Category: Entertainment & Lifestyle

  • Broski releases video detailing exactly what makes Ken strong in Street Fighter 6 and it might unintentionally convince you to play him











    Ken is… pretty good in Street Fighter 6. Regardless of what some Ken players might tell you, the fiery Shoto has some incredible tools in battle and has a lot of stats (both in usage and major tournament wins) that support the assertion that he is a strong character.






    Content creator / pro player Broski has released a new video that delves into explaining and analyzing exactly what makes Ken such a powerful character in Street Fighter 6 in hopes that it will further illuminate the situation and hopefully lead to him receiving significant nerfs at some point. However, this video might also unintentionally convince you to start playing Ken instead. You’ve been warned…









    Now, before you accuse Broski of doing the opposite of what the Ken players have been doing and up playing the fighter, know that there are some very important statistics that inspired the creation of his video.


    As Broski points out, in last year’s Capcom Cup there were a total of 8 Ken players qualified making him the second most represented character in the finals behind Luke’s whopping 10. This year, Ken is the #1 most represented in Capcom Cup with 9 of them qualified for the finals, and there’s a chance that more can still qualify before all of the spots in the event are filled.


    He then goes on to more closely analyze several of the tools that make Ken as strong as he is in Street Fighter 6 starting with his standing light kick. This 5 frame normal has amazing reach, can be hit confirmed from crouching light punch at ranges that most other characters can’t, with its only real downside being you can’t get a Drive Rush combo off of it regularly, though you can absolutely do so when it hits as a counter hit.


    More egregious, though, is medium kick Jinrai, which Broski demonstrates acts as a true blockstring when cancelled into from a standing heavy punch. The first hit of the Jinrai kick cannot be interrupted after st. HP on block, and the second hit (low) has very little counter play even going so far as Ken being able to retaliate with his own Drive Impact should the opponent try to use one of their own through the blockstring.


    You can and should check out Broski’s full breakdown of how strong Ken is in Street Fighter 6 right now, and if you end up switching to the fiery Shoto as a result… don’t blame the messenger.










    Source

  • The Nintendo Switch 2’s precise release date may have been leaked











    According to UAGNA, an Italian website, a “reliable source” that wished to remain anonymous is claiming that the Nintendo Switch 2 is set to be released on March 28, 2025. Considering that the Switch 2 has yet to even be showcased at this point, that’s much sooner than expected.






    More specifically, UAGNA is claiming that Nintendo intends to release first-party and third-party accessories that exclusively work for the Switch 2 on March 28, 2025. Since it wouldn’t make sense to simply release these accessories before the console itself, it’s been deduced that the console will also be releasing on that date.









    This seems to be lining up with other rumors that were suggesting that the Switch 2 was set to be revealed sometime in January and then released in late March. That’s a particularly short window between the reveal and release of a new console.


    For comparison, the Nintendo Switch was initially revealed on October 20, 2016 and then released worldwide on March 3, 2017. This gave Nintendo 134 days to build up hype for the hybrid console before actually making it available in retail.


    Nintendo President Shuntaro Furukawa has already told fans that the Switch successor was slated to be unveiled within this fiscal year, which spans through March 31, 2025. Assuming the rumor is the truth, it’s surprising to hear that the hybrid device is also set to become available within that window as well.


    Not many details surrounding the Switch successor have been officially announced, but we do know that it will feature backwards compatibility with the Switch. Of course, this does confirm many of the rumors that have been suggesting that the new device will be sporting the dock and handheld functionalities, just like with the previous device.


    One rumor suggests that the Switch 2 will utilize Nvidia’s DLSS upscaling technology to enhance graphics and performance. Though it’s expected that the Nintendo Switch 2’s specs will overall be less impressive than the PlayStation 5 and Xbox Series consoles, the implementation of DLSS will make these disadvantages more difficult to notice.


    The developers for Yooka-Replaylee dropped a not-so-subtle hint that the rerelease will be one of the first games available on the Switch 2. Ultimately, a trailer indicated quite clearly that the game is set to be released on the PlayStation 5, Xbox Series, and the PC, while only broadly stating that it’ll also be on the “Nintendo.”

    Masahiro Sakurai has also informed fans that he’s been working on a secret game project since April 2022. He was originally tasked with the creation of the game proposal around July 2021, when he was still working on the Kazuya Mishima and Sora DLC for Super Smash Bros. Ultimate.


    It’s particularly curious that Sakurai has apparently been working on this secret game project for a period that has spanned longer than the time it took to release Super Smash Bros. Ultimate’s first teaser trailer. As a result, it’s being speculated that Sakurai’s upcoming game is slated for the Switch 2 as well.


    Notably, Super Smash Bros. Ultimate recently crossed a new milestone by achieving over 35.14 million sales, marking it as the third best-selling title on the Switch after Animal Crossing: New Horizons (46.45 million units sold) and Mario Kart 8 Deluxe (64.27 million units sold).


    Needless to say, it would make sense from a business perspective for Nintendo to push for a new Super Smash Bros. entry on the upcoming console. It’s been something of a tradition for Nintendo to release a new iteration in the series for every console starting with the Nintendo 64 to push console sales.


    As of today, the Nintendo Switch has sold over 146.04 million units worldwide. This has placed the Switch as the third best-selling gaming device after the Nintendo DS (154.02 million units sold) and the PlayStation 2 (160 million units sold). Nintendo will likely want to continue gaining momentum brought on by the Switch.


    With all of this in mind, it’s very likely that Super Smash Bros. will make its way to the Switch 2 at some point. Considering that the new console will have backwards compatibility, GameCube controller support is also expected.


    Ultimately though, we won’t have to wait too much longer to know the validity of these sort of rumors. Nintendo has promised to reveal details about the Switch 2 within the next few months, so we’ll probably officially know the release date very soon.







    Source

  • Justin Wong calls Marvel vs. Capcom Infinite & Beyond’s new final boss the hardest fighting game boss of all time



    Watch him fight it and try his best to survive








    The Marvel vs. Capcom Infinite and Beyond mod is being played and explored by fans of the series everywhere right now, and the game’s new and improved final boss is quickly becoming the stuff of legends.






    This updated version of Ultron Omega was designed to be extremely difficult, and several content creators in the community (including Maximilian himself) have already attempted to defeat this monstrosity who the developers say was designed to be one of the hardest bosses in fighting game history. Well, MvCIB Ultron Omega’s latest victim is none other than fighting game and Marvel vs. Capcom series legend Justin Wong, who says flat out that the mod’s boss is the hardest fighting game boss of all time.









    “I think they created the hardest fighting game boss of all time,” Justin Wong says about Marvel vs. Capcom Infinite and Beyond’s Ultron Omega. So, what makes this fused villain so difficult exactly?


    For starters, Ultron Omega has two drone helpers out on the field at all times. They are constantly attacking the challenger and there are some instances where the big boss will move off screen and won’t be able to take damage until you defeat both drones at the same time.


    Ultron Omega also recovers health, so even if you’re doing well against it, you will also periodically lose progress when the boss heals itself. On top of that, Ultron Omega is also more aggressive, does a ton of damage, and has a ton of health, and the most common way people are challenging this boss right now (which is how the developers of the mod intended it to be) is with MvCIB’s Cross Frenzy mode.


    Cross Frenzy is a mode that puts both of your team’s fighters on screen at the same time (and the same for the opponent), and with this you’re put in control of both characters simultaneously as they perform the same inputs. As an example, if you hit heavy punch, both of your characters will perform a heavy punch at the same time.


    Justin Wong takes the first portion of his new Marvel vs. Capcom Infinite and Beyond video to work through the arcade mode with his Cross Frenzy team until he ultimately reaches the devastatingly difficult boss. From there, we get to witness a lot of pain, a lot of suffering, and some interesting teams and ideas for JWong’s attempt here.


    We won’t spoil anything, but you’ll definitely want to watch Justin Wong’s video below for the surprising ending.









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  • Capcom showcases new artwork for Mai Shiranui to celebrate the start of the next year



    Brief mention for Elena as well








    In celebration of the end of 2024 and the start of 2025, Capcom has released some new artwork featuring SNK’s Mai Shiranui. Notably, the fighter is slated to be released as the next DLC character in Street Fighter 6.






    Near the end of the last teaser trailer, it was declared that Mai Shiranui would be released in Winter 2025 (around January, February, or March). This artwork is intended to provide yet another teaser at her eventual arrival.









    In the Tweet, Capcom also made a brief mention of Elena, another character set to be released in Season 2 of Street Fighter 6. She’ll become available at some point in Spring 2025.


    “Happy New Year!” said Capcom in their Tweet according to Google Translate. “This year, in addition to Mai and Elena’s participation in Street Fighter 6, we will also be bringing you lots of exciting events such as Capcom Cup 11 and Street Fighter League.”


    Though we’ve yet to see any actual gameplay for Mai in Street Fighter 6, the trailer gave the impression that she’ll be sporting a lot of the moves that we’ve come to expect from the character based on playing her from other games. Just like Terry Bogard, Capcom is seemingly going all out with the references.


    Here’s hoping that Mai and Elena can bring some interesting developments for Street Fighter 6. Shortly after they’re both released, we should also hear about Season 3 news in 2025.


    Check it all out below:




    Mai Shiranui Capcom Artwork image #1

    Click images for larger versions










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  • Topanga Concept Match 2024 early results, stream ft. Tokido, Mago, Kobayan, John Takeuchi, Hikaru, Tachikawa, Ceros, Taiji, Shinjisan and Futonchan











    Update: This story is being updated with live results as they occur.






    Topanga Concept Match is here to close out the year of 2024 before we launch into the new year of 2025.


    Players participating in these exhibition sets are Rohto|Tokido, VARREL|Mago, Kobayan, DFM|John Takeuchi, Eva:e|Hikaru, BC|Tachikawa, Ceros, Taiji, Shinjisan and Futonchan.









    The Topanga Concept Match 2024 is a set of first-to-10 sets in Street Fighter 6 varying between pitting top players against each other or streamers who have gotten into Street Fighter 6 after its release trying to show who’s the strongest between them.


    These sets will be first-to-10 and the matchups, in order, will be Shinjisan vs. Futonchan, DFM|John Takeuchi vs. BC|Tachikawa, Ceros vs. Taiji, Kobayan vs. Eva:e|Hikaru and finally culminating in Rohto|Tokido vs. VARREL|Mago.


    So ring the new year in with some hype Street Fighter 6 sets right before 2025 hits us and see some of the best players in the world coupled with some of the best digital entertainers in Japan bring the goodness.


    Streaming is being done at Topanga TV.




    DFM|John Takeuchi (Rashid) — ○ ○ ○ ○ ● ○ ○ ● ○ ○ ● ● ○ ● ● ● ○ 7

    BC|Tachikawa (Ed)                 — ● ● ● ● ○ ● ● ○ ● ● ○ ○ ● ○ ○ ○ ● 10







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  • The top 15 fighting games at the end of 2024 on PC with one very clear leader of the pack











    Every year it seems more and more fighting game players are switching from console to PC with the added benefits of customizability and typically lower input lag, making it a continually growing ecosystem for the genre.






    As we rapidly approach the end of 2024 now, we’ve seen some big new fighting games release this year, others continuing their hot streak and a few more unfortunately starting to dip in player retention.









    To close out this eventful year in fighters, it’s time to take a look at which titles are performing the best and keeping their bases coming back for more.


    We’re using the very helpful data of SteamCharts to determine our rankings where we can see how many players are on at any given time and what the peak ratings are like.


    While data points usually fall in line with each other for a particular game, the 30-day average player count is what we’re going to be basing this top 15 on.


    And judging by any current metric, there’s only one clear leader of the bunch.


    Street Fighter 6 is still managing to pull an average of almost 14,000 players at any given time on Steam, which I don’t think we’ve seen any fighter really do consistently at that level over a year after launch outside of maybe Brawlhalla.





    Although there was a balance update at the start of the month, Capcom’s flagship fighter is managing to pull these numbers in the middle of a substantial content drought between Terry and Mai’s releases — so people are still showing up day after day whether or not there’s anything new to do.


    Those are pretty strong signs that SF6 as a whole is in a pretty healthy spot, even if many in the competitive community aren’t exactly happy with where the game is at currently.




    You have to go down to the free-to-play platform fighter Brawlhalla to find the next closest title for performance on PC at just under a 10,000 average this month — so it is really impressive to see that game still pulling those numbers after seven years.


    Tekken 8’s bronze medal placement is also a pretty strong feat, and with Clive Rosfield’s launch in December, the game’s average has increased 13% though it’s peak this month couldn’t match SF6’s average at 11,669.


    There’s quite a major drop off after the top three, and that only becomes more severe the lower down the list you go.





    Dragon Ball: Sparking Zero previously set the new record for a premium fighter on PC reaching 120,000 concurrent players at launch, but that average is now down to just over 3,400 a few months later.


    That’s still a more than respectable number, however, especially for an arena fighter on PC, which typically don’t have a history of doing very much at all.


    And things get really interesting when we reach the number five spot since we have Mortal Kombat 11 now beating out its successor Mortal Kombat 1 in both monthly and daily numbers.


    Even with the big discounts going on currently in the Steam Winter Sale and the Khaos Reigns launch a few months back, MK1 still cannot build up traction the way its predecessor did — and we’re instead seeing something of the reverse with more people going back to the “old” game.


    This very rarely happens in the fighting game space, and though this is only accounting for the PC base, it doesn’t exactly bode well for MK1’s future prospects.


    And despite the growth we’ve seen in this part of the community, it seems we’re still struggling to support more than like eight or nine games to get them over a 1,000-player average.


    Heck, we don’t even have 10 above 500 right now.





















      30-Day Average 24-Hour Peak All-Time Peak
    Street Fighter 6 13916 23389 70540
    Brawlhalla 9666 14274 34169
    Tekken 8 6604 8401 46139
    Dragon Ball: Sparking Zero 3425 4224 120000
    Mortal Kombat 11 1925 2937 27301
    Guilty Gear Strive 1846 2437 30939
    Mortal Kombat 1 1442 2127 26576
    Rivals of Aether 2 1202 1383 6708
    MultiVersus 734 903 153044
    Dragon Ball FighterZ 598 886 44234
    Granblue Fantasy Versus: Rising 480 803 7029
    Tekken 7 473 709 18766
    King of Fighters 15 343 512 8205
    Rivals of Aether 338 640 2828
    Mortal Kombat X 336 662 13649


    When looking back at the PC rankings from the start of 2024, most games’ numbers are actually down from where they were almost exactly one year ago besides Street Fighter 6 unless we count Tekken 8, Rivals of Aether 2 and Sparking Zero taking over for the previous games.


    This could be due to many factors, but a big one is probably a lack of major DLC releases and updates at the end of the year here to bring more people back in.


    The monthly averages don’t obviously tell the whole story either, as we have a few honorable mentions from December too.


    Marvel vs. Capcom: Infinite & Beyond’s launch saw the player count jump over 2,000% with a peak over 1,200 for the first time since the month after the game came out in 2017.


    Virtua Fighter 5 R.E.V.O. also ran its open beta earlier this month, which reached a peak of around 2,600 users during the short period of time it was available.


    So while things seem to be growing overall for fighting game players on PC, this is only having a true tangible benefit for the titles that are / were already the biggest around.


    That’s technically bound to happen in any genre really, but it still goes to show that outside of our top three or top five that many fighters remain fairly niche.


    So it’ll be very interesting to see how things continue to shake out in 2025 with more content, updates and new games on the way.








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  • The Fantastic Four were rejected for the first Marvel vs. Capcom but Dr. Octopus, Spider-Woman and many more could have been used



    The secret MvC website drops more revelations on the game’s development








    There’s a lot we would give to be a fly on the wall and witness the original meetings between Marvel and Capcom back in the day to see how decisions were made when creating their first fighting games together.






    Luckily, we can now get a bit of a window into what that would have been like with the recent discovery of a secret Japanese Marvel vs. Capcom website featuring developer diaries, which we’ve been able to translate.









    The “Secret Web Page” was originally available through a link provided in the Marvel vs. Capcom soundtrack release in Japan that was password protected, and though the site no longer exists, it was thankfully preserved by the Internet Archive to view again over 25 years later.


    Among the site’s sections was a multipart Producer’s Essay written by Capcom’s Kenji Kataoka that provided some fascinating insights into the development of the first Marvel vs. Capcom.


    We’ve already covered Capcom’s wish and work to put Howard the Duck into MvC as a fighter that Marvel ultimately rejected, but there’s many other characters he brought up too.


    Some of those were rejected or off the table while others were permitted and not used.


    And there’s a couple cases of rejection reversals that came very late in the process as well.


    “I often get asked ‘Why is this character not in the game?’, ‘Hey, put this character in’ or ‘As a player, I would like to use’… A lot of questions or suggestions like this, but for now I’d like to talk about why we chose the heroes we did from the American side, the Marvel side, that is (assuming that Tomichin will talk about the Capcom side at some other point)…” wrote Kataoka back in 1998 as translated by our own Nicholas “MajinTenshinhan” Taylor.


    “When we were starting the development of Marvel vs. Capcom, the contract stated that the four representative characters for Marvel had to be Captain America, Spider-Man, Wolverine and Hulk (meaning that these characters were essentially the faces of Marvel and were not to be excluded under any circumstance), and the contract then also included Gambit, Psylocke, The Mighty Thor, Dr. Doom, Juggernaut, Magneto and Thanos (at this time, the game was still meant to be Marvel Super Heroes 2).


    “On top of those, we were also permitted to include Beast, Deathlok, Iron Fist, Quasar, The Submariner, Sasquatch, Machine Man, Electra, Speedball, Spider-Woman and Medusa if we wished to use any of them.


    “And even further… For villains, we had Fin Fang Foom, Super-Skrull, The Wizard, Ultron, Diablo, Scorpion, Dr. Octopus… Just take them all, you thieves!!!


    “‘Just use whatever you want, bastards’… was how their very kind approach felt, there were so many characters available for us to use.


    “But really, why were things like The Fantastic Four, like Silver Surfer, like Ghost Rider not allowed? Why is Iron Man not there?


    “Eh??? What’s that’s about??? Huh?


    “Like this, we can’t call it ‘Marvel Super Heroes’. That’s what I kept muttering. These characters are all amazing, but if we’re talking recognizability in Japan… ? (To anyone who likes the heroes mentioned above, I’m sorry.)”





    It’s very interesting to hear all of this now when the likes of Ultron, Iron Fist and Super-Skrull would eventually make their way into the modern MvC games though most of the rest never did.


    While it could have been cool to see the likes of Namor, Deathlok, Speedball, and Quasar back then, including Beast, Spider-Woman, Sasquatch and Machine Man may be seen as a bit redundant with the limited roster space they were already working with for that game.


    Dr. Octopus was infamously once planned for Marvel vs. Capcom 3 before not making the final cut, but fans were able to uncover some of assets for the Spider-Man villain in early versions of the game’s code in more recent years.


    The team faced a storm of rejections in the development process with Iron Man, the Fantastic Four, and Howard the Duck among those ideas shot down, so some from the Capcom side made the trip to the United States to sit down with the Marvel heads directly.


    “We decided we needed to get reasons we could accept and we did have a contract for the game’s development, so together with our boss we traveled to America’s Los Angeles to talk to the Marvel Characters company. We reconvened with the Japanese Marvel Characters agents from Shogakukan Production and entered a meeting.


    “We left the contract talk to our superior, and I was just watching… It was my first experience with such a meeting, but it was very educational for me.


    “Then we finally got to the character selection.
    Again, we presented the characters we wished to use. First, Iron Man… We really wanted him to replace Cyclops as our resident ‘Beam Bastard’ character…


    “But, ‘No’.


    “There was nothing we could do. I’m so sorry to all the fans.
    A different company held the copyright for the character, and since he was still under contract for games we couldn’t use him. The reason War Machine came into the picture was actually from Marvel’s suggestion at this meeting. ‘Change the color and use him and it’s fine.’ … You say it like it’s easy, but in Japan the Iron Man fans won’t accept that, YOU KNOW… Haha.


    “At the same time, it turned out that the Fantastic Four and The Mighty Thor were under similar restrictions. We even lowered our request to ask for them as background characters… But in front of the contracts in place, we were powerless.


    “Ah, Mr. Dhalsim, uh, no, I mean Mr. Fantastic, Human Torch, The Thing… If you guys were here, we would’ve been able to have so much more fun.
    Ghost Rider and Silver Surfer were also not possible (We could’ve just reworked Iceman into the latter… no, that’s a lie).


    “But for The Mighty Thor, the contract that restricted him was only in place for America and he was actually perfectly okay to use in the Japanese release… But when we got that okay for him, it was actually right before our roster finalization, pretty far after we’d be able to put more characters into the game.





    “For Venom we were told NO at the time of Marvel Super Heroes… So this time, we’d have the same troubles, we thought, but unexpectedly he was a quick ‘OK!!’ now. We felt that they’d finally realized the skill and love we put into character creation at Capcom. It was an explosion of joy for us.


    “Jubilee was just my selfish wish. Tomichin (the planner) just wanted to have a new Marvel female character but due to memory issues, we had to cut even Psylocke so our problems became bigger than that. So after that, our only new character was ‘Venom’, and he started whining about it.


    “I said ‘Bring her in as an assist’. Tomichin said ‘I understand what you’re saying, Producer Kataoka, but we have to check with Marvel and if they don’t approve it, it’s IMPOSSIBLE. We have no TIME. Let’s do it NEXT TIME…’


    “YOU’RE SO COLD, TOMICHIN.


    “But, as you can see, she is available as a special assist partner. Tomichin is nice after all. Tomichin also claimed that ‘the next time we add a new female Marvel character, we’ll make it Jubilee’… Yeah, yeah.”


    Unfortunately for Kataoka, Jubilee wouldn’t make it into Marvel vs. Capcom 2 or any of the subsequent games, so it seems no one may have fought for her inclusion as much as he did.


    It’s so fascinating to now hear how different Marvel vs. Capcom could have been with faster character approvals and if the team wasn’t pushing up against memory limitations of the hardware at the time.


    A few roster changes or additions could have changed up the future trajectory of the series in terms of the cast and who would be considered MvC staples afterwards.


    And even though we’ve had Doctor Doom and Super-Skrull, fans have been left waiting for the actual Fantastic Four for almost 30 years now.


    But now that everything is under the Disney Marvel umbrella now, we’d be much more likely to see Reed, Susan, Johnny and / or Ben finally come to fruition in Marvel vs. Capcom 4 if / when that ever happens.


    Many of the other characters outside of maybe Dr. Octopus may never be so lucky, however.







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  • Biden’s Wasteful Spending on Foreign Borders

    Millions of illegal aliens have poured into the United States under the Joe Biden administration. Murderers, rapists, drug dealers, sex traffickers, and dangerous gangs have crossed the border, terrorizing our cities and harming innocent Americans.

    While Joe Biden refuses to secure our border, your taxpayer dollars are being sent overseas to secure the borders of foreign countries.

    Just today, Biden announced that nearly $6 billion in taxpayer dollars is being sent to Ukraine to assist with its “security.” That’s $6 billion in addition to the $175 billion the U.S. has already provided in aid to Ukraine.

    However, Ukraine is not the only country that has been receiving your tax dollars to secure its border.

    Libs of TikTok highlighted another 10 countries that have been receiving MILLIONS of American taxpayer dollars under the Biden/Harris presidency. These countries include: Angola, Armenia, Iraq, Serbia, Indonesia, Georgia, Paraguay, Kazakhstan, Kenya, and Somalia.

    Not only is Biden sending your money off to other countries, but he is also SUING states such as Texas which are attempting to protect their border and their citizens.

    While Democrats seem happy to give away your hard-earned dollars to protect foreign borders, our borders remain largely unprotected, allowing dangerous criminals to freely invade our country and harm Americans.

    Most recently, an illegal alien who was deported during Trump’s first term re-entered the country under Biden and killed a woman in the New York City subway by lighting her on fire.

    Biden’s policies that put Americans last are coming to an end. Thankfully, the American people have spoken and Donald Trump is returning to the White House with promises to carry out the largest deportation operation in history.

    January 20th can’t come quickly enough.

    Until then, Libs of TikTok will continue to expose dangerous criminal illegals that put Americans at risk and call out the government’s wasteful spending on foreign border security. Enough is enough.

    -LoTT Team

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  • The sad truth about MultiVersus, how a game with so much going for it continually failed to catch momentum











    If someone told you of an upcoming platform fighter featuring a roster of the most currently relevant popular culture characters under Warner Bros’ banner; created by people who played, appreciated, and were directly inspired by Super Smash Bros.; and that was accessible to the point of being free to play?






    On paper, MultiVersus is a perfect storm of positives that should cater directly to a massive gaming audience. In reality, it failed to capitalize on this perfect storm not once, but twice. RV Rocks has been playing MultiVersus since its 2022 beginnings, and has launched a new video taking a closer look at why people didn’t find the experience fun enough to keep returning.









    With options from Game of Thrones to Rick and Morty, The Iron Giant to the Matrix, Batman to LeBron James and well beyond, it’s true that MultiVersus offers players control of figures from all over the popular culture universe. Having these kinds of characters in a Super Smash Bros. setting did indeed bring players out as MultiVersus has two obvious bumps in its Steam Charts records: its first and second launches.


    People came out in droves for the game’s initial launch back in 2022 as a peak of over 153,000 concurrent players was quickly established, but that number dropped precipitously over the next two months, steadily waning into quadruple, triple, and eventually just double digits.


    A spike back up to 114,000 came in April of 2024 when the game saw its grand re-release, as audiences clearly hoped developers had figured out how to make the experience more consistently entertaining in two years of work, but as we look at the numbers here in late December, that clearly has not been the case.


    MultiVersus’ status as a free to play game is simultaneously one of its biggest intrigues as well as a (somewhat) secret thorn in its side. The highs fellow free to play experiences like Fortnite and Overwatch have reached make the model incredibly alluring for developers and perhaps players alike, but countless examples from over the last half decade have proven F2P is not an automatic win by any means.


    RV Rocks digs into five different topics that he feels are among the most pertinent reasons as to why the game fell off, but an underlying thread of frustration and lack of enticing in-game processes seems to run through them all. Give his video a watch and let us know in the comments why you feel MultiVersus just didn’t work despite having so much potential in its corner.











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  • No, people don’t suddenly hate Street Fighter 6 and love Street Fighter 5, Maximilian explains this ‘tale as old as time’ process











    Fighting game community X has been sharing a sudden wealth of Street Fighter 5 clips and sequences, and while it’s not necessarily stated in a direct fashion, it seems this turn towards recent nostalgia could be at least partially the result of a wave of distaste for the current center stage game: Street Fighter 6.






    Enter long time FGC member Maximilian Dood with some wisdom from over the years as he discusses in his latest video how we’re collectively going through a more or less routine process that every franchise entry experiences. The prominent streamer exemplifies this by talking about the transitions between multiple franchise entries, starting with a game those of us in the “09er” group tend to hold in high regard.









    In short, the next Street Fighter game will never be as good as your first. We have a particular fondness and rose-colored glasses for the entry that got us hooked, and that makes enough logical sense before we even delve into particulars.


    Max interestingly tries to pinpoint the more general patterns of truth at play between any given Street Fighter transition. That is, how subsequent entries tend to be based around being answers to the problems and issues in their direct predecessors, and how that tends to manifest from the point of view of the emotional consumer.


    We tend to remember the most fun or engaging aspects of older titles that aren’t in the active spotlight anymore while highlighting the most prominent drags and missteps that are frustrating audiences of the current, main title.


    We conveniently forget the flaws of the old and the wins of the new alike, and thus we get an idea, in a nutshell, of why the good old days are permanently better than whatever is in front of us now.


    There’s a lot more to the discussion as Max puts plenty of more specific examples on the table to inspect, and we’d love to hear your thoughts and reactions in the comments once you’ve had a chance to hear what he has to say.









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