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From: www.gamesradar.com

First look at the Mad Catz Street Fighter V FightStick Alpha and FightPad Pro

Added: 31.08.2015 6:17 | 11 views | 0 comments


The first images have been revealed for the Mad Catz Street Fighter V FightStick Alpha and FightPad Pro.

From: n4g.com

Street Fighter V PS4 Beta Frame-Rate Test [Work In Progress]

Added: 31.08.2015 3:18 | 13 views | 0 comments


Digital Foundry: Street Fighter V's beta has been plagued with connectivity issues - particularly outside of the USA, but we did manage to grab a few hours of relatively trouble-free online gameplay last week. There's still a long while to go until the game's out in March 2016, but this analysis gives some idea of how Capcom's next key fighting game is shaping up in the here and now.

From: n4g.com

Why Chun Li from Street Fighter II is a Great Character

Added: 30.08.2015 21:17 | 10 views | 0 comments


Welcome to The A Team, where we talk about the biggest characters in gaming; the best heroes, the worst villains, and the flat-out coolest and toughest characters video games have to offer. In this entry, were looking at one of the fighting genres most iconic characters and the first woman of fighting games, Chun-Li from Street Fighter. Debuting in Street Fighter 2, Chun-Li is a Chinese Interpol agent known for her powerful kick-based martial arts attacks. Becoming a police detective at a young age after her fathers death, she later joined Interpol, working to shut down the criminal organization Shadaloo, led by the games main antagonist M. Bison.

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

This Week in PlayStation

Added: 30.08.2015 2:57 | 11 views | 0 comments


A look back at the week's biggest stories. Xeodrifter launches Tuesday, R. Mika confirmed for Street Fighter V, Until Dawn out now, and more.

From: feedproxy.google.com

Street Fighter V R. Mika Reveal Trailer

Added: 29.08.2015 18:18 | 27 views | 0 comments


RISE UP! The legendary fighting franchise returns with Street Fighter V! Powered by Unreal Engine 4 technology,...

From: megagames.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

Street Fighter V R. Mika Reveal Trailer

Added: 29.08.2015 15:18 | 23 views | 0 comments


RISE UP! The legendary fighting franchise returns with Street Fighter V! Powered by Unreal Engine 4 technology,...

From: megagames.com

Trophy data exposes fighting games#39; motivation problem

Added: 29.08.2015 0:00 | 94 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.


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