter, Ricky Ortiz, tweeted about a concerning new game freezing glitch. This led to a two day research expedition conducted by KhaosGamingTV in which it’s been discovered that when playing as, or against, Rolento, a collision between his Knife and another projectile causes the game to hang up.
Capcom has responded that a hotfix will be made to address this, but it’s slated for a mid-June release. Until then, Rolento players, or those facing off against the former, may have to exercise some caution when getting trigger happy. Although Rolento is renowned for his infamous walk-up jab strings, the Knife has always been a handy tool used sparingly under a plethora of battle scenarios – usually to maintain distance.
While freeze glitches in Capcom fighters are nothing new, this marks the first time in which such a bug is immediately accessible. When considering the fact that this was never present prior to the 1.04, the number of glitches that still exist, and Capcom’s personal disappointment in the SFxT sales figures, one can’t help but wonder if the colossus has begun slipping in its climb to reach its self appointed peak.
TAGS: Street Fighter X Tekken, Capcom, PS3, Xbox 360, PC
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Article source: http://www.gamingunion.net/news/street-fighter-x-tekken-patch-104-causes-freezing-glitch--8223.html
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As the poster boy for defining solid 2D fighting gameplay, Street Fighter is also perhaps best known as the poster boy for why making games into film was never a good idea. Having two spin-offs and eradicating the respect of certain actors (Kreuk, Julia, no Van Damme doesn’t count), it seems a curse looms over the depraved idea of a silver screen pickup. The common argument is that filmmakers should stick to the established material when it comes to crafting live action adaptations. While this theory can apply to other gaming titles, just how much of it can be administered to Street Fighter?
A common letdown is when filmmakers take plenty of liberty to do their own take on an established story, and the results can be disastrous. Many believe that as long as the story is followed, there would be a presence of damage control. But what of Street Fighter‘s mythos? Let’s be honest, when it comes to games with splendiferous tales, SF doesn’t hold up as being one of them. Aside from the Street Fighter III trilogy, the usual narrative involves Shadaloo, helmed by Bison and the unexplained Psycho Power, bent on world domination with Interpol and the U.S. government hot on the trail. But somehow, things will always result in Ryu (or Guile) getting coincidentally caught in the crossfire, but coming out saving the world.
The “plot” is often laden with a number of side stories: Ryu still wanders the world for the perfect fight, Akuma desires to make him a disciple of the Satsui no Hado, Sakura aims to become like Ryu, Sagat struggles to reclaim his Muay Thai championship title, and the denizens of Metro City make occasional appearances for the sake of adding head count, etc. If anything, the Street Fighter storyline seems to be a barely developed tapestry of plot points and story pitches. Capcom’s diseased infatuation with jumping from sequels to prequels, locking the cast within a time loop for the last 20 years, certainly hasn’t helped. The only thread used to keep it all together is merely how the characters exist in the same universe. Even for non-gamers, the common filmmaker, after enough research, would come to this conclusion and that’s why the freedom to write has been bold faced and underlined, there’s just that much room. Also, much like the characters, the underlying theme of ‘the fight’ serving as a form of communication is barely explored, so of course that’s easily tossed aside.
Even if the story somehow is made decent, there’s still the issue of character design made into flesh. For example, if an actor portraying Ryu was made to wear jeans, Nikes, and a hoodie, it wouldn’t sit completely well with fans. But if we were to clad him in the traditional headband and gi, it would still look awkward. As a series that has become a household name, we’ve come to identify the characters head to toe with much familiarity, including the ones with the modest designs. Imagine Ryu and Ken strutting around a public setting in their iconic gear – all sore thumbs. And what of the more illustrious characters? For Blanka and Akuma, maybe you could blend the use of CG and Buffy/LOTR/Hellboy makeup, but good luck trying to make that hair work, hell, good luck obtaining the time and money.
While costume and makeup design is only half the magic, the real challenge comes from casting the right people. Street Fighter, much like any other fighting game, sports a cast of individuals with very demanding physical features and stature. Using Ryu again as an example, the only living person to even come close to matching Ryu’s proportions would be Lyoto Machida, but aside from language barriers, he’s yet to prove his mettle in acting. For Sagat, you’d have better luck finding the Holy Grail than an asian man with his dominant height and muscle mass. Perhaps the application of the SFX used in portraying Rodrigo Santoro as the towering King Xerxes in 300 would be needed, but again, good luck obtaining the time and money. And as Kreuk and Wen have proven, you can’t just throw in any asian chick into the role of the strongest woman in the world. All the women who I can imagine playing as Chun Li (Moon Lee, Sibelle Hu) are unfortunately already past their prime – the role seems more fitting for an actress who is already well versed in martial arts. The rest, well, Zangief, Dhalsim, Guile, Vega, Balrog… just think about it for a moment to yourselves.
Not forgotten is the fact that nothing’s complete without special moves made real. The reason it worked for Mortal Kombat is because the special moves are pretty straightforward in nature, no projectiles necessary. Street Fighter on the other hand packs a number that are over the top. Street Fighter: Legacy, despite its excellent camera work and use of effects, shows how Hurricane Kicks, Dragon Punches, and Hadokens still tend to look silly in the live action medium, and a majority of the Street Fighters utilize moves of similar nature. Can you imagine a real life Shoryu Reppa?
All in all, it’s not to say that a good Street Fighter flick is impossible, rather it’s improbable and in regards to the amount of work filmmakers have to go through just to make it worthwhile, it’s impractical – borderline groveling would be required to have any studio pick up the pitch for a third try. Given the nature of the series’ material, leaving things in the hands of animators have proven to be more or less fruitful. When it all boils down to it, no one cares about Street Fighter as a narrative epic, it’s just meant to be played and that’s where it all should stay. Besides, we all know that the best live action portrayals that we’ll ever see comes from City Hunter and Future Cops.
TAGS: Super Street Fighter IV, Street Fighter IV, Capcom
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Article source: http://www.gamingunion.net/news/why-well-never-get-a-decent-street-fighter-movie--8224.html
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Dominating public discourse in West Bengal is how far Chief Minister Mamata Banerjee, who stormed to power a year ago, has been successful in delivering on the high expectations she had raised with her call for paribartan, a term that with all its added connotations has found its way into the local political lexicon.
Ms. Banerjee has claimed that but for an odd area where some more is left to be done, her government has completed five years’ work in just one year and has lived up to every commitment she made before assuming office.
Advertising a government’s achievements on its first anniversary is expected but if stretched beyond a point how seriously can it be taken?
Her assertions, highly exaggerated though, come at a time when the very quality of governance of the Trinamool Congress-led government is under scrutiny. Which way is the much-vaunted paribartan headed?
“Reverse direction,” argue leaders in the Left even as Ms. Banerjee publicises her achievements. She claims that her government has arranged for six lakh jobs, attracted investment proposals worth Rs. 95,000 crore and implemented several initiatives for the backward regions as well as minorities.
Ms. Banerjee’s oft-repeated claim is restoration of normality in both the Maoist-affected Jangalmahal region and the Darjeeling Hills, within months of her assuming office. There may be a tenuous calm in these regions but developments there have far from borne out the sweeping claim.
The signing of the Gorkhaland Territorial Administration (GTA) agreement has not put the lid on the demand for a separate State but only precipitated a volatile situation in the Terai and Dooars in north Bengal where different ethnic groups are at loggerheads over the territorial jurisdiction of the proposed set-up.
In Jangalmahal, there may have been a lull in Maoist violence since the killing of Communist Party of India (Maoist) Polit Bureau member Koteswar Rao alias Kishenji in November 2011 but recent intelligence reports speak of the ultras not just regrouping there but also setting up new bases in north Bengal.
After her first Cabinet meeting, Ms. Banerjee announced that 400 acres of land acquired for the Tata Motors small car factory in Singur would be returned to farmers. But with the issue embroiled in litigation, one of the most important poll promises of the Trinamool is in limbo.
Haunted by the spectre of conspiracy against her at every turn, Ms. Banerjee is dismissive of any criticism — whether from political adversaries, the media or human rights groups. If, as has been the case on one occasion, the barb takes the form of an e-mail with a graphic directed at her jocularly, she perceives it as an attempt at character assassination. When attacked, her response has often bordered on the paranoid.
Whether it is farmers’ suicide or incidents of alleged rape, the Chief Minister is in denial mode, alleging that these are merely attempts by either the Communist Party of India (Marxist) or a section of the media “to malign my government.”
In her first year in office, Ms. Banerjee’s bonhomie with the media has certainly soured, reaching its nadir when a government order was issued restricting the subscription of newspapers in libraries run, aided or sponsored by the State to a prescribed list. She even asked the people to watch entertainment channels, instead of news channels “which spread canards” against her government.
The trappings of power have yet to tame the street-fighter instincts that guided her when she was in the Opposition.
Authority seems to have only heightened her aggressiveness, much in evidence when it comes to blaming the Centre for not bailing her government out of the fiscal distress it finds itself in. Her common refrain is that while her government’s annual revenue is Rs 21,000 crore, it has to spend Rs. 22,000 crore in debt servicing. But fiscal constraints have not prevented Ms. Banerjee from jacking up by more than 100 per cent the budgetary outlay for the Information and Cultural Affairs department, even as she has set her sights on putting her seal on the cultural space.
Surely the “ma, mati, manush” government has more to offer as it steps into its second year.
Article source: http://www.thehindu.com/news/states/other-states/article3437033.ece
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The Ducati Streetfighter 848, based on the Ducati Superbike 848 EVO has hit the markets and has ended the long wait for the superbike. The Italian auto-makes claims that the Streetfighter 848 will be conspicuous by user-friendliness with a smooth and flexible power delivery, revised ergonomics and Ducati Traction Control.
The bike is powered by an 848 Testastetta 11° engine. The superbike boasts of 132 horsepower at 10,000 rpm and has a 69 ft/lbs of torque 500 rpm. Ducati doesn’t deny the fact that the geometry of the Streetfighter 848 is derived from the Superbike 848 EVO, however the trellis frame is absolutely new addition to the superbike (Streetfighter 848).
For those who are worried about the pick up and the slowing down of the powerful vehicle, there is a reason to smile. The radially mounted front brake calipers and master cylinder show that the Streetfighter 848 will slow down as powerfully as it speeds up!
Other than that, the engine type is a 4vpc L-twin; the bore X stroke measure 94mm x 61.2mm respectively, transmission is of 6 speeds, wheelbase measures 58.1 inches, rake is of 24.5 degrees and with all these special features, the superbike weights at 439 pounds (almost 200 kgs).
For those who would want to indulge or get down ‘racy’ with the superbike, then do shell out $11,995 (INR 6,56,000 approx)
About the barnd: Ducati Motor Holding S.p.A. is a motorcycle manufacturer based out of Bologna, Italy. It produces motorcycles for on road as well as off road use. Ducati is considered a cult in the motorcycle racing circuit. Audi recently bought Ducati in April 2012.
Article source: http://daily.bhaskar.com/article/BR-ducati-streetfighter-848-is-not-for-ordinary-riders-3285835.html?HF-8=
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Street Fighter x Tekken has a pretty serious bug. Thanks to a recent update, the game crashes whenever Rolento’s knife comes into contact with a projectile. Capcom producer Tomoaki Ayano apologized for the game breaking glitch and announced that a fix is on the way.
A release date was not provided, but the patch is expected to hit PSN and XBL sometime in the middle of June. Hopefully that one doesn’t introduce something far worse.
Source: Shoryuken
Article source: http://www.thesixthaxis.com/2012/05/18/street-fighter-x-tekken-freezing-glitch-to-be-fixed-in-june/
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The Streetfighter S rolls on Marchesini wheels supported by Öhlins suspension. Looking for something less spendy? The Streetfighter 848 goes for $12,995.
Aprilia’s RSV4R APRC costs $16K, making the $14K Tuono the most affordable way to enjoy Aprilia’s incredible V4. The electronics let you tailor the bike to suit your mood.
The Aprilia Tuono V4R and Ducati Streetfighter S epitomize road-going aggression. This pair of Italian machines is viciously powerful and entirely unapologetic; engineered to exhilarate and impress—and even scare you a little bit! These nakeds give away nothing to their fully faired superbike siblings in terms of handling. In fact, the upright riding position and altered chassis yield better control on tight roads and more comfort around town. The two are separated by just $4000, 35 lbs. and 10 horsepower, but one of them is bound to do a better job of balancing the thrill of an upright repli-racer with the manners necessary to function in civilized society.
The Streetfighter’s chiseled tank and tail leave no doubt as to this bike’s origins. It’s rooted in the 1098 Superbike, and uses the same 1099cc 90-degree V-twin engine wedged into a frame with a 35mm-longer swingarm and slacker steering angle. Different intake and exhaust plumbing reduce peak output to 135 bhp at 9750 rpm, but the Streetfighter retains the 1098’s omnipresent torque and linear power delivery. Press the starter button and the big twin cranks over laboriously before firing. The dry clutch is concealed behind a magnesium cover, but its rattle is still audible and mixes with the loping exhaust note and desmodromic din to create a compelling cacophony of sound. The “S” suffix following the Streetfighter’s name means carbon-fiber where plastic would ordinarily do, eight-level traction control and, most importantly, Öhlins suspension holding lightweight, forged-aluminum Marchesini wheels.
Dab the starter and the Tuono V4R’s 999.6cc V4 fires quickly, the tachometer jumping as the ECU automatically blips the ride-by-wire throttle. Tuono means “thunder” in Italian, and while that name might have better suited the original Mille-based V-twin, the current V4 still makes itself known with a raspy bark overlaying a deep, booming bass line. Updating the decade-old Tuono wasn’t as simple as stripping the bodywork from Aprilia’s RSV4 superbike; the engine, chassis and riding position all were altered to tailor the bike to the street. The 65-degree V4 produces 145 bhp at 11,800 rpm. That’s 7 bhp down on the world-beating RSV4, but this engine has been tuned for more midrange power with revised valve timing and longer velocity stacks. Performance is enhanced with a heavier flywheel and shortened gear ratios in first through third. Aprilia also lowered the swingarm pivot and the engine position to bring the center of gravity closer to the ground. Like the RSV4R APRC, the Tuono comes equipped with the Aprilia Performance Ride Control electronics package that includes eight-level traction control, variable power modes, a quick-shifter, wheelie control and launch control.
Based on two of the most extreme superbikes on the planet, the Aprilia and Ducati are surprisingly usable as basic transportation. They throw off more heat and make more noise than your average streetbike, but they’ve got style for days and are content to troll around at little more than a high idle. Unless you just stepped off a single, you’re bound to be impressed by how slender the Streetfighter feels. Everything about it is compact, from the narrow steel-trellis frame to the simplistic dash and downsized controls. Although a high handlebar—now almost an inch higher for 2012—makes the ’Fighter significantly more humane than the 1098, the bar’s awkward bend still inflicts wrist pain while the slanted seat puts delicate body parts in contact with the gas tank. The stacked mufflers hug the rear wheel but crowd your right boot, kicking your heel out at an odd angle and making it difficult to operate the rear brake. The Tuono feels larger in all respects, and tips the scales 35 lbs. heavier than the 437 lb. ’Fighter. The V4R’s flat seat and dirtbike-style tapered handlebar are much easier on your upper body, but the shorter seat-to-peg distance puts an acute bend in your knees.
Article source: http://www.motorcyclistonline.com/comparisons/122_1206_aprilia_tuono_v4r_aprc_vs_ducati_streetfighter_s/
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Oh man, remember how we reported that Capcom’s higher-ups weren’t all that pleased with the game’s 1.4 million sales? Well, they were hoping for a breezy 2 million or more SKU sell-through but that didn’t happen. The reason they feel the game didn’t meet its potential was…wait for it…there were too many other fighting games on the market. Wait…what?
Siliconera reports that in an investor meeting Capcom’s execs have mentioned that…
“Sales of Street Fighter X Tekken have fallen short of our plan,”…”We believe one of causes is cannibalism because of the large number of other games in this genre that were launched within a short time.”
Oh yeah of course, because there was um….and yeah there was that other game by um…no wait, they’re right, there was a flood of fighting games from that other company, uhhhh….hmmm….oh, there was SkullGirls which came out the week before April ended and managed to move 50,000 digital copies. Yeah, that 50k really stopped Street Fighter X Tekken dead in its tracks from achieving that 2 million mark back in March.
There was also Ninja Gaiden 3 which could have been a culprit, but that wasn’t released until the end of March, and there was also Armored Core 5 but that’s like a robot shooting game and not really a fighting game. I don’t know, the excuse that too many fighting games were the reason that Street Fighter X Tekken didn’t sell quite as well as they’d hoped is about as stupid as a guy wearing a cardboard sign that reads “Women belong in kitchens” at a pro-feminist rally.
Perhaps, the obvious reason why Street Fighter X Tekken didn’t meet internal expectations was because it was riddled with disc-locked content…content that also falsely advertised features and were dumped into a game where some core features were shipped broken. Heck, the game is still broken for the PC as it launched right out of the digital box at the $49.99 price mark with all the exact same bugs and glitches as its console port.
It’s unbelievably irresponsible that the execs could be so oblivious to what happened to this game. Did the shills try to hide all the negative press by just not reporting to their marketing overlords at Capcom? Do they bother to not even read headlines on Google, Yahoo! or Bing regarding even the most common of Street Fighter X Tekken news?
Then again…let’s consider that this is an execs explanation of the poor sales of Street Fighter X Tekken to investors. And let’s recap: Investors don’t play video games. Investors don’t give a flying rat’s anus about video games, they don’t read the news and they don’t follow trends. So a Capcom exec lying and saying there was stiff competition because the genre was cannibalizing itself with over-saturation is a bold-faced lie, but a good attempt at assuaging investors and by-stepping the real issue at hand: gamers who found out about the disc-locked content did not buy the game.
Since the execs aren’t happy and investors are pissed, I think this is something we could chalk up as a legitimate win, even though originally it seemed like the sell-through of 1.4 million units looked more like a loss. Breaking their sales estimates definitely means there were enough gamers who spoke with their wallets to make a small dent…yet a dent that nonetheless influenced the bottom line. And let’s not forget, in the eyes of a corporate entity like Capcom, the bottom line is all that matters.
This also follows up on Capcom’s SVP and his comments about the company revisiting their outlook on disc-locked content, which is somewhat positive, as it means that we could be seeing Capcom adhere to honest business tactics and possibly no longer foregoing consumer rights in place of legally nickel and diming fans.
Article source: http://www.cinemablend.com/games/Street-Fighter-X-Tekken-Poor-Sales-Due-Too-Many-Fighting-Games-Says-Capcom-42548.html
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Players maining Rolento may want to avoid update 1.04.
Or download it immediately, if you enjoy hard resets. The 1.04 patch for Capcom’s latest fighting game – the one with the cannibal problem – does fix some of the game’s weird hit box issues, but it also introduces something a lot worse. The game will crash, requiring a hard reset, whenever Rolento’s knife attack makes contact with another projectile.
The video below shows the glitch in action:
It’s a minor issue, and unfortunately nowhere near as chuckle-inducing as the aerodynamically-challenged dragons Bethesda accidentally introduced in one of its Skyrim patches, but it’s more bad publicity that the game can ill afford right now. Especially given that, despite selling over a million copies thus far, SFXT isn’t meeting Capcom’s sales expectations.
Article source: http://www.escapistmagazine.com/news/view/117321-Street-Fighter-X-Tekken-Patch-Introduces-Game-Breaking-Bug
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Spiral Games Studio’s recent indie release on Steam was plagued with a lot of negative user feedback the week it released, very similar to Street Fighter X Tekken’s recent release on PC. The difference, however, is that one game is from a major publisher while the other is from an indie studio. Spiral, however, wasted no time in getting to work to fix the game as quickly as possible.
The good news is that Spiral released a second patch for Orion: Dino Beatdown that fixes most of the game’s major problems, finally making it playable and quite fun as well. While the patch doesn’t make the game perfect it fixes up most of all the issues gamers complained about on the forums.
I had high hopes for Orion when it first launched but the game was just next-to-nigh impossible to play. There were just way too many errors, bugs and glitches preventing the game from being an enjoyable experience, and this was reflected across many forum boards and aggregators on the web.
The latest patch fixes some of the dinosaur behavior (although, admittedly they still need some work), the vehicles now have sounds when firing their weapons such as turrets. Weapon balance has been tweaked a bit and it’s now possible to get into and out of both single-player and multiplayer games much easier. That’s not to mention that multiplayer games now show up and ping much faster, too.
Customizing controls and gameplay options now works properly, and while controller support is still a bit shoddy, the mouse and keyboard combination is finally pitch-perfect and just where it needs to be.
Again, the patch didn’t make the game perfect but it did improve the overall gameplay so it’s much more accessible. That’s not to mention that Orion: Dino Beatdown is easily one of the most fun first-person shooters I’ve played in recent times and the intensity and team-combat mechanics are extremely satisfying. Once you start gathering points, combo-kills and upgrading your character and weapons the game turns into a completely new beast.
I hope Spiral continues to patch the game and work on fixes because it’s an amazing title with so much potential. At least, as it stands, the game is now playable and enjoyable for what it’s worth. You can learn more by paying a visit to the game’s Official Website and when the latter patches arrive where the experience is near pitch-perfect we’ll be giving away free Steam keys to readers.
Article source: http://www.cinemablend.com/games/Orion-Dino-Beatdown-Patch-Makes-Game-Playable-42586.html
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