Are you ready for Tekken on Nintendo 3DS? The Street Fighter two series developers who worked on Tekken and Street Fighter kinda aren’t. They are raging!
Watch Katsuhiro Harada, Namco Bandai’s Tekken series producer stick it to Yoshinori Ono, Capcom’s Street Fighter Series producer in this kitsch and comedic spoof fight.
Enjoy Ono San’s outstanding acting ability. Admire his excellent dental work. See his sustained cackle and watch how he really slams that phonecall hang-up.
Feel the wrath of the hyper-competitive Ono San. He’s definitely the baddy. He’s wearing black! And he’s going to potentially steal Ono San’s market share of Nintendo 3DS fighting game fans, possibly leading to a price war and or some consternation, at the very least, over which game to play on the tube.
Street Fighter X Tekken has been officially listed by the Entertainment Software Ratings Board (T for Teen, if you’re wondering), and some details in the listing may have revealed a few more characters for the game. The description of possibly objectionable content in the game mentions both a character that uses “chainsaws,” as well as the fact that “one wobbly character uses ‘drunken’ fighting moves.”
Where fighting games are concerned, Capcom has earned itself quite a reputation — and not just for the quality of its work. The developer Marvel vs. Capcom 3 and Street Fighter 4 is notorious for releasing near endless iterations of its games (say hello to Ultimate Marvel vs Capcom 3, Super Street Fighter 4, and Super Street Fighter 4: Arcade Edition) along with tons of over-priced DLC.
Capcom’s next big fighter is Street Fighter X Tekken, due March 6th. Fans have already begun nervously clutching their pocketbooks in anticipation of what is all but sure to be a mountain of pricey DLC developed for the game. If a rumored list of the game’s initial downloadable content turns out to be legit, they have every reason to do so.
It’s not as if Street Fighter X Tekken is hurting for combatants. Everyone from fat, American NES box-art Mega Man to inFamous’s Cole McGrath has already been confirmed for the game, with plenty of characters yet to be announced. Still, if the voluminous quantity of DLC released for both versions of Marvel vs Capcom 3 has proven anything, it’s that if Capcom offers it, fans will buy it.
So, feast your eyes on — or recoil in horror from — what purports to be a list of the initial batch of DLC planned for Street Fighter X Tekken.
Boost Gem Pack 1 – $2.99
Includes 9 new gems to equip to your characters.
Boost Gem Pack 2 – $2.99
Includes 9 new gems to equip to your characters.
Color Edit Pack 1 – FREE
Includes 4 new colors to use in the Color Edit mode.
Costume Swap S Pack – $9.99
Includes a new costume for each of the Street Fighter characters, based on a Tekken character.
Costume Swap T Pack – $9.99
Includes a new costume for each of the Tekken characters, based on a Street Fighter character.
Costume Swap X Pack – $15.99
A combination of the S Pack and T Pack – Includes new costumes for each character, based on characters from the opposite series.
New Challengers Pack – $7.99
Adds 4 new characters to the game: Cody, Guy, Christie and Leo.
X Unlocker – $4.99
Unlocks two secret characters, Akuma and Ogre, as well as all additional character colors and special modes without having to perform the in-game tasks to unlock them.
The grand total for all this extravagance? $34.95, if players take advantage of the “discount” offered by the Costume Swap X Pack. Tack on another four bucks, otherwise. Again, this is described as the initial DLC for Street Fighter X Tekken — eventually, there will be more.
While the list certainly comes across as plausible, it needs to be clearly stated that Capcom has made no official announcements, leaving this firmly in the realm of “rumor and speculation.” For now.
Ranters, what do you think about the list of Street Fighter X Tekken DLC? Legitimate, or phoney? Are you looking forward to the game?
Street Fighter X Tekken releases March 6, 2012, for the Xbox 360 and PS3.
Street Fighter X Tekken is delicate business. Not because it smushes together two wildly disparate fighting game rosters from different developers, but because it actually caters to everyone – without compromise. More on that in a sec. First, I’ve got to pick my fighters. Yep, plural – you get two a side with a tag-team mechanic to boot, not entirely unlike Tekken Hybrid or even Ultimate Marvel VS. Capcom 3. The difference is if even just one fighter loses all their health, you lose.
Currently there are about 34 fighters on offer, with the PS3 getting a few more than anyone else: “We just announced Pac Man, who’s riding on Mokujin, and a dumpy, out-of-shape Mega Man,” laughs Capcom guy Scott, “in an attempt to troll the internet.”
I pick Kazuya from the Tekko side and ol’ reliable Ryu from the Streeties line-up. Good synergy there, I thought. Immediately I go for Kaz’s Spinning Demon. Always a winner until you overuse it like a noob. Thing is, it doesn’t work and Kaz karates the air with a more conventional high kick. The basic stuff like his Flash Punch Combo are there, but concessions have been made and entering more Street Fighter-esque commands yield results instead.
“Yeah, I would say the game leans more strongly towards the Street Fighter side by a lot,” Scott nods. “We’ve even given some of the Tekken guys some projectiles. Guys like Raven who always seem to be carrying knives? Now he can throw those knives.”
It’s not the biggest surprise in store by a mile. Each fighter can now pick three gems prior to the bout. Each one will activate during the match after specific conditions are met: Assist gems, which impart auto-blocking or automatic throw escapes, and more offensive ones that speed up your moves or make your hit harder. Using them, however, costs valuable Cross Meter (which is the Super Meter with a new name). They come in tiers of three. At level 1, you don’t have to accomplish much to get them happening, but they’re not as effective. At level 3, it’s much harder to activate them but the rewards are very palatable. Theoretically, if you want to play Zangief like Chun-Li, you could gem him up to those kinds of specs.
As a fighting game purist, I’m experiencing shock. But then Scott shows me the Easy commands – and the Super Easy commands. Shock becomes super-shock. At any time, you can flick your controls over to Easy commands, simplifying all the special moves by a couple of movements. Go even further into Super Easy territory and fireballs occur at the touch of a direction and a button. You have to sacrifice a gem to activate this, though, and you also lose access to more of the game’s nuances, like Ryu’s overhead punch et al. You could never play at tourney-level with this setup, and good players will still triumph. It’s a very interesting initiative, and is liable to cause some amount of player schism. Under the hood, however, Capcom have worked like demons to temper that accessibility with offset details. Sounds like Street Fighter to me. Asura’s Wrath
I went into Asura’s Wrath expecting something a lot closer to Onimusha than what I got. While its insane action pieces are pretty much all we’ve seen of the game thus far, it’s a lot bigger on storytelling than its preamble would have you believe.
“Asura is a demigod in this world,” begins Marco Bombasi, Capcom’s English Localization Expert. “He used to be part of this elite force, called the Eight Guardian Generals. He was one of them. What happened was, one day the other seven betrayed him: They kill his wife, they kidnap his daughter, and they frame him for killing the emperor. Then they banish him to earth, which is basically limbo where he stays for 12,000 years. He’s so angry he eventually wakes up. It’s a revenge story: He wants to kill the other Seven Generals and rescue his daughter, who they are still holding captive.”
Presented much like an anime TV series (each chapter ends with a “To Be Continued…” cliffhanger motif followed by a preview of the next “episode”), it’s also largely an exercise in (admittedly tremendous) style over substance. There is button-mashing combat galore, but it frequently gives way to abrupt QTE events, which CyberConnect2 have bemusedly renamed “PDE” events (Player Driven Events). These happen a lot, and are also inevitable.
Under Asura’s health bar, he has a red Burst Gauge. The basic concept is to beat up on the demonic Goma opposition and nail PDEs in order to fill his Burst Gauge until the game will advance the plot. None of the enemies have health bars precisely because of this.
The gigantic boss battles that ensue invariably become a massive PDE-fest, and while it’s possible to fail these various on-screen demands, all it does is trigger an “Ouch! Poor Asura!” moment, lower your Burst Gauge, and elongate the battle.
There are some cool touches: In the middle of a villain’s epic monologue, for example, you can actually skip it by punching him in the face and starting the fight immediately with a bit of extra Burst Gauge. Ultimately, however, Asura’s Wrath rang a bit hollow. It’s awesome to watch and features an excess of carnage (the highlight of which was Asura punching one of the Seven Generals through the middle of the entire world), but I kind of get the feeling CyberConnect2 should’ve fulfilled their anime dreams instead.
Resident Evil: Raccoon City
It’s been a day of surprises, and Raccoon City is no different. We all knew it was going to be a co-op shooter set during the titular city’s zombie mayhem circa Resident Evil 2 and Resident Evil 3: Nemesis, but it’s not until you get your hands on it that you realize just how much of a co-op shooter it is. This thing is manic. Resi Evil fans from way back won’t know what the hell’s happened to their world, but as far as co-op shooters go, it’s excellent.
You command an elite squad of the Umbrella Security Service, and there are six of you. However, you can only choose four agents for your squad between each mission, which, by the way, is: get in there, brutally hush any survivors, and maybe kill Leon (a “What if?” choice you can make at one point). There’s Vector the Recon class, Bertha the burly Medic, Four Eyes the Field Scientist, Beltway the Demolition dude, Lupo the Assault class and team leader, and Spectre the creepy Surveillance mouth-breather. Each of them is a surprisingly fleshed out deviant, and plot-wise, it pays to stick with the same agents as the game goes on (even though you don’t have to).
Once that’s down you can kit your people out with various abilities (Vector’s disappearing act is great) and select weaponry. Then the horde comes calling, and so does a rotisserie of peripheral things you have to deal with: Being infected by the T-virus, bleeding, and making sure your squad stays alive. Interestingly, these aren’t simply “Oh no! Gotta fix this!” moments; when you’re in the process of turning into a zombie, for instance, you become almost invincible. High risk-high reward type stuff, right there.
The gameplay might be wildly different (even from the action-y standpoint of Resident Evil 5), but the narrative is somewhat of a treat for longtime fans. Lots of attention has been paid to intersecting the events of Raccoon City with the series’ canon, and Nikolai shows up early to make things very difficult on you. Nemesis even appears at one point, but he’s berserk. First you have to fight him, then you have to repair him so he stomps off to hunt down Jill. That kind of stuff is great for diehards, but may be a little lost on newer players. An unusual prospect, then, but ultimately an enjoyable one for the open-minded and trigger-happy.
If you’re a fighting game fan then you’ll be well aware that Street Fighter X Tekken, Dead Or Alive 5, Virtua Fighter 5 Final Showdown, and Tekken Tag Tournament 2 are already scheduled for release this year. And that’s not to mention newcomers like Skullgirls and sports sims such as UFC Undisputed and WWE.
It’s great to see all the major icons of the genre back on their feet, but we do worry that so many publishers are jumping back on the bandwagon that it’s in danger of collapsing under the weight. We really hope that doesn’t happen though, not just because we love the genre but because all of the games so far – including SoulCalibur V – have been of such impressively high quality.
We’re going to try and avoid dwelling too much on SoulCalibur’s past, not only because we can’t afford to get sidetracked into another misty-eyed reminiscence of the Dreamcast but because this is positioned very much as a reboot of the series.
As a 3D beat ‘em-up there can only be so much different between this and its peers and predecessors, but SoulCalibur V does makes a concerted effort to be as accessible as possible. It simplifies or throws out many of its forbears’ more complex systems and noticeably increases the pace of combat.
Every fighting game needs a gimmick and SoulCalibur’s is that it’s set in a semi-realistic medieval world where everyone uses some form of weapon – rather than just their fists. This has less impact on the basics of combat than you might think but it does add a neat visual twist if nothing else. What it doesn’t do, strangely, is make any of the character more memorable – even though there’s a good variety of weapons, fighting styles, and nationalities involved.
Core fans will know characters such as Ivy (who now has breasts that have been shrunken down to something almost physically plausible), SM freak Voldo, and the rest but none have become as iconic as the front runners from the likes of Street Fighter and Tekken. Which accounts for one of the series’ other main calling cards: cameo fighters.
Rather than Link, Spawn or Darth Vader SoulCalibur V only has only one guest star, but he’s one that makes a lot more sense in context: Ezio from Assassin’s Creed II. He’s a lot of fun to play as too, with a much wider variety of weapons than the other characters – from bombs to crossbow – and yet still relatively balanced.
Although technically the majority of characters are all-new most of them are just the offspring or apprentices of established fighters. There are a few completely new ones, such as ZWEI and his werewolf like helper, and the witch Viola. The two new leads are Patroklos and Pyrrha the son and daughter, respectively, of series mainstay Sophitia (so good all-rounders with both a shield and sword).
In order to aid accessibility many of the basic and super moves are shared across all the fighters, most obviously the new Critical Edge system. This works a lot like the Ultra Combo system from Street Fighter IV and has you building up an on-screen meter to unleash a super move, which although different visually for each character is accessed in the same way for all.
If you don’t have time to fill up the gauge entirely then there are also less powerful Brave Edge moves that only use up half of it. The ease of access for these moves isn’t a problem for balance though as it takes only a little practise to avoid them and anticipate their trigger.
Counters and parries, usually the first thing to send more casual fans packing, have been deemphasised as much as possible though. Guard Impacts can block an opponent and leave them open but they’re difficult to time right and cost some energy from your Critical Edge gauge.
In terms of combat then SoulCaibur V does very well. There is depth here but not at the expense of newcomers – who’ll be able to join in a fight and compete with even medium-skilled players to some degree.
The graphics, another of the series’ distinguishing features, are also good. It’s hard to imagine a beat ‘em-up ever being state-of-the-art again, as the original SoulCalibur was back in 1999, but this is perfectly attractive and with a consistent, distinctive art style.
Where SoulCalibur V lets itself down though is in the game modes, which is all the more infuriating because this also used to be one of its specialities. There is a proper story mode (created separately by Solatorobo and Asura’s Wrath developer CyberConnect2) but compared to the Mission Mode from the original it’s very short, has a terrible cut scene-to-gameplay ratio, and teaches you relatively little about the game’s systems.
Namco must’ve known how important the story mode was to the series, if they bothered to get in a separate developer to make it, but what their brief for CyberConnect2 could’ve been we can’t imagine. Unless it was ‘Don’t spend too much time or money on it’.
Without an in-depth story mode the game is prone to that great flaw of all fighting games: refusing to explain its controls with a proper tutorial mode. SoulCalibur V’s is better than most, but again it’s still not up to the standards of previous entries in the series.
The arcade mode doesn’t have any character endings either now and the other single-player modes amount to nothing more than a quick battle option and its unlockable extra hard successor.
Of course the multiplayer is the most important thing in any fighting game and given how well the combat has been redesigned it works excellently well. There’s not much useful we can say about the online mode before the game is released, but at this stage it seems stable and there are some useful additional options such as a 50-person tournament and being able to watch others fight while waiting your turn.
The character creation tool also returns from the more recent games and remains one of the best in the genre. Your control over the visual look of your character and a range of bizarre dress items is amusingly vast, although your character’s actual abilities are all based on pre-set fighters (and Devil Jin from Tekken).
We don’t like to mark games down for missing out features when they otherwise work well, but we came very close to docking SoulCalibur V a point for its lacklustre single-player options. Not because it isn’t entertaining without them, but because it’s the one backwards step in what is otherwise a highly successful renewal of a classic series.
In Short: Prettier, more accessible, and more varied than ever. This is one of the best new 3D fighters of recent years, even with a horribly disappointing story mode.
Pros: Well designed combat system that streamlines without dumbing down. Good roster of characters, excellent graphics and solid multiplayer.
Cons: Story mode is awful and so are the other single-player options, with a typically weak (for fighting games) tutorial. Too few of the characters are brand new.
For everyone who enjoys any type of arcade game (or using the D-pad at all), the Street Fighter controller is here as a savior.
Microsoft’s Xbox 360 has become a champion of the next generation video game consoles, but avid and amateur gamers alike have always harped on one major flaw with the powerful system: the D-pad is horrendous.
Since the Nintendo 64 and the PlayStation One consoles, the controllers arrived with not only a D-pad, but with mini joysticks as well. Players marveled at the relative ease that avatars could be moved on the bright screen via these ‘sticks.
But many games, such as fighting games like those in the Street Fighter, Mortal Kombat, and Marvel Vs. Capcom series have long required a directional D-pad to perform moves (when a full size arcade machine’s mega-joystick was not around). The micro joysticks cannot begin to replicate the steady up, down, left, right accuracy of the D-pad.
PlayStation maintained one of the best D-pads throughout its three consoles, but the Xbox 360 – for all of its luster and amazing graphic spinning – fell utterly short of functionality. To rectify this, the accessory maker Mad Catz worked with Capcom to release officially licensed Xbox 360 Street Fighter IV Round 2 Fightpads.
For just shy of thirty-five bucks at Amazon (or forty at Gamestop), a Street Fighter controller allows for a tremendous upgrade in gaming on the 360. The Fightpad is similar in shape to the 360’s standard controller, but it contains a grip-like surface on the back, a shiny and gorgeous picture of many of Street Fighter’s most interesting and infamous characters, and a reformatted button layout.
The 360’s standard clunky two top button on either side has been scrapped and the RB and RT buttons have been relocated to form an ergonomic six-button layout that helps greatly with any game that requires fast button mashing. The Xbox 360’s mini joysticks are gone, and a HUGE (and I mean HUGE) 8-way floating D-pad rests in their place, ensuring the most accurate movement imaginable.
There are no batteries required, as this controller is wired in with ten feet of cord, and there is a button capable of invoking the D-pad to act as a joystick in a game that requires more than the amazing arcade experience!
You have to play with this to see just how infinitely improved and adept this controller is at gaming.
Screwattack has posted a leaked list of Street Fighter x Tekken DLC. Everything from character packs to new skins are present, which is no surprise considering the game is being developed and published by Capcom. The original article urges that the list be taken with a grain of salt, but even if this list isn’t correct, we can expect to see something quite similar as once again, this is Capcom. Read on for further details.
Why all the hate for Capcom? Well, the company has not been exactly welcoming to gamers in the way it deals with DLC for its titles. Charging extra for a downloadable game mode in Resident Evil 5 and charging for on-disc DLC with Ultimate Marvel vs. Capcom 3 is just a taste of what Capcom has done to consumers. As Capcom’s DLC strategies continue to upset players, the company continues to report low sales.
Capcom was founded back on June 11, 1983 in Japan. The company started in the coin-operated and arcade game business but quickly expanded to home consoles with its port of 1942 for the Nintendo Entertainment System. Since then, the company has created such classic game series as Mega-Man, Devil May Cry, Street Figher, and its highest seller, Resident Evil. Although it was founded in Japan, the company has expanded to North America, Europe, and East Asia.
Below is the full list of leaked DLC from Screwattack:
Boost Gem Pack 1 – $2.99, Includes 9 new gems to equip to your characters.
Boost Gem Pack 2 – $2.99, Includes 9 new gems to equip to your characters.
Color Edit Pack 1 – FREE, Includes 4 new colors to use in the Color Edit mode.
Costume Swap S Pack – $9.99, Includes a new costume for each of the Street Fighter characters, based on a Tekken character.
Costume Swap T Pack – $9.99, Includes a new costume for each of the Tekken characters, based on a Street Fighter character.
Costume Swap X Pack – $15.99, A combination of the S Pack and T Pack – Includes new costumes for each character, based on characters from the opposite series.
New Challengers Pack – $7.99, Adds 4 new characters to the game: Cody, Guy, Christie and Leo.
X Unlocker – $4.99, Unlocks two secret characters, Akuma and Ogre, as well as all additional character colors and special modes without having to perform the in-game tasks to unlock them.
While the DLC is only a total of $55 and the colour packs are free, it is still disappointing to see Capcom dedicating so much of their time to creating such a large list of DLC. If the company spent this time developing characters and skins that could be including on the disc, they would easily win back a lot of fans. If this list is to be confirmed, Capcom is showing progress. However, they will need to progress a little further if they want to quiet the pessimists that are sure to scream foul over this latest batch of DLC.
Street Fighter X Tekken will be released on March 6 in North America for the Xbox 360, Playstation 3, Playstation Vita, and PC.
Fighting games. One of the safest havens where beefs between individuals can be squashed in a relatively safe venue. One of the big cheeses of the fighting game scene, Yoshinori Ono, is the individual who was chiefly responsible for what we know as Street Fighter IV and all of its iterations.
Currently, Ono is working onStreet Fighter X Tekken, mish-mashing the two rival fighting game series into one convenient title. While other fighting game franchises have their fan bases, Soul Calibur, Virtua Fighter, or King of Fighters, Capcom fighters will always have a dear place in the fighting game community.
What does Ono see in the future of fighting games? He would like to see more customization and dynamic character models that evolve during a fight. The former will be seen in SF X Tekken with the introduction of the gem system where players will be able to equip up to three gems to their fighter. The gems will grant certain boons during a fight to increase damage, speed, vitality, defense, attack, and Cross Gauge build up. Fans of the fighting game community might find the addition of a “perk” like system to be superfluous and even unwarranted. When SF X Tekken releases and fans get their hands on it, that’s when the real input and opinions will come out.
Using the gem system in SF X Tekken, Ono looks at it like a springboard for the kind of customization he would like to see in the future. Here’s what he has to say:
“In fighting games, the only difference between me and you is how good I am. But what I want to do with fighting games from now on is add in that element of customisation, where I can have a Ryu that’s different than your Ryu, so we can compete on a different level than just our execution.
“So in that case it would be like, the Ryu that Yoshinori Ono made is the best, or the Ryu that other guy made sucks. If we could have that interaction between the fans: I’ve created this great character so why don’t you come try it, or that guy’s character he made isn’t so good. Why isn’t it that good? If we can get that back and forth between the community and create more dialogue and interaction within the game, that would be the best case scenario.”
Ono wants a more user-generated content when it comes to fighting games in the future, rather than just have the stock characters available. The implications could be huge and the depth for characters could become endless. However, on the other hand, there could just be an entire mess of overpowered characters with no balance. 8 minutes of SF X Tekken gameplay are available to view, but it doesn’t look like the gem system had been implemented during the original recording.
Not just being limited to a participation-only level of enjoyment, fighting games are definitely one of the most entertaining games to spectate and have been for quite a long time. Ono would like to add more elements that would be fun for spectators to enjoy, like having a fighter’s clothing become more and more tattered throughout the bout.
“So maybe the guy’s clothes could get ripped off during the fight. Chun-Li would be like, ‘Oh no!’ There are a lot of things we could do with the graphics to make it look better. But in terms of the basics, we already have a lot of the power we need.”
It might not be too long before that particular element will be introduced into Capcom’s next fighting game, whatever it might be. The company can rest on its laurels for a little while yet with the current releases of Super Street Fighter IV: Arcade Edition 2012 or Ultimate Marvel vs Capcom 3 and with the upcoming release of SF X Tekken.
Excited for the future of fighting games? Which fighters are you playing now?
Street Fighter X Tekken releases on March 6, 2012 for Xbox 360, PlayStation 3, PlayStation Vita, and PC.
The recent report that Microsoft’s successor to the Xbox 360 may feature a lower spec graphics card got me thinking about a few things about the ‘next gen’. If a company like Apple could manufacture a similar spec console for a low price and use a programming language that developer friendly, then they could get a slice of the pie.
As budgets for games rise, I’m sure if they waved enough notes under the noses of the ‘big’ publishers to secure some franchises, they would find it hard to turn down another platform to potentially gain revenue.
Could the relatively low spec also have anything do with the ‘Super Hi Vision’ screens that will be showing some coverage at London 2012? These may be in homes by 2020, so could it be that the ‘next gen’ is a stop gap until these come along?
Mrtim1982 (gamertag/PSN ID)
GC: Low prices aren’t exactly Apple’s speciality, but if they wanted into the traditional games market we doubt they’d find it very hard. The much rumoured iTelevision could well have an even greater affect on gaming than the iPhone.
Go it alone
Is it bad of me to find Resident Evil: Revelations a bit boring? The graphics and sound are brilliant but is there any need to always have a partner there all the time? It takes away that scary feeling. Why have they split the game into episodes? It’s silly, I just want a game that continues on with the odd cut scene here and there, this game has far too many cut scenes. A gamer doesn’t need this many breaks from the gameplay. Just let me play the game with no interruptions and no partner and give me the ink ribbons back.
Omen66
PS: I thought the Resident Evil 6 trailer looked like a really good game, just not a very good Resident Evil game.
PPS: Looks like I’m never going to get the Resident Evil game that I want.
GC: You don’t like the GameCube remake?
I’m lovin’ it
Have to say I’m loving Resident Evil: Revelations and the Circle Pad Pro attachment. I found the control scheme on the demo a little finicky to use, but the Circle Pad does away with this. Although I can understand why some gamers may want to avoid the peripheral to enhance the feeling of claustrophobia in the game.
I noticed Dragon Quest Wars in the Nintendo eShop, it looks like an intriguing mix between chess and Dragon Quest. Did you ever run a review of it? Keep up the good work!
Ryuhei Sasagawa (gamertag)
GC: We never did get around to playing it, but we’re sure a reader can offer an appraisal.
Cheap or early
I’d like to email in my opinion on Resident Evil: Revelations but my copy from Zavvi hasn’t arrived. I only bought it from them because of the Circle Pad Pro bundle but I wish I hadn’t bothered now. And Zavvi says to leave it 10 working days before you can put in a complaint!
I won’t buy from them again and I am going to buy the game from someone else tonight after work and just return the Zavvi one and get my money back (assuming it even turns up at all).
Simon
A cold day in hell
Can I just say, I am truly looking forward to your in-depth and detailed review of Victorious: Time To Shine on Kinect. As I’m sure you know, this is based on the television series which I ended up watching an episode of because I was too hangover to move across the room and grab the remote. My prediction, a solid 9/10 for this one!
Have a great day!
DanL66712 (gamertag)
A bad start
Here’s a good question for all of you: can you think of franchises that got sequels but didn’t really deserve them? I did actually play the coin-op for the original Street Fighter and oh dear. It wasn’t even half the game Street Fighter II is.
An even more prolific one would be Mortal Kombat – it was only just above average in its day at the very most and that is certainly not the case today. Although, some of the series’ more unforgiving critics would say Mortal Kombat has never deserved any of its success but I don’t think that’s fair. What other examples can readers think of?
DMR
SNES HD
Regarding the Wii U name change rumours on the Web, this is a very good idea. I like the idea ‘Super Nintendo HD’. Nintendo if you are reading this please include a hard drive in the system.
Please include an Ethernet port and not just Wi-Fi. Please include 3DTV support.
Steve
PS: Just wanted to echo the Resident Evil: Revelations comments, it really is a great title. The graphics are really impressive and with full speech and great music it really is a very good Resident Evil title. A big thanks to Capcom.
PPS: Cheers and keep up the good work. I trust your reviews above all others.
Inbox also-rans
Will GC be reviewing Kingdoms Of Amalur: Reckoning anytime soon?
Vyaco (gamertag)
GC: All online reviews for EA games are now embargoed to their day of release.
GC: It’s not on any schedules at the moment, we’re afraid.
Well, Well! The RRP for the Circle Pad Pro is £19.99 and about twice as much as the US. No surprises at all.
Ste C
I’ve recently acquired a new Nintendo 3DS because my old 3Ds had a faulty hinge. So can all fellow GCers add my new friend code again if you’d like more Mario Kart 7 and Resident Evil: Revelations action!
Adam Lion 23 (gamertag)/3093-7796-4189 (3DS)
PS: Please put your friend code in the comment box so I can add you.
This week’s Hot Topic
Now that we’re well into 2012, and everyone should have had a chance to play most of last year’s big name games, we want you to help us create the Readers’ Top 20 of 2011.
This week’s special Hot Topic will be all about your favourite three games of last year. Don’t just send us a simple list though, but let us know why you liked the games and how you’d rank them in terms of your all-time favourites. We’ll then add up all the votes together and create an overall reader’s top 20.
You can vote for any game you like as long as it was released in the UK in 2011 (so ignore the restrictions we place on our own GameCentral Top 20 of 2011). We also want to know what you thought of 2011 in general and whether you think it will become known as a classic year.
E-mail your comments to:
gamecentral@ukmetro.co.uk
The small print
New Inbox updates appear twice daily, every weekday morning and afternoon. Letters are used on merit and may be edited for length.
You can also submit your own 500 to 600-word 4Player viewer features at any time, which if used will be shown in the next available weekend slot.
RE: Philip Reed. GAME may not have it, but Xenoblade Chronicles is in stock on other sites. shopto.net, Amazon, and Play.com all have copies in stock.
Last week we managed to trap Street Fighter X Tekken producer Yoshinori Ono in a room and get him to spill the beans about the upcoming collaboritive fighter.
In the 20 minute video below Ono-san stifles his mischievous inner demon long enough to provide an in-depth discussion of the three guiding principles that dictated the design of the game, as well as a breakdown of the divisive Gem system.
Fighting game fans with a keen eye might spot a few new techniques in there too.
Have a look.
Last week Capcom showed off Mega Man and Pac-Man, two of the exclusive fighters in the PlayStation 3 version.