Category: Entertainment & Lifestyle

  • Here’s how to unlock the secret Jeice and Burter story path in Dragon Ball: Sparking Zero











    One of the coolest features in Bandai Namco’s new Dragon Ball: Sparking Zero is an all new level of player influence on Dragon Ball story lines. Yes, you get to relive the iconic moments and intense battles we all know and love, but you can also change certain outcomes and switch up the narrative to sometimes surprising degrees.






    Woven into this customization potential are secret story paths that can only be accessed if players meet particular criteria during certain fights. One such secret path that has many players scratching their heads trying to find involves The Ginyu Force’s Jeice and Burter, and IGN has a quick informative video to show you how to find it.









    During Goku’s clash on Namek with the Ginyu Force, you’ll eventually be involved in a duel with both Jeice and Burter. While this was traditionally a two on one in the anime, Sparking Zero breaks it into two distinct fights, the first of which is against Jeice.


    If you simply defeat the weaker Ginyu warrior, he’ll proceed to tag in Burter and the story will progress in its usual way. If you deflect one of Jeice’s Crusher Ball special projectiles back at him, you’ll surprise him to the point that he’s no longer confident in continuing the battle.


    To do this, build up two stacks of Skill Gauge and wait for your opponent to hurl a Crusher Ball in your direction. Simply hold the deflect button (Circle for PlayStation, B on Xbox) and you’ll meet the necessary criteria to check out the hidden story path.


    Interestingly enough, if you navigate to the mission’s objectives page “Defeat Jeice without deflecting a Crusher Ball” is an alternate objective, which seems to be something of an anti-hint in terms of direction players to the secret.


    In any case, depending on how you finish the bout, you’ll get different following scenes. In the source material Goku ends this fight without much issue and somewhat memorably poses with Burter’s beaten body hoisted above his head with one arm. You can get this image or an alternate one with Jeice in his place if you don’t perform the reflect.


    Check out IGN’s full instructional video below and let us know how much fun you’re having with Sparking Zero in the comments section.











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  • Bandai Namco cutting staff and canceling games including with Nintendo but what does that mean for Tekken 8 and Smash Bros.?











    This has been a rough year for the video game industry as a whole with thousands of jobs lost and projects abandoned, which now includes one of the largest developers and publishers in Japan.






    Bandai Namco has reportedly canceled multiple titles amid financial troubles, including one working with Nintendo, and potentially cutting hundreds of jobs at the studio.









    While there were no specific game titles given, the report from Bloomberg claims Bandai Namco shut down projects involving One Piece and Naruto.


    On top of that, there was also said to be a game commissioned by Nintendo canceled as well after the companies have previously worked together on Super Smash Bros. Ultimate, Pokkén Tournament, New Pokémon Snap and Mario Kart 8 Deluxe.


    It’s not stated if these were console or mobile related projects, but hopefully we won’t learn that Luffy and / or Naruto were supposed to receive a traditional fighting game, which is no longer happening.


    This report also claims Bamco has moved around 200 of its 1,300 development staff to “expulsion rooms” where employees are pressured to resign while being given no work tasks or projects.


    Expulsion rooms are used as a tactic by some Japanese companies to cut staff due to the country’s stricter labor laws making it difficult to lay off workers.


    Bandai Namco denies these claims and responded they need time to assign developers to new projects and are not pressuring people to leave.


    This does raise some new questions as well about what the future support for Tekken 8 is going to look like after that game has also faced its own recent controversies.


    User reviews for Tekken 8 have dropped to “Mostly Negative” following growing frustrations regarding its monetization methods including the handling of its new stage.


    Bamco also received pushback from the community for disqualifying a young player from a Tekken World Tour event who made top 8 because players from China weren’t technically allowed to participate in the circuit.


    The company attempted to amend the situation after by apologizing, expanding their rules and inviting the player to the TWT Last Chance Qualifier.


    Longtime Tekken Director Katsuhiro Harada has also made statements alluding to potential disconnects between the development and publishing sides of Bandai Namco that is impacting how the game is marketed and sold — which he says he is trying to address.


    Although it appears his apology has now been deleted from social media.


    Given that Tekken 8 sold 2 million copies in its first month and continued to chart for multiple months after, the game is likely being regarded as a success at Bamco and is in no immediate danger of facing major cutbacks.


    If this situation of financial troubles continues, however, there could come a time when the Tekken Project team does take some hits, which may impact support down the line.


    As for Super Smash Bros., we would bet good money that is not the axed Nintendo project considering Ultimate was an unimaginable success having sold almost 35 million copies to date.


    There have been signs that a new Smash project may be in the works, including an update to Ultimate, and with their experience / relationship, Namco would likely be first in line to help develop a new entry too.


    It does make us wonder, though, what that Nintendo project was.


    Although they’ve had 21 billion yen ($141 million USD) in writedowns to cut costs this year, Bandai Namco is making some serious cash right now.



    Dragon Ball: Sparking Zero managed to sell 3 million copies worldwide in just 24 hours and break the concurrent player record for any premium fighter on PC.


    The fighting game portions of Bandai Namco should fare okay for the time being, but it’s something we’ll continue to monitor over the following financial quarters to see what the future is looking like at the studio.









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  • Akira Toriyama, creator of Dragon Ball, inducted into prestigious comic Hall of Fame











    The name of legendary manga artist Akira Toriyama has been added to the Harvey Awards Hall of Fame, one of the most prestigious honors throughout the comic book industry.






    This will be publicly celebrated via the Harvey Awards ceremony at New York Comic Con on Friday, Oct 18, and comes with timing complimentary to the resounding success Dragon Ball: Sparking Zero is seeing here in its inaugural week.









    The Harvey Awards have been around for some 36 years now and are named after the cartoonist behind Mad magazine, Harvey Kurtzman. The event offers special honors to authors and artists across textual mediums, and is inducting five figures into its Hall of Fame this year.


    Toriyama, who passed away earlier in 2024 at the age of 68, will be joined by the likes of Arthur Adams (Uncanny X-Men and Excalibur), Sergio Aragones (Mad magazine and Groo the Wanderer), John Buscema (Marvel), and Larry Hama (G.I. Joe).


    Though they’ve been running for over three decades now, the Harvey Awards only somewhat recently added a “Best Manga” category to their list of honors. Before 2018 content like Dragon Ball would have had its best chances in the “Best American Edition of Foreign Material” category, which goes to show how much the event has broadened horizons in recent times.


    With a title like “The Father of Shonen Anime,” there’s no question about the gravity of Akira Toriyama’s influence across popular culture. Though his start was in manga, the potency of his characters and narratives was such that it spilled out globally across anime, film, television, video games, and other major mediums.


    Indeed the manga artist touched countless international fans during his 45 year career, which is why the world reacted to his passing back in early March. A 360-foot Peruvian mural is one such display of tribute that reflects global appreciation for Toriyama’s work, with the latest coming this Friday at New York Comic Con.







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  • Cyrax, Sektor, and Noob Saibot now available for individual purchase in Mortal Kombat 1: Khaos Reigns











    Cyrax, Sektor, and Noob Saibot can be individually purchased as DLC characters for Mortal Kombat 1: Khaos Reigns starting today. For those that might not be interested in the Khaos Reigns story expansion, each of these fighters can be picked up for $7.99.






    Previously, these three were only available as part of the Khaos Reigns Expansion purchase, which was being priced at $49.99. Ghostface, the T-1000, and Conan the Barbarian will become available at later dates.









    For those that have already purchased the Khaos Reigns Expansion or Bundle, there will be no need to purchase Cyrax, Sektor, or Noob Saibot as they have already been available. Additionally, these players will get access to the aforementioned guest characters at no additional cost.


    However, from our own experience with playing Khaos Reigns story expansion during our review, we previously recommended going for the individual character purchases since the story itself felt like a weak entry in NetherRealm Studios’ lineup. Of course, the characters themselves feel really strong and unique within the Mortal Kombat 1 roster.


    As of right now, there does not appear to be a “Kombat Pack 2” bundle that includes just the DLC characters. Understanding that each new fighter will cost $7.99, this means that buying all six of the characters individually will total around $47.94, which is only $2.05 less than the Khaos Reigns Expansion purchase.


    Needless to say, it might actually be better to just get the Khaos Reigns Expansion anyhow. Oddly, the Khaos Reigns story by itself is currently not available to purchase, so it’s difficult to really gauge its value.


    Something worth noting is that it’s been reported that Sektor and Noob Saibot are not available to purchase in certain regions. This is apparently a bug and should be resolved at some point.










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  • Sparking Zero surpasses 3 million sales worldwide in just 24 hours after release











    Dragon Ball: Sparking Zero was released on October 11, 2024 with 182 characters in its starting roster. As it turns out, the game has been incredibly successful in the short window of its release.






    According to Bandai Namco, Dragon Ball: Sparking Zero was able to achieve over 3 million sales worldwide within just 24 hours. Needless to say, Dragon Ball: Sparking series looks like it will have quite the future.









    For comparisons sake, it took about seven months for Street Fighter 6 to report 3 million sales after it was released. Meanwhile, Mortal Kombat 1 reportedly hit almost 3 million sales in a month and three weeks.


    Of course, we’ve already been seeing signs of Dragon Ball: Sparking Zero’s massive success. We recently took notice of the fact that Dragon Ball: Sparking Zero had surpassed every other fighting game (except MultiVersus) in terms of peak concurrent players on Steam.


    Upon the game’s full release, Dragon Ball: Sparking Zero was able to achieve 122,554 concurrent players as its peak according to SteamDB. This is nearly triple the numbers that Dragon Ball FighterZ was able to achieve throughout its lifetime.


    With this success in mind, this means that Dragon Ball: Sparking Zero will likely receive tons of post-launch support from the developers. We also probably won’t have to wait another 17 years for a sequel or follow up within the series.


    Just how much will Dragon Ball: Sparking Zero sale throughout its lifetime? We’ll just have to keep watching to find out.







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  • Sparking Zero including Sean Schemmel, Christopher Sabat, and Matthew Mercer











    Dragon Ball: Sparking Zero has been available to the public for a full weekend now as fans from multiple generations are living the Dragon Ball experience like never before.






    With 182 characters to start with (we have a few hunches as to who might be coming as DLC) there’s a massive voice cast behind the game. Meet the Voice Actors has put together a quick video offering side by sides of many of these actors and their respective characters.









    The bulk of Sparking Zero voices probably fall under just two names: Sean Schemmel and Christopher Sabat. These two voice Goku and Vegeta, respectively, along with most of their variations. While Schemmel has plenty of Gokus to voice, Sabat gets all the Vegetas plus a handful of others including the likes of Piccolo, Yamcha, Shenron, Zarbon, Recoome, and a few non-playable figures.


    While these two are easily the most recognizable faces and voices when it comes to Dragon Ball, there are a few other actors you may recognize from around the fighting game genre.


    Kyle Herbert, the voice behind adult Gohans, has provided the pipes for Street Fighter’s Ryu since beginning back in 2009 with Street Fighter 4. Herbert has played Ryu in all Street Fighter games since, the Marvel vs. Capcom entries, and even in the Wreck it Ralph films.


    Matthew Mercer, the man behind Hit, is also one of the more prominent figures of the bunch. Mercer voiced Fei-Long in Street Fighter 4, Zato-1 in Guilty Gear Xrd, Chrom in Super Smash Bros. Ultimate, Deadshot in Injustice 2, Stryker in Mortal Kombat since 2011, and is the Dungeon Master for Critical Role.


    Check out the full video below to see if you recognize any particular faces and share them in the comments afterwards.




    We’d also like to extend a nod to the late Frieza voice actor Chris Ayres, who passed away at the age of 56 back in 2021. We may as well offer a nod to the man behind it all, the late Akira Toriyama, who passed away earlier this year at age 68.







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  • Bayonetta Designer reveals unused early concept art for Reina and even cosplays the Tekken 8 character for her birthday



    Plus some cool insights through the whole rough draft process for her designs








    Reina has certainly been the standout addition of Tekken 8’s few newcomers thus far, and at least a decent part of that is tied to her overall aesthetics.






    Bayonetta’s famous character designer Mari Shimazaki was the one tasked with designing Reina for Tekken 8 as well, and she recently posted some very interesting looks at her process, iterations and unused early concepts for the fiery fighter.









    Shimazaki recently posted had received an official Reina blouson from the Tekken team, so she uploaded some photos of her wearing it on Reina’s birthday, October 13.


    Moreover she promised to share the rough drafts for the character’s design from start to completion as part of the celebration too, and she certainly delivered.


    Perhaps the most interesting pieces come on the first page where Shimazaki reveals six of Reina’s first draft concept art that wasn’t used in the full game.



    She’s still recognizable at a glance, however, this initial version of Reina apparently featured floral tattoos that ran from her heck all the way down her leg.


    We also get to see her in a black and red school dress with a slightly different hair style as well as multiple different jacket ideas along with some unique pants and tops too.


    The second draft starts looking much more like the Reina we’d all come to know with the added focus of purple, but even then she tried out a bunch of different fashionable outfits into the third and the fourth takes on honing in on the design.


    It’s a cool part of the game development process we typically don’t get to see though it is a bit of a shame still to see how much had to be scrapped to get where they ended up.


    On top of all that, Shimazaki also shared more detailed breakdowns for all four draft phases in both English and Japanese to provide fans even more insight.


    “By the way, the first draft I drew is usually scrapped,” wrote Shimazaki. The things I drew while I was testing my brain often had the essence I was aiming for, but they didn’t fit the plan. So in my case, they were almost all scrapped. But the ‘impression’ I wanted often didn’t change from what I had in mind at first.


    “Well, I was asked to create a cool and mysterious atmosphere and to have a dual personality, so I used two colors, purple and black. I made it asymmetrical to create that atmosphere.


    “In my case, I start with the colors as part of the design, so the key colors are usually decided at the very beginning.


    “The oversized silhouette was well received, so this time I’ll draw some variations of it. At the time of the design, I hadn’t decided whether to express Reina’s dual personality with one outfit or by changing the way she dressed, so I drew some variations as well. In the main game, this is ultimately covered by one outfit.


    “I got bored midway through and tried drawing a mini length that wasn’t in the order.


    “When trying to get to the heart of one image, I often don’t make much progress if I keep drawing the same thing, so I try drawing whatever comes to mind each time.”






    Reina early concept art image #1

    Reina early concept art image #2

    Reina early concept art image #3

    Reina early concept art image #4

    Reina early concept art image #5

    Click images for larger versions


    And that’s just what she had to say about the first draft process, so there’s a lot more she goes into as the design progresses towards the final product.


    As she noted, Shimazaki was also tasked with designing Jun’s new costume for her big return to the series in Tekken 8 as well as Asuka, which seems to have gone over well with fans too.


    The Bayonetta designer previously showed off concept art for Reina, Jun and Asuka that are different than the ones here.


    Let us know which version of Reina from the drafting process was your favorite in the comments below.










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  • Counting down the 10 worst Marvel vs. Capcom characters according to the ‘interesting’ opinions of WatchMojo











    The Marvel vs. Capcom franchise is one of the most beloved in all the fighting game genre, and with six rosters worth of characters across 30 years, you know you’re going to have some dud characters.






    MojoPlays has undertaken the task of sifting through all rosters to tease out the 10 worst single characters across them all. Continue on to see who made the list.









    It’s more than likely this was all inspired by some recent retro game play thanks to September release of Marvel vs. Capcom Fighting Collection: Arcade Classics, and, to be clear, this countdown if specifically focusing on characters who Mojo Plays feels are the weakest in terms of in-game ability.


    Since the Marvel vs. Capcom series is team-based, there’s an extra component that goes into making a character truly bad. A particular roster member may not be the most effective fighter when on point, but there’s always the chance that they have an assist that pairs effectively with certain teammates.


    With this in mind, characters who wind up on a bottom 10 list are likely going to be bad both as standard and assist characters. In fact, the video clarifies that this is a list of characters “no one wants on their team.”


    You may already have a few names bouncing around in your head if you’ve played a Marvel vs. Capcom or two in your day, and we’d love to hear what you think of Mojo Plays’ countdown after you watch.


    Are there worse fighters than the 10 listed, or did they nail the lowest tiers across the franchise? Let us know whom you’d replace with whom in the comments.









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  • FEMA Exposed, Professor Fired, ISIS Plot Unveiled, and Democrat Jailed

    Between hurricanes devastating parts of the country and incompetence in our current leaders, you’d think I have my hands full.

    But you’d be surprised! This week, I broke scoop after scoop, exposing everything from government corruption and woke institutions.

    At the beginning of the week, I exposed FEMA for their rampant spending on COVID-19 aid in September 2024, years after the end of the pandemic. While Americans are struggling for hurricane relief, FEMA spent nearly $4 billion on COVID aid.

    Image

    The mainstream media is doing everything it can to cover up the misuse of FEMA funds and deflect criticism away from Kamala and her administration.

    Speaking of Kamala…

    I reported on an insane video from inside the University of Kansas showing a professor who suggested that men who won’t vote for a female presidential candidate should be “lined up and shot.”

    Within hours of my report on the video, the university announced that the professor was being placed on leave. Kansas Senator Marshall subsequently announced that the professor was no longer employed at KU.

    But the stories surrounding schools only got worse.

    On Wednesday, I broke a major story revealing that an Afghan National, who was arrested for planning an ISIS-style terrorist attack, had a co-conspirator INSIDE an Oklahoma public school.

    Not only do we have to worry about terrorist threats from abroad, we now have to worry about them infiltrating our own school systems!

    However, it’s not just terrorists getting caught committing crimes but Democrats too.

    Just today, I exposed Lowell Simon, the Democrat Party Chair in Moore County, NC after he was arrested for stealing Trump signs.

    In 2022, he blasted Republicans and claimed they were “cheating” and violating the law because they were “taking down” signs. Well, I guess he was the cheater all along.

    Even though the week came to an end, the corruption won’t.

    With your support, I will continue shedding light on the failures of government organizations. I will call out far-left teachers when they threaten the lives of others. I will expose the plans of radical terrorists who seek to infiltrate our children’s schools. Together, we will make a difference!

    Have a great weekend and I’ll see you next week!

    -Chaya

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  • Blazing Strike Review – No shortage of gameplay depth and charm but severely lacking everything else











    After their crowdfunding campaign back in 2019 and slow teases in the years since, there’s a new fighting game finally arriving on the scene that attempts to recapture the magic of the arcade era.






    Blazing Strike from RareBreed Makes Games and Aksys Games is set to launch on October 17 for the PlayStation 5, PlayStation 4, Nintendo Switch and PC. Does the retro-styled 2D fighter live up to the years-long wait or fall short of its lofty ambitions?









    Blazing Strike is very clearly inspired by the arcade greats of the late ’90s and early 2000’s including Street Fighter 3: Third Strike and Garou: Mark of the Wolves, but there’s certainly one major difference between those and this project that makes it stand out.


    A solo developer in Mark Minkyu Chung handled seemingly the majority of the game’s creation all by himself. That includes the programming, character designs, art direction, animation and story though he did have assistance on netcode, illustrations, cleaning up the sprites and sound at least.


    So this whole project and game world feels like Chung’s baby that he’s poured years into building from the ground up, which has its own special charms, but also shows some clear limitations on what a single person can do even with some help.


    Most of the focus on Blazing Strike was put into the gameplay and character sprites, but as a result, the other aspects of the game remain barebones, rough around the edges or seemingly even unfinished.


    In many ways, it does feel like a fighting game that could have released in 2000 with some more modern character designs. That both helps and is a detriment to the title, which definitely doesn’t stand up to the polish the classics that Capcom and SNK brought to the table.


    This is basically the definition of a mixed bag, and it’s a bit wild the game is being priced at $40 USD at launch.







    Blazing Strike is a 2D fighting game with retro-style character and background sprites that seeks to invoke nostalgia for the arcade days while bringing something new to the table though much of it feels like a “greatest hits” of what came over 20 years ago.


    The game launches with 14 characters (and maybe a few more for beating the Story mode) with a nice range of archetypes and aesthetics that many fighting game fans should be able to latch on to at least one of them.


    You’ve got a pink Mad Max girl with Sol Badguy’s sword, a blind techno snake charmer that feels like a mix of Street Fighter’s Rose and JP, SNK’s Ralf with a Dragon Install, Taekwondo Cammy lookalike, a giant grappler wearing a tiger’s pelt, cyber ninjas, a Yakuza guy with an absurd jump-back fireball, your semi-typical Shoto and more.


    That’s combined with 11 stages to pick from as well though two are locked away at the beginning, so there’s more playable content than what you’d expect from a mostly solo endeavor though that doesn’t necessarily work in the game’s favor.


    We’re never one to call for less content, but it does feel like if maybe the game’s scope was scaled down to maybe 10 characters, the overall experience would feel more polished and fleshed out.


    Characters themselves are nicely detailed in the sprites and were given the Street Fighter 3 treatment of giving their costumes added movement animations, which is impressive, though actual attack animations range from very cool to looking a bit off.


    Most of this game’s appeal is going to come down to how much the core gameplay and expanded mechanics interest you because there’s not a whole lot else going on otherwise.


    So let’s start off with the more positive aspects of this new title.








    At the surface level, Blazing Strike does feel fairly similar to SF3 and Garou in how basic combos may only involve 2–3 normals into a special and then maybe a Super in this 4–button fighting game, but the true depth lies in its involved system.


    Rush is the main mechanic that powers the game in some very similar ways to the Drive Gauge in Street Fighter 6 while being used for even more capabilities to the point you’re going to be holding down the designated button (R1/RB by default) for a large amount of matches.


    It’s designated by the meter above the health bar for each character and drains constantly while being held down. At the very basics, Rush is how you perform dashes / runs, back dashes and super jumps. There is no manual forward, forward dashes in this game, which can certainly take some getting used to if you haven’t already experienced a different game with a dash macro like Guilty Gear Strive.


    Beyond that, however, is where the real meat in the gameplay lies as holding down Rush also allows you to use Rush Attacks that act like up to 3–hit auto combos and very useful. Most characters also have an EX normal and / or special that can be used with Rush as well to add more powerful effects to moves like additional hits, ground bounces and wall bounces for much more combo possibilities.


    What’s probably going to be the most important aspect about Rush on offense, however, is how it can be used like a fast Roman Cancel or dash cancel that allows you to link together attacks that normally wouldn’t be possible like two heavy normals and carry on from there.


    It seems there’s two ways to do this between holding Rush from the start of the first attack to immediately cancel into the next or pressing forward plus Rush on the first hit to do the dash cancel to access some different links that are stricter to pull off.


    Because of this, we were able to find a fairly simple infinite loop with Shinsuke that can touch of death in the corner basically just linking his heavy punch into itself over and over, so there’s probably more whacky stuff to be found among the cast.


    The game did feel a bit limited and stiff at the start, but after a few hours and coming to understand the mechanics, we found ourselves having much more fun and seeing open doors into open doors for interactions the Rush systems make possible.




    You can also activate Blazing Rush once per round that gives you an unlimited amount of Rush to use as you please for around 10 seconds, but then it won’t recharge for the rest of the round.







    Each character also has a unique Rush Ability by pressing the button twice that does very different things across the roster. Pink refills her fire charges, MJ gets an overhead and Mochizuki gets a directional teleport, but we still don’t know what all of them do because there’s a pretty significant issue with learning the game.


    Almost none of this information is found in the game itself. There is no tutorial, character guides or even in-game definitions about what these mechanics are or how they work beyond the character move lists, which still doesn’t cover a lot.


    Yes, a classic arcade fighter doesn’t tell you all this either usually, but this is a new game in 2024 with an integral mechanic that can be used in a dozen different ways that you are not likely to figure out yourself right away or at all without seeing someone else more experienced play because the computer fighters don’t use them much either. Many of them aren’t mentioned anywhere to even know they exist.


    After a few hours with the game, I had no idea Blazing Strike had SF3-styled parries by pressing forward before getting hit by an attack until I watched an official stream for a while.


    There’s another way to use Rush defensively as well with the Rush Parry, which works more like a combo breaker and has the chance to break the game if it’s not balanced properly.


    While getting hit by a Rush Attack or normal in a combo, you can press forward and Rush to try and counter it. Doing so at the right time breaks the combo and freezes the opponent for a second, leaving them open for a punish.


    It feels very powerful at the surface because you can essentially punish the opponent for hitting you. You are draining your Rush while attempting this, and it can be baited and punished at higher levels though we get the feeling Rush Parries could be very prominent in real matches.


    If you end up using up all your Rush meter, your character becomes temporarily dizzy, so you don’t want to overuse the mechanic all the time. We haven’t run into that being much of an issue so far, however, as it also refills very quickly when not in use.


    Controls


    Blazing Strike has fairly typical fighting game controls with motion inputs, but there’s still a few things here we wanted to touch upon too.


    The game feels mostly fine across both pad and arcade stick from our testing with a few odd quirks that may lead to some irritation.


    There are seemingly no quarter-circle forward motions in Blazing Strike because even moves that would traditionally use them like projectiles instead use half-circles. The game isn’t as strict with inputs as actual old-school fighters, but if it doesn’t register one of those five motion inputs, your special move is not coming out.


    We had initial issues with this on the d-pad where one of the diagonals may not fully register unless you really deliberately make sure to try and roll through them right (but also not too slowly). This was not really an issue on stick though.


    There’s also some weird inputs like one of Ryohei’s specials that requires a forward, back, forward motion that is also very awkward to hit consistently on pad.


    As for stick players, having to hold down the Rush button all the time with presumably your ring or pinky finger may not be the most comfortable either, so it could be a good idea to mess around with the button layout.









    Outside of the matches, Blazing Strike feels extremely basic, but at the same time trying not to fall apart.


    Menus feel like a bland version of Street Fighter 2, yet can also feel sluggish / unresponsive at times, leading you to press on the wrong option sometimes.


    Sound mixing is all over the place, and there’s some very badly compressed audio that’s used in a few places.


    The main menu sound effects, for example, sound as though they were ripped from a PlayStation or Gameboy Advance Mega Man game, but there’s a bad crackle sound whenever you move between options every time.


    As mentioned before, the character sprites look good in their idle stances and in motion generally with some exceptions, but darker stages can make it hard at times to follow the action depending on what the fighter is wearing.


    Most of the game’s music is decent, the gameplay sounds are typically good enough and the full artwork for character portraits look cool, but that’s about all of the good I have to say on that until we talk about the Story mode.


    We also noticed at least two instances where character move lists appeared to have erroneous inputs on a move.


    And there’s times where graphical layers do not display correctly or in the right place like combo hit counters continuing to appear over the move list screen.


    The back button option doesn’t appear to work either on the character select screen despite displaying one.


    On PC, there are no graphics or resolution settings whatsoever, and it doesn’t even seem to have a true fullscreen mode. You can get a borderless window by hitting ALT + Enter, but that’s it.


    I ran into seemingly random slowdowns / frame drops a few times, but not sure if it’s the game or my computer since Blazing Strike hardly takes up any resources at all.


    There is a handful of different filters you can put over the game for arcade cabinets and CRTs, which can look decent.










    Blazing Strike includes just over the bare minimum for fighting game features in basically any era, and while effort was clearly put into the Story, the other main modes fall well short of expectations.


    You’ve got access to Versus, Arcade, Story, Training, Online, and that’s it.




    Training Mode


    Besides having a hitbox display option, Blazing Strike has probably the worst Training options I’ve seen in a fighter for quite some time with features that are lacking, weird or apparently broken.


    You have to select all of your Training settings before getting to the character select screen and can’t change them without backing all the way out again. It doesn’t save your preferences the next time you enter either.


    Damage display doesn’t give you the numbers. It just allows the dummy’s health bar to decrease while being hit at all and takes a good few seconds to refill.


    The hit stun meter option appears to just do nothing at all.


    But at least there’s a limited record and playback feature?







    Arcade Mode



    Arcade offers next to nothing because matches just play out like typical Versus bouts except there’s random stage hazards included for some reason that left us very confused the first few times it happened.


    There’s no character intros, special dialogue or even endings. There’s not even a final boss despite there being two characters in Story that could certainly work as one.


    You just get a generic Congratulations screen at the end with all the character sprites, but at least there is a funny reference to the original Street Fighter.


    CPU opponents are way too easy. Even after bumping up the difficulty to the highest option, I still never even came close to losing a single round in multiple runs.


    And to make it even more pointless, the order of opponents appears to be the same no matter which character you pick or what difficulty you’re on.


    There’s a score total, but we don’t see anywhere that it keeps record of that once a run is done.









    Standing apart from the other main modes, Story does have some real work put into it that actually kept me interested for the most part in the total runtime that lasts around an hour and 30 minutes across five chapters.


    The start is slow but interesting with a mix of cosmic horror and biblical references setting up a world that was nearly destroyed by a being the people believed to be their God while being saved by his son, leading to a post-apocalyptic setting with cyberpunk aesthetics.


    Things mostly play out through visual novel style conversations with no voice acting, so prepare to do a lot of reading. The default text crawl is also way too slow, but you can speed it up.


    Motion comics and in-game scenes are cool when they appear, but they only last a handful of seconds each time. The visual variety and added artwork is appreciated though. Some of the layouts, however, can be a bit confusing at times as to what’s going on.


    You only get to play as like 4 characters across the whole story, which does help focus the scope, but leaves most of the characters with little to do or say. And that’s a bit disappointing since there’s nothing else for them in Arcade either.


    The major downside is there doesn’t appear to be a way to save your progress in Story, so either you beat it all in one sitting or start from the beginning and skip scenes to get back to where you were.









    During our review period, online servers were unavailable, so we’ve been unable to try out Blazing Strike’s rollback netcode as of yet. And there’s unsurprisingly no crossplay here.


    Currently, the Online mode only shows Quick Match and Lobby Play options, so the offerings here may well be fairly limited and barebones as well, especially if there’s no Ranked option.


    We’ll update this review with online impressions once the feature becomes available.










    Blazing Strike has left us feeling quite torn. The gameplay by itself started out as obtuse with zero teaching tools, but really started to grow on us once we learned the systems and saw what is possible across the multiple options in the the Rush mechanics.


    As a complete package, however, the game is lacking severely on basically every other front in terms of modes, features and polish.


    That makes it difficult to really recommend to anyone outside of those very dedicated players who want something that feels both old and new, to push the Rush mechanics to their limits, and fighting likeminded individuals for a multi-layered challenge.


    But that $40 price tag also just makes it hard to recommend for anyone in general for the content and features offered when it feels like a game that should probably cost you half of that.


    There was clearly a ton of work put into the characters and gameplay, so it’s just unfortunate that everything else around it either falls short or is a real detriment to the experience, especially in Training and Arcade.


    Updates could address a good number of these issues in the future, so hopefully Blazing Strike ends up in a better and cheaper place down the road because there is something fun at the core. It’s not getting off to a good start though.




    • Character designs are varied in looks and cover almost any archetype a player could want.

    • Pixel art on fighters are impressively detailed, especially being done by mostly one person.

    • Gameplay options are deep thanks to the many uses of the Rush mechanic.

    • Story Mode is good enough compared to the rest of the features.

    • Zero teaching tools to help players learn the multiple layers of mechanics at all.

    • Training Mode options lacking and poorly implemented.

    • Arcade Mode is almost pointless.

    • Lack of polish outside of matches.

    • Too expensive for what’s in the total package.








    Note: EventHubs was provided a review copy of Blazing Strike on PC for the purposes of this review.








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