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From: www.gamesradar.com

Resident Evil: Origins Collection Revealed, Wesker Mode added to Resident Evil 0

Added: 01.09.2015 12:18 | 37 views | 0 comments


Capcom has just announced that there will be a physical collection of the stories that started the nightmare that is Resident Evil for the current generation. The HD remasters of both Resident Evil and Resident Evil 0 will be released together physically, an answer to those waiting to get these games on an actual disc. Sold together for $39.99 MSRP, the Resident Evil: Origins Collection will be available on Xbox One and PlayStation 4, and it will release on January 19th, 2016. It should be noted that this is not a reveal for the digital release date of Resident Evil 0 HD as that is slated sometime in early 2016.

From: n4g.com

Mega Man Legacy Collection: It never gets old

Added: 01.09.2015 11:17 | 14 views | 0 comments


GE writes: "I really love Mega Man. If Sonic had not been with me for my entire life, it would most likely be my favourite platformer series ever. Ive played all of the Classic games, almost all of the X games, all the Zero games and a select few others. Capcom had a good idea and decided to publish the original 6 games in a collection on Steam, Playstation 4 and the Xbox One. Even though it does contain less games than the anniversary collection, is it still worth buying?"

From: n4g.com

Street Fighter 5's Collector's Edition Pays Tribute To Its Most Loved Character

Added: 31.08.2015 20:14 | 18 views | 0 comments



Capcom has revealed the Collector's Edition for fighting game Street Fighter 5 today. The special bundle will be valued by fans of Ryu.

From: www.cinemablend.com

Street Fighter 5 Collectors Edition And Pre-Order Costumes Reveal

Added: 31.08.2015 18:17 | 33 views | 0 comments


MrsNesbitt from GamersFTW.co.uk writes: "Capcom have announced on their website the breakdown of what comes with the collectors edition of Street Fighter V and bonus items when pre-ordered."

From: n4g.com

Breath Of Fire 6 Android Test Announced For Japan, New Trailer Released

Added: 31.08.2015 13:17 | 15 views | 0 comments


GS :The free to play role playing game Breath of Fire 6 was going to be launched in Japan a while back but was eventually delayed. With the launch date getting closer, today Capcom has announced that an Android test for the game is going to be launched next month on September 8th and it will last until September 15th. A brand new trailer has also been made available."

From: n4g.com

Street Fight World to Bring Street Fighter II and Alpha to Atari 2600

Added: 30.08.2015 14:17 | 23 views | 0 comments


Carl Williams writes, "Street Fighter II was the one game that sealed the success of the Super Nintendo in the early 90s. Sega simply had nothing to compete with it other than pitiful attempts that are best not mentioned in the same breath. Capcom knew they had a gold mine on their hands based on the success of the arcade machine, there was very little reason to not believe this would carry over to the home version. It did, and it continues today with Street Fighter V being a console exclusive just like Street Fighter II was. Street Fighter II got around in the gaming world, it hit the SNES, Genesis, PC-Engine (Turbo Grafx-16 here in the states) and then in compilations on consoles after that. Including the Virtual Boy (unofficially), soon we will add the Atari 2600 as a platform to receive an, unofficial, port of Street Fighter II."

From: n4g.com

Resident Evil: From scary to action to?

Added: 29.08.2015 18:18 | 5 views | 0 comments


GE writes: "The Resident Evil 2 remake. Im excited, very excited. But also a little worried. If this announcement came after the first remake, I would be lining up now, waiting for it. But after RE5 and RE6, Im more cautious. What will the game be like? Will Capcom look to the first remake as inspiration and a template? Or will this game be a over-the-shoulder type game again, focusing on action? I hope not the latter. For me, the game needs to be scary and to do that they will have to drop the dependancy on action."

From: n4g.com

I Finally Played The Street Fighter V Beta And Its Pretty Great | Short Pause

Added: 29.08.2015 17:17 | 8 views | 0 comments


Short Pause: "After a disastrous attempt at a worldwide Beta launch failed to produce even a semi-playable version of Street Fighter V at the end of July, Capcom wisely went back to the drawing board, opting to perform a series of individual stress tests across the various territories the game is set to launch in around the globe. Players would be matched up against competitors from within their territory, and Capcom would have a better idea of how to manage things on a more global scale for the future. Its a strategy that seems to have paid off because, after a successful stint in Europe, the Beta has made its way over to our shores without a hitch. Ive spent several hours with the Beta over the last few days, and Ive got a few takeaways."

From: n4g.com

Trophy data exposes fighting games#39; motivation problem

Added: 29.08.2015 0:00 | 91 views | 0 comments


Last generation saw a lot of excellent fighting games, from the genre-revitalizing Street Fighter 4 to the bone-crushing brutality of Mortal Kombat. But as the dust settles on those bygone bouts - and developers flock to current-generation hardware - I thought it was as good a time as any to look back and see what we can learn from the past 10 years of fighting.

I've pinpointed a few trends from the limited data we have available. This is by no means a scientifically sound analysis. All I've done is collect trophy completion data from the PS4 for 10 last-generation fighting games - , it should offer a glimpse into what could - and should - define the next generation of fighting games.

In a genre about eccentric characters coming together and punching each other, you'd think a coherent story would be the least of our concerns. And yet, narrative-based trophies have some of the . In Mortal Kombat, 40 percent of players made it halfway through the campaign. In Soulcalibur 5 and Dead or Alive 5, roughly 70 percent initiated story mode. And even in games without story mode - such as Tekken Tag Tournament 2 and Marvel vs. Capcom 3 - over half cleared arcade mode and saw an ending.

I've seen plenty of fourmgoers decry narrative-based modes as a waste of resources. But the data shows that these modes clearly resonate with the greater fighting game audience. I believe players - especially those don't play at a tournament level - appreciate the sense of progression and accomplishment that story modes (or arcade endings) provide. Fighting games take a lot of time and practice to reach proficiency, which can fly by if you have plenty of local, skilled competition. But for the rest of us, seeing how a story unfolds can be the carrot-on-a-stick needed to stay invested in learning our prefered characters.

Playing another human over the internet is for most fighting game players. In King of Fighters 13, only 21 percent of people bothered to play a ranked or player match. MvC3 didn't fare much better, with 38 percent of people participating in ANY online mode. Meanwhile, Street Fighter 4 lists only 17 percent of people as having won a single ranked match. If playing online against others is the end game of any fighter, this trend needs to change.

There are several reasons why someone wouldn't play online: a poor connection, an abundance of local competition, or a genuine lack of interest. However, I believe the biggest detractor is intimidation. Dueling another person is a very emotionally intense experience, because whether you win or lose, you have no one to blame but yourself. Victory and defeat are not shared among teammates; they fall on your shoulders alone. And fighting games traditionally do a very poor job of preparing players for online play, which leads me to my next point...

many people will start a tutorial, only to abandon it. In both Street Fighter X Tekken and TTT2, around 40 percent of players started the tutorial - but only around 13 percent finished it. Mortal Kombat and KOF13 show similar completion statistics, with 17 and 15 percent respectively. Honestly, this doesn't surprise me one bit, as most fighting game tutorials have the creativity and teaching method of an Algebra textbook. Between the cluttered checklists and clinical presentation, they feel like homework.

James Chen, long-time fighting game commentator and enthusiast, for the way it handles its tutorial modes: they're disguised as mini-games. Break the Targets is an exercise in learning your character's moveset, Home Run Contest is about dealing as much damage as possible in a short amount of time, and so on. Part of getting people engaged in a fighting game is arming them with the skills necessary for success. There's a need here that's not currently being met - at least, not in a way that makes new players follow through on their efforts to improve.

What all this data says to me is that fighting games have a motivation problem. I imagine most people reading this article understand that, when you're proficient at a particular fighting game and have the chance to face someone of similar skill, it's a rush like no other. But reaching that point takes a lot of honest-to-goodness work. Unless you already know that your investment is going to have some concrete payoff - be it satisfaction or bragging rights - there's little reason to make such a commitment. You're simply not motivated.

Fighting games in the current generation need to do a better job of using what they have to incentivize their audience. One simple way to lure players in is with more costumes, stages, gems, additional fighters, backstory, and other extras to unlock within the game itself rather than locking them behind a bunch of intrusive microtransactions. It means using the story mode to guide players from their first fireball to defeating the hardest-level AI in a way that feels natural.

A while back, I ran a story about the system coming to Killer Instinct. In brief, the Shadow Brain is an AI you spar against and send out into the internet to do battle in your name. Meanwhile, you can fight against other player's custom-made AIs. This is a really smart way to help acclimate players to the online arena. It creates a bridge between the tough-but-exploitable challenge of a traditional CPU opponent and the instinctual quirks of an actual person.

With any luck, Shadow Brain will be just the first in a long line of innovations that'll encourage players to get more out of their fighting games. This genre offers some of the most intense and gratifying experiences in all of gaming; it just needs to make you want it.

Mega Man Legacy Collection Review | Gamespot

Added: 28.08.2015 10:18 | 11 views | 0 comments


Gamespot: Preserving video games is difficult. Outside of illegal ROMs, it's tricky to find clean and reliable copies of the vast swath of video game history. With the Mega Man Legacy Collection, Capcom is preserving and reintroducing the roots of a franchise built into the very building blocks of modern gaming--even if the actual act of playing the games themselves isn't always the treat you remember them to be.

From: n4g.com


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