Category: Entertainment & Lifestyle

  • Easter Carnival: Think Cross River Group applaud C’River First Lady, optimistic event will boost economic fortunes of the state

    Easter Carnival: Think Cross River Group applaud C’River First Lady, optimistic event will boost economic fortunes of the state

    By Solomon Azu

    Wife of the Cross River State governor, Bishop Mrs Eyoanwan Otu has been commended for her innovation and pioneering role in people oriented programmes in the state.

    The commendation was made by the Deputy Chief Press Secretary to the Governor  and coordinator of the Think Cross River group, Mr. Edem Darlington, during a radio interview session  “The People’s Opinion programme on FAD FM. Calabar Saturday, and monitored by this reporter.

    According to  Darlington, the  introduction of the Easter carnival was a strategic move by Bishop Otu to market the rich cultural and religious history of the state to the global community, while at the same time boosting the state economic fortunes.

    “The innovative and strategic move by the wife of our dear governor at introducing the Easter carnival which is also called the Jesus carnival is an intentional move aimed at showcasing our rich religious and cultural history to the world. As it is in every business venture, that move will see a rapid rise in influx of visitors and tourists in our state with its attendant boost of our economic fortunes.

    Read Also: Cocoa Estates: C’River Govt Vows To Smoke Out Ofuka In War Against Impostors

    He emphasized that the carnival also  aims to strike a balance between faith-based content and entertainment for diverse audiences. “It’s about balancing faith and fun,” he said.

    “I commend their excellences, because while Jesus was on earth, he did not only mingle with church people alone, he went out and met with the sinner and other group of people in the society and that is exactly what the governor and his wife  are trying to achieve,” Darlington concluded.

    In his contribution, the Special Adviser, Events management, Mr. Effiong Ekpenyong noted that the Easter Carnival, a brainchild of the governor’s wife is a new addition to the rich tourism calendar of the state aimed at   promoting faith, culture, and tourism and also ensuring year long entertainment for both visitors and tourists to the State.

    “Jesus Carnival, a unique blend of faith and culture, is poised to become a major tourist attraction in Cross River State, Nigeria. According to him, the  initiative is part of the state’s efforts to leverage its tourist potential throughout the year.

    The Carnival also aligns with Cross River State’s overall tourism development plan, which seeks to promote cultural heritage and boost the local economy. With its rich cultural landscape and natural wonders, the carnival is expected to attract millions of people, showcasing African culture and heritage through music, drama, and artistic creativity.

    “We are a tourist state, and we should have events all year round.The event is expected to bring enormous benefits to the state, with the Christian Association of Nigeria (CAN) fully involved in its organization.

    The state’s commitment to hosting successful events is evident in its recent activities, including declaring work-free days for civil and public servants during the Calabar Carnival. With effective planning and execution, the Jesus Carnival has the potential to become a flagship event for Cross River State, promoting faith, culture, and economic growth.

  • Mega Man X might just have the coolest moveset ever in Super Smash Bros. Ultimate with this mod











    The Beefy Smash Doods have covered a number of interesting character mods for Super Smash Bros. Ultimate consisting of Kamek, Funky Kong, Krystal, Shadow the Hedgehog, Phoenix Wright, Shadow Mewtwo, Black Knight, and more.






    However, this mod of Mega Man X by Tofu might just be the coolest yet. Unlike the Phoenix Wright mod, this isn’t simply a port of the character into Super Smash Bros. Ultimate from the Marvel vs. Capcom title that he appeared in.









    Mega Man X’s forward tilt, neutral aerial, and forward smash are pretty identical to that of Mega Man’s. Despite this, Mega Man X’s moveset seems to focus on him fighting more up close and personal. As an example, Mega Man X actually has a completely unique jab attack that doesn’t rely on shooting projectiles.


    It’s Mega Man X’s down special where things get especially interesting. Using this ability, X can cycle through a number of weapons that he’s copied from defeated mavericks over the years.


    In total, X has about seven different transformations that he can cycle between. The form he’s currently occupying will change the mechanics of his neutral special. For example, he’ll fire off a flamethrower while he’s colored red.


    Of course, players will have to be careful as each transformation operates on a weapon energy meter (which essentially acts as X’s ammo count). Once X runs out of a certain ability, he won’t be able to use that attack again until he loses a stock.


    Check it all out below:









    Source: Event Hubs

  • New Capcom Fighting Collection 2 trailer highlights Capcom Fighting Evolution and Power Stone 2











    We’re now less than a month away from the release of the Capcom Fighting Collection 2, which is set to revive eight classic fighters — though some would probably call at least one entry not much of a classic.






    Capcom just dropped a new game spotlight trailer for the Capcom Fighting Collection 2 highlighting a few of the games included in particular.









    Like the previous collection trailer we saw last week, this one focuses on Capcom Fighting Evolution and Power Stone 2.


    First up is showcasing Power Stone 2 where they go over footage detailing how the sequel was improved and made even more wild compared to the original.


    Power Stone 2 first released all the way back in 2000, but it hasn’t been rereleased since the PlayStation Portable collection from 2006 — so it’s been almost two decades since players had access to the game on current hardware officially.


    Capcom Fighting Evolution is probably the weirdest inclusion in the bundle considering the 2004 fighting game is not looked back on as fondly as the rest for its mish mash of characters and mechanics as well as a lack of polish.


    The game combines some of the cast together from Street Fighter 2, Darkstalkers, Street Fighter Alpha, Red Earth, and Street Fighter 3, and perhaps a new look at the game will bring in a bit more appreciation for the closest thing we’ve gotten to a Capcom vs. Capcom game.


    The rest of the trailer consists of showing off some of the other features available in the compilation like Training Mode and the pre-order bonuses like the special Capcom vs. SNK comic book in North America.


    As mentioned above, there’s eight games included in the collection in total with Capcom vs. SNK Pro, Capcom vs. SNK 2, Capcom Fighting Evolution, Street Fighter Alpha 3 Upper, Power Stone, Power Stone 2, Project Justice and Plasma Sword.


    The Capcom Fighting Collection 2 is set to release on May 16 for the PlayStation 4, Xbox One, Nintendo Switch and PC.










    Source: Event Hubs

  • City of the Wolves on PlayStation 5, PlayStation 4, Xbox and Steam Deck











    Fatal Fury: City of the Wolves is now available in early access, and you should check out our big review for Fatal Fury’s return if you haven’t already.






    Although the game’s only been out a matter of hours now, there’s already input lag test results for City of the Wolves to take a gander at to see which versions have the most / least.









    Latency expert Nigel ‘Noodalls’ Woodall has run a bunch of tests on the PlayStation 5, PlayStation 5 Pro, PlayStation 4, Xbox Series X, Xbox Series S and the Steam Deck.


    Using his phototransistor testing method, he was able to put all of the versions through the ringer with some clear differences in where you play.


    Starting with the newest hardware, the PS5 Pro came in at 79.29 ms of latency, which equates to 4.96 frames of lag from when you press a button to when the game registers it on screen.


    This is actually the highest amount of any system interestingly, but the regular PS5 is right there too at 79.14 ms or 4.95 frames.




    The last generation version actually performed better at 65.09 ms or 4.07 frames on the regular PS4 and 60.9 ms on the PS4 Pro or 3.8 frames.


    Said difference could be in part due to the PS4 version running without any V-Sync option, which also means that version of Fatal Fury also has quite a bit of screen tearing as a trade off.


    The way to actually get the least amount of lag, however, appears to be running the last gen version on the new systems.


    Using the PS4 version on the PS5 produced results of 51.88 ms or 3.24 frames, but things can be even better on the most expensive hardware.


    Despite its native test results, the PS5 Pro clocked in at just 46.4 ms or 2.9 frames of input lag when running the PS4 version.


    So that seems to be your clear winner in terms of getting the least amount of latency possible.


    As for the Xbox Series X|S, it did manage to put up better numbers than the PS5 version of the game.



    Both Xboxes clocked in nearly identically with the Series X coming in at 60.51 ms / 3.78 frames of latency, so it’s only getting beat out by the PS4 on PS5 option.


    Noodalls also ran two different tests on the Steam Deck to get preliminary results on the PC version that came to some interesting conclusions too.


    Contrary to what you’d likely expect, running Fatal Fury with V-Sync on actually produced slightly lower latency at 61.72 ms / 3.86 frames.


    That is compared to V-Sync off, which came in at 66.16 ms / 4.14 frames.


    There are currently no tests run on a standard PC yet, but we’ll update you if those become available soon from Noodalls.


    Overall, it seems Fatal Fury falls in line with what we’ve been seeing out of many / most fighting games the past few generations though the PS5 version is a bit higher than the rest of the pack, which is also not unusual to see in the realm of fighting games.










    Source: Event Hubs

  • Sparking Zero reveals Super Saiyan 3 Vegeta mini, Majin Kuu, Panzy, and more for Daima Character Pack 1











    A new trailer has dropped for Dragon Ball: Sparking Zero. This provides us with the full lineup of DLC for the second pack.






    While Dragon Ball: Sparking Zero DLC 1 pack was focused on adding content from Dragon Ball Super: Super Hero (such as Beast Gohan, Orange Piccolo, Gamma 1, and Gamma 2), this latest DLC package is focused on Dragon Ball Daima. As such, it’s been aptly named “Daima Character Pack 1.”









    Characters included in this pack are Super Saiyan Goku mini, Vegeta mini, Super Saiyan Vegeta mini, Super Saiyan 2 Vegeta mini, Super Saiyan 3 Vegeta mini, Glorio, Panzy, and Majin Kuu.


    While Dragon Ball Daima marked the first instance of Vegeta officially ascending to his Super Saiyan 3 form, he apparently prefers to think of the form as “Ultra Vegeta 1.”


    Of course, it’s important to note that this DLC pack is marked as the first set of characters focused on Dragon Ball Daima. This implies that more combatants from the mini series will be joining in the future.


    This is good as we’re missing some key characters such as Super Saiyan 4 Goku (both as a kid and an adult), the adult version of Super Saiyan 3 Vegeta, Majin Duu, and Gomah.


    Check it all out below:









    Source: Event Hubs

  • City of the Wolves in his latest combo video











    Those who pre-ordered Fatal Fury: City of the Wolves are now able to play the game thanks to its early access perk. Of course, this means that Desk already has his hands on the game.






    As such, Desk has released a new combo video featuring Fatal Fury: City of the Wolves. This is a particularly interesting video as it draws comparisons to Garou: Mark of the Wolves.









    Notably, Garou: Mark of the Wolves was first released in Japanese arcades back in November 26, 1999. It’s been nearly 26 years since then, but Fatal Fury: City of the Wolves acts as a real sequel to that game.


    In his video, Desk highlights how a number of combos that existed in Garou: Mark of the Wolves have returned in Fatal Fury: City of the Wolves. Indeed, there is an uncanny resemblance in how the characters interact with one another between the two games.


    Throughout the video, Desk showcases combos for Terry, Marco, Kevin, Hokutomaru, Gato, Tizoc, Kain, Rock, B. Jenet, Dong, and Hotaru. Of course, this means that Vox, Preecha, Cristiano, and Salvatore don’t get featured in this video since they’re newcomers (as well as Billy Kane and Mai Shiranui since they just wasn’t in Garou: Mark of the Wolves).


    Overall, the video spans for about nine minutes. In random sections, Desk also shows off a few cool references that have carried over from Garou: Mark of the Wolves to Fatal Fury: City of the Wolves.


    Check it all out below:









    Source: Event Hubs

  • Jmcrofts and GuileWinQuote take a look at some of the most obscure secrets hidden in SNK fighting games











    Jmcrofts recently teamed up with GuileWinQuote to uncover some of the most obscure secrets that can be found in SNK fighting games. A video was recently released that had both content creators revealing five fun Easter eggs each.






    GuileWinQuote started off by talking about Samurai Shodown 2, originally released back in 1994. Although there aren’t any taunts in Samurai Shodown 2, each character has a distinct set of inputs that can temporarily transform them into chibi recreations of themselves.









    It’s funny that the inputs required to do this are actually quite complex. This was seemingly done to exclude the possibility of players accidentally pulling it off. Additionally, doing this doesn’t actually have any advantages, so it might as well just be a really long taunt that requires a complicated series of inputs.


    Following this, Jmcrofts brings mention to the judge in the background of each stage. Under certain conditions, he will actually challenge the player as a secret boss fight.


    His name is Kukoro. Although he looks a little goofy fighting with flags, he’s actually a crazy challenging encounter for any player.


    Later in the video, Jmcrofts highlights a secret win animation for Choi in King of Fighters ’98. It requires probably the most convoluted variables in play for it to happen. As such, Jmcrofts refers to this as the “rarest Easter egg” as it’s probably impossible to see it without a guide in hand.


    Check it all out below.









    Source: Event Hubs

  • City of the Wolves review — The prodigal fighting game returns with a new coat of paint, crazy guests and amazing gameplay



    Does SNK’s full course meal satisfy the hungry wolves after 26 years of waiting?


    Posted by EventHubs • 40 minutes ago • Comments: 1







    After 26 years, SNK’s original fighting game franchise has returned to us with Fatal Fury: City of the Wolves and despite the long hiatus, it’s showing up big time and has a lot of expectations pinned to it.






    But does it match the hype? After having waited since 1999’s Garou: Mark of the Wolves, die-hard fans definitely a built up hype and even players who are brand new to the series will come in with some lofty expectations after hearing of the series’ legacy as well as knowing the fact that this is where Terry Bogard of Super Smash Bros., Street Fighter, King of Fighters and even Fall Guys fame originates from. So how well does Fatal Fury: City of the Wolves hold up to what players might be hoping for?













    City of the Wolves attempts to blend together SNK’s classic styles with those of the modern day using both visual and sound design, which the developers largely seem to have succeeded at.


    The new Fatal Fury is very colorful in almost every regard that is pleasing to look at without feeling overwhelming even if there can be quite a lot going on in the action.


    Characters are especially vibrant and detailed in their models, so this is easily the best the SNK fighters have looked in 3D outside of Samurai Shodown 2019’s style arguably.


    There’s also heavy shading on the characters as well as heavy cross hatches that give off a cool comic book vibe similar to Marvel vs. Capcom 3.


    The game has a lot going on in terms of battle effects between regular specials, REV Arts, REV Blows and all the other mechanics, but it never really messes with the visual readability of what’s going on and adds more flair to the action.


    REV Arts especially have a really nice after image effect on them when canceled that looks unique and cool to bring an extra layer of nice visuals to the experience that stand out next to the competition.


    Menus are visually consistent with their yellow and black color schemes that are pleasant enough to look at, but can feel somewhat basic at times compared to the rest of the game’s style.


    Some menus, however, force you to use a cursor to navigate, which isn’t the fastest or most intuitive feeling on controller or stick.


    The character select screen harkens back to the classic Fatal Fury days of lining up the entire roster next to each other, which is cool and nostalgic on paper, but we wish they went a little farther or got a little more creative with it.


    Characters are all just standing there in a default or static pose, and they don’t take up a lot of the screen real estate too. It would have been more interesting to have a more dynamic layout similar to something like Fatal Fury 3.





    There’s a whopping 19 stages to choose from with a mix of new and classic arenas including two versions of Geese Tower and the train, which is neat, but the latter probably won’t be very popular to use considering the movement feels like it could cause motion sickness as well as seemingly not running as well as the others.


    Stages are also vibrant, colorful and dynamic with what’s going on in the background, however, the graphical fidelity is definitely a step down compared to the main roster.


    This is especially true with background characters, who look like PlayStation 3 era models.


    Music wise, Fatal Fury’s new main themes offer a nice mix of jazz and big band styles with bombastic brass sections that fit well and give off the classic vibes the game is going for.


    Character and stage themes are much more spread out in terms of genre to fit the fighters and arenas from rock to classical and electronic along with the collaboration DJ tracks, so there’s no shortage of music to pick from, especially with the Jukebox.


    The Jukebox offers classic soundtracks from a wide array of past SNK titles, obviously mostly focusing on the Fatal Fury series, but also including other favorites like the Art of Fighting games and a select few King of Fighters tracks which relate to Fatal Fury characters specifically.


    Through the Jukebox, you can not just make your own playlists to listen to but you can also customize which songs you want to play on certain stages, the character select or even the main menu, giving you a large variety of classic sounds to jam out to even if the new tunes aren’t to your taste.


    One more thing to enjoy is a throwback feature which long-time fighting game players will be quite familiar with, namely Color Edit.


    In Color Edit you can make several customized colors for any character you want and switch up their hair color, eye color, clothes and more. With the full spectrum of colors available, you can really unleash your creativity and make your own versions of whichever character you like, so expect to see a lot of crazy customizations online.


    If you’re more of a purist, though, don’t worry — you can choose to disable customized colors from showing up in online matches, so if you prefer seeing characters as you typically would know them you can just flip a switch and be all set.


    City of the Wolves looks and runs great on PlayStation 5 and PC with no apparent issues that we’ve noticed, but the same can’t exactly be said for the PlayStation 4 version.


    Even on the PS4 Pro, Fatal Fury can have a lot of screen tearing because it seems V-Sync has been forced off, which can be a bit distracting, as well as the texture load in whenever a new character appears on screen.


    Load times are certainly present on all versions, but they aren’t noticeably long except for the PS4 version that can hang on a black screen for upwards of 10 seconds in places like Arcade Mode.






    The kickoff point for the story in Fatal Fury: City of the Wolves is that even after Geese’s demise back in the original Fatal Fury game, the chaos surrounding South Town is far from over.


    With new invitations being sent out for a King of Fighters tournament, familiar faces gather once more to battle it out in the hopes of earning a mysterious prize referred to only as “Geese’s legacy.”


    Although the nature of this prize is unclear, the promise of it is more than enough for characters of all different walks of life to endeavor to earn it, which is the starting point for each character’s individual stories.


    For players, the return to South Town has been 26 years in the making but for the characters in-universe, only about one year has passed so things aren’t all that different from where they left off in Garou: Mark of the Wolves.


    That said, there’s plenty of new developments for characters to go through and see where they’ve ended up since we last saw them or what new goals they may have and these are predominately told through the game’s Arcade Mode.


    Pushing even further with the comic book aesthetic present in the game overall, characters will be introduced through panels as if they’re stepping right out of a comic book page before you fight them and once you reach the later stages of your Arcade Mode path, there will be more intricate narratives shown.


    While not all characters have any super serious plot developments (B. Jenet for example is mostly just annoyed that she didn’t get the treasure she wanted last time around), you’re definitely going to get a good view of what motivates each character and what keeps them in South Town.





    Not only are there lots of interactions between the playable cast but there are also tons of cameos from other Fatal Fury or Art of Fighting characters who relate to the story in various ways, including ones we know are coming later like Mr. Big who has a notable role in the story through several perspectives.


    Fitting to the various objectives and end goals of characters, there are also several different possible end bosses you can fight, contrary to the usual Arcade Mode fare many fighting games follow where there is one specific set boss character that every character will face.


    As you may expect, the Garou: Mark of the Wolves boss character Kain R. Heinlein as well as that game’s sub-boss Grant’s new disciple Vox Reaper are both characters you may run into as your final fight in Arcade Mode, but there are also some other surprise showdowns in store depending on who’s story path you choose to embark on.


    Even though it’s been a long time since we last saw the Fatal Fury characters and their world up close, the same team that worked on Garou: Mark of the Wolves all those years ago were also involved in this game and, well, it shows.


    You know how sometimes you have those friendships where you may not see each other for years, but once you do it feels as if nothing’s changed at all? That’s the feeling that Fatal Fury: City of the Wolves gives to me, so for any Fatal Fury fans it will be a very welcome return to South Town and its inhabitants.


    For those hopping into the series for the first time or are looking for a refresher, CotW does not really offer any sort of primer or breakdown to help get you caught up. The game normally just assumes you know what’s going on with the characters after Garou.







    Episodes of South Town serves as the mode with the most amount of story content, though its events are typically not as important as those found in Arcade Mode.


    The new single-player mode plays out similarly to something like Mortal Kombat’s Towers mixed with Street Fighter Alpha 3’s World Tour where players take on challenge battles with special parameters.


    There’s individual missions spread out across three maps that don’t tend to differ all that much, at least at the start.


    You can level up your character by completing missions to gain more health, S.P.G., and abilities to equip to boost your fighter like increased attack and defense.


    You can also earn avatars, artwork, fun character conversations and titles for completing certain missions and objectives in this mode.


    Most of the fights are 1–4 battles against a selection of like six jobber characters with movesets based on other SNK characters, which is a bit neat, and the main cast shows up to fight in missions as well.


    Even with the special parameters and enemy abilities, fights often play out mostly the same, so the action can start to feel stale after a while, especially when fighting those grunts over and over again (sometimes back to back within the same mission).


    Enemies typically don’t put up too much of a challenge until you beat the main story and unlock South Town+, which offers up tougher missions at much higher levels.


    The events are split up between 10 story missions per character with dozens of side challenges to complete, and it takes around 1–1.5 hours to complete with each character.





    Episodes of South Town’s story is primarily told through text conversations without any voice acting, which is a bit disappointing when the rest of the game is voiced (even the side character conversations you unlock).


    There’s artwork provided for the start and end of a character’s story as well though not as much as Arcade.


    It also feels as though Episodes of South Town offers up more of a side story whereas the main or most important events are saved for Arcade as well, so you often feel as though you’re doing menial tasks until the next or last main story beat.


    Interestingly, you can pick Salvatore Ganacci for Episodes of South Town, but not Cristiano Ronaldo, so the sporting superstar has no story here (though SNK has clarified that it will be added later.)


    You can unlock a bottle-breaking mini-game with Marco, which seems to be the only one, where you unlock titles and avatars depending on the total completed number of bottles chopped and doesn’t really offer anything more besides testing your button input skills.


    Ultimately, Episodes of South Town is fun enough for the first few runs through but feels as though it may get fairly tedious if you attempt to beat the mode with the whole cast.






    The first mode which you’ll want to dive into is definitely the Tutorial. It may seem redundant for experienced fighting game players, but trust me, there’s a lot of systems in play for Fatal Fury: City of the Wolves and you’ll want to get first-hand experience with them fast.


    While the systems aren’t that complex and are fairly straightforward to understand, getting a thorough explanation of the whole REV system, Brake mechanics and how the S.P.G. interacts with your abilities is very valuable.


    Once you know what’s what, obviously a good place to brush up on your combos and what your character is fully capable of is the game’s Training Mode which comes equipped with most of what you’d want from it in a modern fighting game.


    Frame data is available so you can easily see which moves will interact well with each other, recording and setting opponent’s to reversal on block or wakeup, basically all the fundamental things a training mode tends to offer is there without anything really feeling like it’s missing.


    You can quickly change characters or stages in the training mode as well without having to go back to the character select menu and of course queue up for ranked or casual matches while labbing, so all the standard convenience options are present and accounted for.


    Combo trials are present in City of the Wolves, however, we do wish they covered more than what’s available.


    There’s only five trials for Arcade Style and three for Smart Style, which do get progressively more complex as you go through them.


    The main issue is they tend to tie in together, so you’re learning bigger / harder combo routes building off of largely the same handful of moves.


    This makes it feel as though you’re only really learning one or two aspects of what your character can do and leaves a lot on the table as to what is actually possible in the game.


    We would have liked to see those trial numbers doubled to cover more moves and give better ideas of what you should put into practice.


    They do force you to learn how to Brake specials, though, so that’s a nice skill to pick up from there.


    There’s also Survival and Time attack modes to select from under the Missions tab as well that are what you’d expect out of them.






    At first glance, Fatal Fury: City of the Wolves feels like a very basic fighting game with fairly short combos and with a heavy focus on confirming your hits.


    The latter part definitely stays true, but once you get used to the system mechanics there’s quite a lot of juice you can squeeze out of your combos thanks to the REV System itself.


    It’s quite reminiscent of Street Fighter 6’s Drive system at first glance, though it’s a meter that goes upwards instead of depleting (whereas you want to have high Drive in Street Fighter 6, you want to stay on low REV in Fatal Fury.)


    While the basics of it are similar, the functions of it are actually quite different with one of the central uses of the REV Gauge once you get used to it is to extend your combos by cancelling your REV Arts (EX moves) into each other leading to massive combos.


    Once you add in the Brake system to this, where you can cancel certain moves mid-way through them, thereby opening up entirely new combo routes or even letting you make risky moves more safe on block or whiff.


    Then on top of that there’s also the S.P.G. system, which has the same basic idea as the T.O.P. system from Garou: Mark of the Wolves, where you get to pick one third of your HP bar where you’ll have enhanced abilities.


    One of these is the REV Blow, an armored move which you can use to crush through your opponent’s offense at the cost of increasing your REV Gauge somewhat and another S.P.G. exclusive feature is your Hidden Gear, that is to say an even stronger Super Move than you’d usually have access to which does massive damage and also pulls your REV down to 0, making it a highly valuable combo ender tool.


    There’s also the Feint option where you can fake doing certain special moves to mix your opponents up and fool them into reacting to something that’s not actually coming as well as the Wild Punish which is basically a very brutal punishment state where you hit someone in their recovery frames. Combining Feints to then let you whiff punish can lead to massive damage in this way.


    All of these systems together make the combo system feel very intricate and like there’s actually a lot of routes you can find for your character, though there’s likely that optimal routes will be found before long so the variety may lessen as the game goes on.





    Whatever the case, there’s a lot more to do as far as combo goes than you’d think at first, so while the core lies in basic confirms and short combos, learning how to efficiently make use of your REV Gauge to cash out massive damage or pressure is going to be the key to overwhelming your opponent.


    There’s also a lot of defensive options, though, with Just Defense being back. Unlike regular blocking, Just Defend can be performed in the air so you can bait opponent’s anti-air attacks if you’ve got a good read on them and punish them by defending their attack and then launching a counterattack afterwards. It also gives you some health back and decreases your REV Gauge.


    To follow up on Just Defense, you also have Hyper Defense which has a traditional parry input, which is to say pressing forward or down forward right when a move is about to hit. Functionally, it’s the same as Just Defense, but the purpose of having these in both directions is that you can land Guard Cancel special moves out of either Just Defense or Hyper Defense to interrupt your opponents attacks.


    Finally, you have access to a button-based block function called REV Guard which is somewhat similar to Street Fighter 6’s Drive Parry in that it can allow you to block crossups without pushing the correct direction, but the key function of it is that it pushes opponents back further and negates chip damage, though it costs you some REV Gauge to use it.


    All of these systems together make for a highly varied gameplay experience and it always feels like there’s something you can do in situations even if you may feel overwhelmed at first. Basically, there’s always an answer if you just dive deep to solve it.


    The other aspect of gameplay is of course, the characters. A healthy mix of returning Garou: Mark of the Wolves cast members such as B. Jenet and Tizoc together with old-school Fatal Fury classics like Mai and Billy and a few brand new fighters sprinkled in makes for a highly varied roster of exciting characters.


    Most of the buzz has surrounded the strange guest character choices of real-life people with football superstar (soccer superstar if you’re American) Cristiano Ronaldo and famed DJ Salvatore Ganacci. While it’s understandable that some would feel that the prospect of adding real-life people into the game is questionable, their movesets are actually very well-crafted and interesting.


    Basically, if you’re not feeling good about the introduction of these guest characters that’s totally understandable, but just based on their movesets it feels like these characters would be entirely embraced by the community if they were just newcomers with the exact same moves.


    Hopefully fans can keep an open mind and try them out to see just how fun they are to actually play, even if they may have initially been apprehensive at having real-life celebrities walking around South Town.


    What makes the roster really shine is the high variety of gameplay styles present here. If you like zoning, grappling, mixups, rushdown, it doesn’t really matter — all of it is present in the launch roster of 17 characters and it’s highly unlikely you’ll find yourself without anyone to pick.


    Another boon to this is that if you pre-ordered the game, the next five characters releasing — Andy Bogard, Joe Higashi, Mr. Big and Street Fighter guest characters Ken Masters and Chun-Li — will all be available for free, so there’s even more cast to enjoy with many more post-launch fighters planned for the coming years.


    In short, the roster choices and moveset designs in the game are absolutely fantastic and it’s going to be very interesting to see which characters end up rising to the top of tier lists once skilled players start figuring out the game’s deeper layers.


    On top of the standard control scheme (called Arcade Style in this game), City of the Wolves also offers a new simplified Smarty Style as well.


    This is akin to Street Fighter 6’s modern controls with the four main buttons now dedicated to punch, kick, specials and a smart combo as well as buttons for REV Guard, Throw, REV Blow and Dodge Attack on the shoulders.


    Unlike SF6, however, there appears to be no damage reduction or any other downside to using Smart over Arcade Style.


    You normally only get your light normals, but you keep the heavies too by pressing forward and down-forward plus punch / kick.


    This of course means that Smart players will have access to one button specials and Gear Supers too, which can be quite strong depending on the character.


    All you’re really missing out on seemingly is one of your jumping normals and the ability to use different strengths of specials.


    If your character has more than four specials, some of those could be unavailable too, but you can still perform standard inputs in the mode too to get them back.


    Even for players who like their traditional inputs, Smart Style could be a good way to try out different characters to see what they have to offer and what their combo routes can look like.


    A few members of our team did run into a potential glitch on the PC version with certain arcade sticks seemingly locking controls for a second or two after landing a counter hit both offline and online. We tested other sticks that didn’t have any problems, however, so we’re unsure as to how prevalent it could be.


    Hopefully this will be fixed in a patch at or close to release so that everyone can enjoy the game normally regardless of what controller they’re playing on.






    Playing online is where many users will be spending a majority of their time with the new Fatal Fury, so how does that part of the experience hold up?


    Well the game comes with rollback netcode and cross-platform play, which is pretty much standard now as it should be.


    There’s Ranked Match, Casual Match and Room Match options available to set up lobbies that work as you’d expect with quick search options for the former and the ability to wait in Training Mode.


    Room Matches can be a little clunky to get set up especially with the need to use long room codes and friend codes to get things going, but in them you can get up to 12 players and six different matches going at the same time.


    You can even set which battle stations are meant for regular fights and those that can be used for online training, which is a nice touch, but you cannot spectate a match once it’s already started.


    We weren’t able to get in a ton of matches against many opponents during the review process, but from what we tested of the netcode, it was quite good — though not on the same level as Street Fighter 6.


    From the Midwest to the East and West coast, the matches were completely playable, and even further, Midwest to Sweden on a two-bar connection was almost totally fine with only a few instances of slowdown.


    There is information included at the top of the screen to not only show your ping to your opponent, but also the rollback and delay frames, which is nice to see.




    City of the Wolves also features a Clone mode where you can battle against the AI ghost of your own characters, other players’ characters and even those of the SNK staff.


    Clones are supposed to learn from how you fight in online matches as well as how others battle by downloading their replay data.


    We weren’t able to test much with the feature, but Clones did seem to copy our moves and setups decently though they’d sometimes whiff moves at a distance too, which could have come from our connection tests.


    Overall, we were quite pleased with Fatal Fury’s online performance, however, we don’t yet know how the matchmaking search feature will be holding up since release since the betas did have some issues there.


    • Gorgeous aesthetic which feels like a ’90s comic book come to life, perfectly complementing the nostalgic 1990s setting which Fatal Fury is based on.

    • Story beats feel very faithful to Fatal Fury’s legacy and picks up right where the previous installment left off without any notable hiccups.

    • Extremely fluid gameplay which feels filled with a variety of strong options on both offense and defense.

    • High variation in roster with lots of different gameplay niches covered meaning there’s likely to be something for everyone.

    • Rollback netcode holds up well even across long distances and definitely feels very solid and up to par with most modern fighting games.

    • Many customization options with almost 500 music tracks to choose from in the Jukebox as well as a full Color Edit for each character, letting you express yourself to a high degree.

    • Episodes of South Town is a fairly repetitive experience which, while nice, doesn’t offer very much replay value or very interesting story content.

    • Room matches online can be a bit clunky to set up, though they don’t have any particular problems once you get through the hurdles of getting people into the lobby.

    • Menus and user interface functions can be somewhat confusing at first and take a bit of time to get used to.






    We reviewed Fatal Fury: City of the Wolves on PC (Steam), PlayStation 5 and PlayStation 4 Pro via copies provided to us by SNK. Contributions to this review were made by Nicholas “MajinTenshinhan” Taylor and Dakota “DarkHorse” Hills.


    Make sure to check out our moves section for Fatal Fury: City of the Wolves as well as our news section for the game where any future updates or information about SNK’s latest fighter will be posted.







    Source: Event Hubs

  • From conflicted young hero to ruthless warmongerer — the strange journey of Tekken’s protagonist Jin Kazama and the Devil Gene lore











    I already wrote a piece detailing the story trajectory of Tekken’s original protagonist Kazuya Mishima who has now spent many more games as an antagonist than the main character, but what about the person who took over the role of protagonist after him?






    I’m talking of course about his son, Jin Kazama, who took over the mantle as main character way back in Tekken 3 and has largely stayed in that role all the way through Tekken 8, though it’s hard to say there haven’t been some bumps in the road. What exactly is the deal with Jin’s story in the Tekken series… especially Tekken 6? Let’s just say, if you know, you know…









    Jin’s story starts out fairly standard, with Kazuya presumed dead after the 17-year timeskip preceding Tekken 3 he is introduced as the child of Kazuya Mishima and Jun Kazama, two characters who had now been removed from the franchise, although his grandfather and Kazuya’s original antagonist Heihachi Mishima was still alive and well.


    Heihachi, who clearly wasn’t satisfied with only receiving the “worst father of the year” award decided to go for the “worst grandfather of the year” prize as well by targeting his grandson Jin Mishima, fearing that he had the Devil Gene within him much like his father Kazuya did.




    His fears turned out to be correct — although Heihachi attempted to kill Jin by shooting him in the head, his devil form awoke and smashed Heihachi through a wall before departing.


    After the events of Tekken 3, Jin worked on distancing himself from the Devil form within him and from the Mishima bloodline as a whole, but after hearing of a new The King of Iron Fist tournament happening, he decided to participate to take down his grandfather and end the Mishima bloodline once and for all. Still a fairly valiant goal, given all that we know about Heihachi and the Mishimas in general.


    Jin would end up getting a lot more than he bargained for, though, as it turned out Kazuya Mishima was still alive. Rather than a tearful reunion between father and son, Kazuya was instead plotting to steal Jin’s Devil energy for himself, though it backfired when Jin’s Devil Form awoke once more and he defeated both Kazuya and Heihachi one after the other.


    Before finishing their lives he was stopped by a vision of his mother, Jun, who had raised him for the early days of his life and he still had vivid memories of. His humanity took control and he stepped away from killing his family members, instead leaving them merely defeated.


    Once Tekken 5 rolled around, the Mishima storyline became all more convoluted as it turned out that Heihachi’s father, that is to say Jin’s great grandfather, Jinpachi Mishima was actually still alive and had an evil entity possessing him which… was apparently entirely separated from the Devil Gene, since it would later be established that it came from Heihachi’s wife’s side of the family (sounds like a retcon to me, but who am I to judge).


    Jinpachi wished to be defeated before he got entirely possessed by the evil aura around him and Jin did defeat him, earning his place as the leader of the Mishima Zaibatsu in the process which leads directly into Tekken 6.




    This is where things get… weird. In case you didn’t think they already were, you know…


    In Tekken 6, despite being propped up as a force of good and going against the Mishima bloodline, Jin instead seemed to completely embrace the war-hungry nature we had already seen possessed by Heihachi and Kazuya before him.


    The in-story explanation for Jin’s sudden heel turn may have made some kind of sense at the time of Tekken 6, but with the power of hindsight it really… doesn’t add up at all. See, the main villain of Tekken 6, Azazel, was claimed to be the origin of the Devil Gene and had been telepathically communicating with Jin, wishing to be released onto the world.


    Jin, with his eternal savior complex, believed Azazel’s words that he would be resurrected if the world was struck by great calamity and negativity, which led Jin to believe that reviving Azazel and defeating him once and for all to eliminate him entirely was the right play. So… Jin bombed a bunch of people and caused strife and war all across the world.


    Obviously, these acts were not very heroic and they are difficult to justify even with the caveat that Jin actually did defeat Azazel after reviving him and once Tekken 7 comes around, they are even more difficult to justify.


    In Tekken 7, Jin himself takes a backseat since the main focus is on the continued animosity between Kazuya and Heihachi (and was meant to end things between them for good until, well… you know…), but a different character has massive implications for his character arc and his actions from Tekken 6.


    Tekken 7 features Kazuya’s own mother, Kazumi Mishima, who Heihachi kills with his own hands in a flashback sequence and the reason he kills her is because she possesses the Devil Gene, something that as far as I’m aware was not stated at any point before Tekken 7. Thus, it is heavily implied that the Devil Gene had been inherited by Kazuya from his mother who would then later pass it on to Jin.




    This doesn’t just make Jinpachi’s presence in Tekken 5 strange (I’m not sure that they ever explicitly say he’s possessed by the Devil Gene, but just having a random different evil entity impeding on this family seems… strange, to say the least), it also makes the entire narrative around Azazel which was meant to justify Jin’s horrific actions entirely untrue.


    The reason stated for Jin to want to revive Azazel from the start was to rid the world of the Devil Gene by killing the origin of it. Well, he beat Azazel and the Devil Gene went nowhere, so that didn’t work. So how exactly do you justify all the chaos that Jin caused in Tekken 6? Well, honestly… I’m not sure that you can.


    Despite this, Jin is presented once more as the main protagonist in Tekken 8 and the game centers around his quest to defeat Kazuya once and for all, which is noble and all considering all the evil Kazuya has done, but after Tekken 6’s events Jin isn’t much better himself.


    He ends up not really being held accountable by anyone for what he did in Tekken 6 and while Azazel does still have some story presence by being sealed within Zafina’s arm and making a brief appearance to awaken Kazuya’s Devil Form, his connection to them having the Devil Gene at all seems fairly dubious.


    Even if everything set up in Tekken 6 about Azazel is true, Jin’s actions can best be described as reckless and still led to massive loss of life, including the death of Tekken 6 newcomer Miguel’s sister who conveniently is not part of the Tekken 8 roster so that he can’t remind everyone that Jin killed a bunch of innocent people.


    Once Tekken 8 wraps up, Jin has finally defeated Kazuya and the presence of Jun, who seems to have finally woken up from her long slumber, appears to have healed both the father and son of their Devil Gene affliction.


    Of course, the Devil Gene still isn’t gone because after that we see that Reina also has such a form, making the whole business even more convoluted since she’s clearly far too young to be Kazumi’s daughter, thereby making it seem like her father Heihachi had some kind of strange affinity for targeting specifically Devil Gene-infected women to procreate with.


    To sum it all up, Jin’s story as the Tekken franchise’s most frequent protagonist is intricately tied to that of the Devil Gene and it’s influence over the Mishima bloodline. The problem is that the Devil Gene itself has become far too convoluted to really pin down where it even comes from and it seems to just get more confusing with each game.




    It wasn’t even until Tekken 4 that the Devil Gene itself was brought up at all, previously being more referred to as an actual demonic possession stemming from Kazuya’s hatred of his father after what Heihachi had put him through, so it’s been retconned at least once and given its history, probably a few more times after that.


    Whatever the case, Jin Kazama is seen by most as the main face of Tekken and he will likely remain so in the future as well. But the actions he’s taken throughout the series, or more specifically Tekken 6, really do not fit that of a traditional protagonist.


    That in itself is fine, especially since we already saw Kazuya go from a protagonist to an antagonist before his son, but the fact that the characters in the Tekken universe are kind of just glossing over Jin’s war crimes is… just kind of weird.







    Source: Event Hubs

  • City of the Wolves for Xbox, recommends disabling crossplay until update



    Early access times listed








    When playing crossplay network matches on Xbox Series X or S against other platforms, desyncs may occur in Fatal Fury: City of the Wolves, SNK relayed today. This is due to a delay in the update being made available for the Xbox store.






    The solution, until the update is put in place, is to turn off crossplay network matches so that desyncs will not occur during gameplay.









    An updated version of Fatal Fury: City of the Wolves is expected to launch for Xbox Series X and S platforms, so this issue should be going away in the future.




    Fatal Fury: City of the Wolves early access times start as follows:


    PlayStation 4/5/Xbox Series X|S:

    – Early access will begin for these platforms on April 21, 2025 at midnight in your region’s local time.

    *Since this follows your region’s local time, not all players will gain access at the same time.


    Steam/Epic Games Store:

    – Early access will begin for these platforms on April 21, 2025 at 12:00 a.m. PDT

    – April 21, 2025 at 7:00 AM UTC everywhere else.


    You can find our full move listing for Fatal Fury: City of the Wolves and a news section for the franchise as well. We’ll also be launching our review at the same time early access is available to players.







    Source: Event Hubs