Category: Entertainment & Lifestyle

  • The timing for Sega’s new Virtua Fighter project might be more perfect than even the developers could have ever imagined











    Almost half a year has passed since we got official word that a new Virtua Fighter game was in development.






    We still don’t have any concrete information on when it’ll be releasing and the footage we’ve seen so far is quite minimal, but given modern reveal strategies, the fact that it’s being shown at all likely means it’ll be released within the next year or two. If this is the case, I believe that the timing might be the best they could ever hope for.









    Timing isn’t something that developers can really account for. You can control what you’re doing, but trying to find the perfect opportunity or which trend will pop off right when your game releases will to a good degree come down to luck, but I really feel like the stars are aligning here in a major way for Sega.


    Of course, we aren’t exactly sure when the new Virtua Fighter will release yet, but there are so many things lining up right now for the coming window of time to be absolutely perfect for Sega’s Virtua Fighter revival. Let’s go through the most major factors one by one.






    This is the most obvious one and is one that’s been discussed for a long time now. Tekken 8 is out and although Tekken is the biggest fighting game franchise, that’s honestly all there is at the moment as far as 3D fighting games go.


    Long gone are the eras back in the PS2 days where 3D fighting games are all over the place competing with each other and while it may seem like Soul Calibur 6 and Dead or Alive 6 weren’t that long ago, the fact of the matter is that both games ended support several years ago and neither of them have any new projects in development as far as we’re aware.


    Tekken has basically been standing alone as the 3D fighting game of choice for the last 4 years unless you’re playing older games, so Virtua Fighter has a perfect opportunity here to come in and give people an alternative.


    While the 2D fighting game players are spoiled for choice, the 3D fighting gamers haven’t had much choice in what to play.


    Offering an alternative while other franchises are on hiatus (they’ll come back eventually… right?) gives Virtua Fighter a much bigger chance to stand out, so the current landscape heavily favors Virtua Fighter’s new game.


    There’s also another thing regarding 3D fighting games at the moment that needs to be mentioned…






    Look, I’m not trying to be a hater here, but we have to be honest. Tekken 8 is in major trouble since it’s Season 2 launch.


    From reviews being tanked, major influencers speaking out all the way to needing emergency patches, Bandai Namco have a big mess on their hands.


    The worst part of it all is that this comes after already having made some controversial decisions in regard to the gameplay for Tekken 8 in its first season, which fans had been vocal about.


    For a long time Tekken fans and players had been voicing their issues but stayed optimistic that Season 2 would be the saving grace they’d been waiting for and when it turned out that it was anything but, the pot simply flew off the handle and now Bandai Namco need to make a lot of changes to get players goodwill back.


    Of course, it’s not all bad news, the player base has remained strong at least on PC, but honestly that’s to be expected when new content releases.


    Bandai Namco definitely have a lot of time to try and rectify the issues with their game and Harada himself openly said that “it is clear to me that the result is a disconnect between what the community wants and the tuning results”, meaning that Bandai Namco will be hard at work to address the issues players currently have with the game.


    That said, trust once broken takes some time to regain. If Bandai Namco haven’t been able to regain that trust by the time the new Virtua Fighter comes out, they may lose more players than they’d expect to their rival game.






    Now, you might wonder what on earth Dragon Ball FighterZ is doing here. Well, it’s simple. Given the previous discussion about Tekken 8 currently going through a rough time, it relates very well with what happened to Dragon Ball FighterZ right around its launch.


    When Dragon Ball FighterZ came out in early 2018, it was a smash hit and let’s be honest — that was going to happen no matter what. It was a well-crafted game from respected developers and publishers based on one of the biggest intellectual properties in the world. It’s a total no-brainer.


    However, the game also got some unexpected help along the way from a rival company… namely Capcom. A few months before Dragon Ball FighterZ came out, Capcom released Marvel vs. Capcom: Infinite, a game which largely lives in infamy in fighting game players’ memories.


    The game was plagued with lots of issues from its questionable presentation in pre-release trailers, its absurd collector’s edition bonuses and the fact that support was dropped almost immediately for the game.


    Meanwhile, Dragon Ball FighterZ was releasing close to it and having its promotional tour happen around the same time and it basically delivered on all of the aspects where fans were disappointed with Marvel vs. Capcom: Infinite.


    To put it bluntly, the failure of Marvel vs. Capcom: Infinite was a direct benefit to Dragon Ball FighterZ, which was a new game moving in on the team-based fighter where Marvel vs. Capcom as a series had reigned supreme for over a decade.


    Now, let’s be clear, the current troubles Tekken 8 is facing aren’t even remotely close to the level of issues Marvel vs. Capcom: Infinite faced and they also most likely have a long time to fix whatever issues they have before Virtua Fighter comes out. But, if fans still aren’t satisfied by the time Virtua Fighter does roll around, then we might see a similar extra boost like what Dragon Ball FighterZ saw back in 2018.






    “Okay Majin”, I hear you say, “I’ll give you the Dragon Ball FighterZ comparison, but what the hell does Street Fighter have to do with this?” … to which I’ll respond, well, a lot, actually.


    First, let’s talk about Street Fighter 6’s current status. It’s definitely a big hit worldwide, but the level of success it’s achieved in its homeland of Japan is absolutely staggering and the evidence of such is abundant, from massive sales numbers to Evo Japan being massively up in entrants year-over-year.


    We even had an interview with legendary competitor Rohto|Tokido a few months ago where he said that “the popularity of Street Fighter 6 in Japan is at a level which was unthinkable before now and it’s wonderful.”


    So, Street Fighter 6 is a really, really big deal in Japan. You know what other fighting game used to be a really, really big deal in Japan? That’s right — Virtua Fighter.


    Virtua Fighter has always been a worldwide franchise, but its level of popularity in Japan was on a completely different level back in the day.


    It may be easy to forget since we’ve gone almost 20 years without a new title in the series, but back in the arcade era Virtua Fighter was very much a trendsetter and viewed as the fighting game back on its home shores.


    Basically what I’m getting at is, the fact that Japan has very much embraced fighting games again is absolutely amazing news for Virtua Fighter. While the people who used to play Virtua Fighter back in its heyday are much older now, the odds are pretty good that most of them now have their own children and families to support.


    That also means, though, that with fighting games catching on with a younger audience again, it’s a perfect time for the mothers and fathers who used to battle it out in the arcades to bond with their children over a mutual interest — and dive back into the world of Virtua Fighter as a family activity.


    It really can’t be overstated how much of a boon it is to the upcoming Virtua Fighter that its domestic region’s new surge in fighting game interest has soared to these heights and I, for one, can’t wait to see what it means for Sega’s fighting game revival.


    So basically, we have a quadruple whammy in Virtua Fighter’s favor here — an open landscape for 3D fighters in general, its main rival Tekken 8 being in trouble, historic precedent from Dragon Ball FighterZ benefiting at Marvel vs. Capcom: Infinite’s folly and Street Fighter 6 bringing fighting game popularity back to the mainstream in Japan.


    But even with all that, there’s one more thing that’s going to be very important for Virtua Fighter to succeed… and it’s the most important thing of all.






    You can have all the luck in the world but none of it will matter even a little bit if you don’t put in the work. We still haven’t seen much of Virtua Fighter, but we’ve had several quotes from developers through a lengthy interview I translated a few months ago.


    One of they key words they’re approaching this new project with is “innovation”, as this was a key factor in older Virtua Fighter titles as well. What this innovation will lead to is unclear, but one of the quotes from project producer Riichirou Yamada mentioned that this legacy of innovation was also why they haven’t made a Virtua Fighter for so long.


    “It’s easy to say ‘stay innovative’, but actually innovating is difficult.” — Riichirou Yamada


    Yamada explained that “[…] what the series had always protected as its core was ‘stay innovative’. And because we had stayed tied by these words, we’d been struggling to release a new numbered title in the series for so long.” He continued “it’s easy to say ‘stay innovative’, but actually innovating is difficult.”


    What really gets hammered home on multiple occasions throughout this interview is that the developers didn’t want to bring Virtua Fighter back just to bring it back — there had to be a proper goal in mind that made it worth bringing back.


    The fact that we’ve now seen the game’s unveiling suggests that the developers truly have something they want to create and deliver to their fans after almost 20 years.


    Other things the developers have mentioned their focus on is to eliminate the perception that the game is hard to play, though also specifying that it’s not about the game being difficult but rather the perception of it being so, which they believe to be incorrect.


    “I think that fundamentally, Virtua Fighter is not a difficult game. […] at its base it’s a game with a stick and 3 to 4 buttons which you’re operating, so compared to other fighting games it’s not very complicated at the base level.” — Riichirou Yamada


    Yamada explicitly says that he does not believe Virtua Fighter to be difficult or complicated until you get to the high levels, but notes that difficulty at top levels is true of any fighting game. He simply wants to ease the journey from low level to high level by making it easier for players to understand where to begin if they want to level up their skills.


    “But I do think that one of the problems is that the steps from the basics to higher levels is difficult to understand,” Yamada explains and follows up by saying that “we want to lower the hurdle of how to get into it.”


    It’s similar to the approach that Street Fighter 6 has taken which has proven quite successful in Japan. While the top level matches aren’t any easier than they tend to be for fighting games, the hurdle of actually starting the game is a lot lower, due in part to Modern controls relieving players from the worry of having to learn certain inputs for moves.


    Once they’ve spent a good amount of time with the game, that hurdle becomes a lot less scary and it’s easier to push yourself to learn more of the intricacies of the game. However, as Yamada himself said, Virtua Fighter is a game with few buttons and a stick, so in their case modern controls wouldn’t really be an option.


    “So rather than change the rules or fill the screen with flashy things, we’d like to keep it plain and honest and trying to enhance that side of it as its draw. From my perspective, that’s what we have to do.” — Masayoshi Yokoyama


    No specifics have been said on how exactly they intend to approach this problem, so it will remain to be seen exactly what their approach will be. What is clear, though, is that they’re very intent on preserving the soul of Virtua Fighter by keeping the game honest rather than flashy.


    Sega executive Masayoshi Yokoyama explained their approach to Virtua Fighter as a whole with this revival and how they intend to stick out by being more plain than their competitors since they believe a core part of Virtua Fighter’s identity is its relation to real life martial arts and just being straightforward rather than over-the-top.


    All the quotes we’ve heard from the people attached to this project give a strong impression that they’re working hard to keep the integrity of Virtua Fighter and its legacy alive and if this indeed ends up being the case, I truly believe that they have a very strong chance of doing incredibly well.


    By being more regular and honest, Virtua Fighter would definitely stick out even more than it used to, considering we are currently in an era where flashiness is the main focus for most new fighting game.


    With Virtua Fighter now being more unique simply due to its simplistic nature, it actually compliments all of the other aspects already lined up in their favor which I’ve outlined in this article and it really does feel like the timing could not be better than right now.


    One of the core things that fighting games have been focusing on lately is pushing a very aggressive playstyle. This isn’t uncommon for older games either — many of our favorites are quite aggressive in nature, and Virtua Fighter honestly is not an exception.


    However, while Virtua Fighter may be a highly offensive game, the core point of it is that the offense feels earned, which is where the sticking point is with a lot of modern fighting games.


    Very few players have an issue with being overwhelmed offensively if they feel like they did something wrong to end up in that situation to begin with, but if you feel like it was inevitable to end up there, it leads to frustration.


    If the developers manage to keep this spirit of Virtua Fighter alive after an almost 20 year absence while also helping players understand how to progress from beginners to seasoned players, they’re very likely to have a hit on their hands. It’s all down to how they’ve decided to approach their stated problems.


    Whether Virtua Fighter will bring the series back to its glory days or end up crashing and burning remains to be seen, but what’s for certain is that the stage is set, everything is aligned for them to succeed… all that’s left is for Sega and their Virtua Fighter development team to stick the landing. I think we’re all hoping that they will.







    Source: Event Hubs

  • Saudi eLeague Major live stream ft. Atif, EndingWalker, Farzeen, DCQ, Problem X, Kusanagi, TekkenMaster, vWsym, TheSamBrother, Aqeel9 and more











    The next two days we’ll be seeing the Saudi eLeague Major taking place in Riyadh, Saudi Arabia.






    Notable players participating incldue Falcons|Atif, Mouz|EndingWalker, Falcons|Farzeen, Falcons|DCQ, Mouz|Problem X, Falcons|Kusanagi, NASR|TekkenMaster, TM|vWsym, Falcons|TheSamBrother, Falcons|Aqeel9, VS|WhiteAshX, Yoj99, Abood Bboy, Hamood, Wess, TV|Turkiabc, GTR, TM|Latif, Kami Jones and more.









    This event will feature Street Fighter 6, Tekken 8 and King of Fighters 15 as their tournament titles.


    Street Fighter 6 holds a Esports World Cup qualifying spot for the winner of Street Fighter 6 and while the same was originally planned for Tekken 8, due to some unforeseen problems with the recent Season 2 update the qualifying spot has been moved to a later Saudi event instead.


    There’s also a SNK World Championship spot at stake in King of Fighters 15 which will of course go to the winner of the competition.


    Streaming is being done at Saudi FGL.




    Thursday, April 10th

    – King of Fighters 15

    – Street Fighter 6

    Friday, April 11th

    – Tekken 8

    The main competition will start at 7:00 P.M. Saudi Arabian time both days.

    Time Zone Conversion:

    PDT: Subtract 10 hours.

    EDT: Subtract 7 hours.

    UTC: Subtract 3 hours.

    BST: Sutbract 2 hours.

    CEST: Subtract 1 hour.

    JST: Add 7 hours.







    Source: Event Hubs

  • With Soul Calibur 2 coming to Nintendo Switch 2’s GameCube library, here are some other cool fighting games we might see for it











    Nintendo announced last week during their Nintendo Switch 2 Direct that they would be bringing GameCube games to their Nintendo Online Service and one of the first games available will be the legendary Soul Calibur 2.






    This will mark the first time we see a re-release of the GameCube version which is notable for its inclusion of Link from The Legend of Zelda as a fighter, something that was very exciting for players at the time of release. While the GameCube itself may not have been a major fighting game powerhouse, there are some titles on it that would be cool to revisit if they return via Nintendo’s service. Let’s have a look at a few of them.









    The most obvious omission so far from Nintendo’s GameCube library is of course Super Smash Bros. Melee which is conspicuously absent not just from the launch lineup, but it also wasn’t shown in the additional titles Nintendo showed that were coming later which featured most of their first-party successes on the console.




    Given that we already have GameCube controllers set for release and the Super Smash Bros. series even now, more than 20 years later, predominately is played competitively on said controllers or variants of them, it’s a very strange omission.


    I’d be surprised if Super Smash Bros. Melee doesn’t show up eventually, but the fact that it isn’t an early priority truly does seem strange, but perhaps they’re trying to time it with a later release for the Super Smash Bros. series to do some kind of cross-promotion. Fingers crossed, I guess.


    There’s also one of the most beloved fighting games ever released, Capcom vs. SNK 2 which actually did see a release on the Nintendo GameCube, though in a different version than the PlayStation 2 and Sega Dreamcast saw.


    The GameCube version is called EO (Easy Operation) and has a specific control scheme you can select which is optimized for the GameCube controller, as well as having some minor changes from the other versions including removing the roll cancel glitch, which is a pretty central part of high-level play in the game, therefore making this version quite the different experience.


    It’s very doubtful we’ll see Capcom vs. SNK 2 appear partly due to the rights issues associated with it which Nintendo likely aren’t too keen to dig in, but also because right before the Nintendo Switch 2’s release date, Capcom are releasing their Capcom Fighting Collection 2 which happens to include specifically Capcom vs. SNK 2.


    When trying to sell the game, it seems unlikely that they’d be okay with Nintendo putting it up for free for their online subscribers, so this one is probably just a pipe dream… and honestly, it doesn’t matter since we’ll be getting it via the Capcom Fighting Collection 2 soon anyway.


    One interesting fighting game that I found while digging through the Nintendo GameCube library is Bloody Roar: Primal Fury (also known as Bloody Roar Extreme) in Japan), a GameCube-entry of the predominately PlayStation 2-centered franchise.




    When talking about fighting games it’s quite common to see people asking for Bloody Roar to be back, which used to be owned by Hudson Soft before their intellectual property rights were absorbed by Konami who now own the rights to the franchise.


    Having stayed dormant since 2003, so more than 20 years, Bloody Roar fans have been waiting a long time to get their humanoid-beast hybrid fighter back in the spotlight and while having Bloody Roar: Primal Fury available on the Switch 2 isn’t necessarily a revival, it’d still be cool to see it shown to a new audience.


    I think this actually has a pretty okay shot to get put on the service, but it’ll probably mostly rely on whether Konami okay it or not. Since they haven’t really done anything with the franchise ever since they got it, hopefully they wouldn’t mind if Nintendo asked.


    Finally, there are a bunch of anime-based fighting games which actually were pretty cool on the Nintendo GameCube, with the standouts being the Naruto: Clash of Ninja franchise.




    A surprisingly robust fighting game based on an intellectual property which was very popular at the time and still endures today, these games were actually made by Eighting, the developers of the Bloody Roar franchise, so there’s a connection there as well.


    The hurdle here is that we haven’t really seen many games based on other intellectual properties appear on Nintendo’s online service emulators, likely due to the rights issues that have to be sorted out before going through such an endeavor, so it doesn’t seem too likely that these games would appear even though they’re quite beloved by Naruto fans and fighting game enthusiasts alike.


    Other fighting game titles which appeared on the Nintendo GameCube based on anime properties include the fondly remembered Dragon Ball Z: Budokai series and Digimon Rumble Arena 2 and I’d be lying if I said I wouldn’t start either of those up for pure nostalgic purposes if I saw them.


    However, much like the Clash of Ninja games, rights issues are likely going to keep these off of the service unless Nintendo see particular incentive to go the extra mile for them.


    Having Soul Calibur 2 up at the console’s launch is a good start, but it would definitely be nice to see some more fighting games show up from the GameCube library.


    Super Smash Bros. Melee and Bloody Roar: Primal Fury both seem fairly likely to show up at some point, but are there any other titles I might have forgotten that you’d like to see? Let us know in the comments.







    Source: Event Hubs

  • Fatal Fury developers say ‘every two months you can expect a new character’ and ‘we are looking to add most [of the Fatal Fury cast]’











    Yesterday, there was a grand showcase for Fatal Fury: City of the Wolves on the Evo channel which also contained the reveal of the final launch roster character, Hokutomaru.






    During the showcase, there was an opportunity for producer Yasuyuki Oda to sit down and talk about the game along with western SNK representative KrispyKaiser where they mentioned some of the DLC plans for the games.









    First, they once again showed the DLC roster for the game’s first season which consists of Andy Bogard, Ken Masters from Street Fighter, Joe Higashi, Chun-Li from Street Fighter and finally Mr. Big from Fatal Fury’s sister series Art of Fighting.


    Speaking on the roster, KrispyKaiser noted that “at the type of rate we’re going, every two months you can expect a new character to join the roster” when referring to the first season, though he did not clarify whether this was meant to reflect on future seasons as well.


    He also added afterwards that the game is meant to be the quintessential Fatal Fury experience, and while he initially said to expect “all” characters from prior Fatal Fury games to return, he quickly corrected himself to say “possibly”.


    This was him relaying what the game’s producer Yasuyuki Oda had said before him, and the correction on Kaiser’s part felt warranted after listening to Oda’s words. My own translation of Oda’s words will follow below.


    “We already have a season 2 and season 3 planned and we’re planning to continuously add characters. There are lots of popular characters in the Fatal Fury series and we’re looking to add most of them, so we’re working on that lineup and their development at the moment,” the SNK producer said.


    “There are lots of popular characters in the Fatal Fury series and we’re looking to add most of them…” — Yasuyuki Oda


    Oda then added “we’re also planning on adding content besides just characters so we hope you’ll stay with us for a long time and enjoy the game.”


    The general gist here is that the team is hopeful to add as many of people’s favorite Fatal Fury characters as they can, but are not making any outright promises.


    The vibe, though, is that if you’re hoping for any favorites from older Fatal Fury games, odds are very good that they will show up eventually.


    It’s already been public knowledge for a while that we’re going to see at least three seasons for the game, but the confidence on developer’s parts that they’re going to add most old favorites suggests there may even be more planned beyond this initial statement.


    You can see the full exchange featuring Yasuyuki Oda’s words and KrispyKaiser’s additions at around the 2 hour and 23 minute mark of the Evo showcase archive which we have also embedded for you below.




    Based on the “one character every two months” timeline, it’s entirely possible we’ll see Andy in June, Ken in August, Joe in October, Chun-Li in December and Mr. Big in February and then be ready for a second season to launch right around the first game’s anniversary, though this is obviously just speculation at the moment.


    Fatal Fury: City of the Wolves will be officially releasing in a few weeks on April 24th and in the mean time, make sure to check out our full move listings for the entire launch roster of the game here at EventHubs.


    Now, I already have who I want in the roster, but like Oda himself said, there are lots of popular characters in the Fatal Fury series, so I’m curious to know who all of you want to see join the fray. Let us know in the comments.







    Source: Event Hubs

  • Street Fighter may have obscure brick breaking electro-mechanical arcade game to thank for its creation











    People draw inspiration from all sorts of different places, but Takashi Nishiyama, the director of the first Street Fighter game released in 1987, had a very specific thing he was trying to re-create in a video game back in the 1980s.






    “Back in the day, there was an electro-mechanical arcade machine where you did karate chops to break bricks,” said Takashi Nishiyama, via a Gamest interview that was released the same year as the original Street Fighter game, which was translated by Shmuplations.









    While it’s not confirmed that this electro-mechanical arcade unit was The Karate by ESCO Trading Co. Inc., that was released in 1980, it sure seems like what Nishiyama was referring to. Check out The Karate and the original Street Fighter arcade machine side-by-side, pictured below.




    The Karate and Street Fighter 1 arcade machines image #1

    Click images for larger versions


    “I was wondering if you could make that into a video game. That was the genesis of the idea for Street Fighter,” Nishiyama said.


    It’s funny to think that such an invention could birth one of the most popular video game series of all time, but inspiration can come from unusual places. Note that the pads and general aesthetics for both machines have some overlap.


    It’s well documented that the original Street Fighter’s pressure-sensitive pads were a headache for both Capcom and people who wished to play the game, as they would regularly break, and people were sustaining injuries to their hands while trying to play the game.


    At one point during development, the pressure-sensitive pads didn’t have rubber covers, so they made Hiroshi Matsumoto’s hands swell up. Matsumoto served as the designer of the original Street Fighter.


    These things resulted in Capcom replacing the pressure-sensitive pads with the famous 6-button layout.




    It’s not all sunshine and rainbows when developing a video game, and Street Fighter 1 was no exception, as it took a physical and mental toll on its development staff.


    “When you’re the planner for a game, you can’t get angry. You’ve got to always stay level-headed. It’s fine to rage at the program and the hardware. When you get stuck on a development, of course it’s not just anger you feel, but fatigue, too,” said Nishiyama.


    “Basically everyone starts to go a little koo-koo. The planner’s job in that situation is to sort of cushion the blow by listening to everyone’s concerns,” he noted.


    At that point, Nishiyama is asked if that makes him more stressed out.


    “It can get frustrating, yeah. And that’s partly why we made this game, so you could take out your anger on it,” he said.


    “We sometimes jokingly refer to it as ‘Stress Fighter’ *laughs*. It’s one of those games for sure. Please play this game to relieve your stress,” concluded Nishiyama.


    There’s quite a bit more on the creation of the game you can check out at Shmuplations, found via Time Extension.







    Source: Event Hubs

  • City of the Wolves returning to the series for the first time in 27 years



    Ring outs may also be making a return as well








    Lane switching used to be one of the most novel fighting aspects of the Fatal Fury series, but we haven’t seen it really used again in a long time.






    That’s about to change, however, with Fatal Fury: City of the Wolves.









    During today’s Fatal Fury Evo Showcase, SNK revealed a two-lane battle mode is featured in City of the Wolves as well.


    It’s not entirely clear if this will be included in a separate Versus mode or battle settings that can be used to add a more classic flair to the action.



    On top of that, we also get to see some actual gameplay footage of the two-lane battles in action too at the event.


    Like before, players can use the lane switch to dodge projectiles and certain attacks by moving into the background.



    It looks as though there will also be some attacks that can cause a lane switch or can hit players in either lane.


    Two-lane battles will be available at launch on certain stages with more planned for the future, and you can try it out in Training Mode as well.


    The feature was first included in Fatal Fury: The King of Fighters but hasn’t been seen in 27 years since Real Bout Fatal Fury 2 considering Garou: Mark of the Wolves did away with it.


    On top of that, it sounds like the developers are also working on adding another Real Bout feature to the game in the future too.


    Jonathan ‘KrispyKaiser’ Campana teases that ring outs could be coming down the line as well though it’s not clear if that would be for the base fighting mode or part of the two-lane mode discussed here.



    This is also the same event where SNK announced Hokutormaru as the final base roster character of the new Fatal Fury.





    Fatal Fury: City of the Wolves is set to release on April 24 on the PlayStation 5, PlayStation 4, Xbox Series X|S and PC.







    Source: Event Hubs

  • Nintendo indicates that the Nintendo Switch Online GameCube controllers are only compatible with the Nintendo Classics service











    Nintendo finally unveiled details about the Switch 2 during their latest Direct presentation livestream. At one point, Kirby Air Riders was revealed, which is enough to tell us that we’ve still got several years of waiting ahead of us before the next entry of the Super Smash Bros. series is developed for the Switch 2.






    On the other hand, we’ll still be able to play Super Smash Bros. Ultimate on the Switch 2 as it has been listed as a game that will be compatible on the new system. The GameCube library is also coming to the Switch 2 via the Nintendo Classics of the Nintendo Switch Online subscription service.









    Notably, Super Smash Bros. Melee is not among the games in the Nintendo GameCube Nintendo Classics library. It’s currently unknown if Nintendo will ever bring that particular game to the service, but it is important to note that Super Smash Bros. Melee ended up being the best-selling game on the GameCube.


    Regardless, Nintendo also revealed Nintendo GameCube controllers specifically for the Nintendo GameCube Nintendo Classics subscription. These are essentially wireless GameCube controllers with the added “C” button that opens the Switch 2’s chat functionality.


    While these controllers seem interesting, there’s an caveat that’s important to take note of. During the video that revealed this peripheral, there was a disclaimer declaring that this “controller is only compatible with Nintendo GameCube — Nintendo Classics.”


    This seems to suggest that the peripheral won’t be usable when playing a game like Super Smash Bros. Ultimate, which already utilizes the GameCube controller as the main input device of choice for most players. If this ends up being true, then we also won’t be able to use these controllers for the next entry in the Super Smash Bros. series, assuming that it does eventually make its way to the Switch 2.


    Of course, it is important to acknowledge that Nintendo has dropped this disclaimer for other Nintendo Classics controllers, but that disclaimer has sometimes proven to be untrue. We’ll just have to see when the Switch 2 (along with this GameCube input device) is launched on June 5, 2025.









    Source: Event Hubs

  • City of the Wolves character











    After first getting announced last year, Fatal Fury: City of the Wolves is almost here, and now we know everyone that’s going to be included in the game.






    During the Fatal Fury Evo Showcase today, SNK announced Hokutomaru as the final remaining character of the base roster following Cristiano Ronaldo and Salvatore Ganacci.









    Hokutomaru was of course introduced in Garou: Mark of the Wolves as a young ninja training under Andy Bogard, and he appears to be a bit older now after the passage of a little time from the last entry.


    He’s also ditched the wooden sword to fight with primarily only his hands and feet although he does still toss shuriken like the last game.


    The young shinobi has some familiar and new tricks up his sleeve that he’s presumably learned from Andy.



    We get to see the big elbow as well as more ways to use his shuriken and some explosive new attacks.



    It appears Hokutomaru will be a strong rushdown / mixup character who is also not afraid to fight from a bit of a distance.


    Hokutomaru joins the cast of 17 characters including Rock, Terry, B. Jenet, Marco, Preecha, Hotaru, Vox Reaper, Tizoc, Kevin, Billy, Mai, Kim Dong Hwan, Gato, Kain, Cristiano Ronaldo and Salvatore Ganacci.


    There’s also the Season Pass available free to those who pre-order the game that features Street Fighter’s Ken and Chun-Li as well as Andy, Joe Higashi and Mr. Big.


    Fatal Fury: City of the Wolves is set to release on April 24 for the PlayStation 5, PlayStation 4, Xbox Series X|S and PC.



    You can check out the full trailer for Hokutomaru below.









    Source: Event Hubs

  • City of the Wolves character to be announced today











    It’s almost time to finally return to South Town, but there’s still someone waiting to join the party.






    There’s set to be a special Evo Showcase for Fatal Fury: City of the Wolves where they’ll also announce the final character for the game.









    The showcase is set to begin at 2 p.m. PT / 5 p.m. ET though we don’t know when the announcement will take place.


    There will be two team captains between WBG|MenaRD and E.T. who will pick from a player pool of Cuddle_Core, Diaphone, Nitro, Riddles, Smug and Violentkain to be part of their pools.


    Eight matches are set to be played in total.


    Fatal Fury is set to launch with 17 characters in total and we’re at 16 right now.




    That does mean that Cristiano Ronaldo and Salvatore Ganacci do indeed make up two of those slots.


    Unless it’s yet another guest, there’s still a number of Garou: Mark of the Wolves including Kim Jae Hoon, Freeman, Hokutomaru, and Grant.


    Perhaps we’ll see some other Fatal Fury classic staples like Blue Mary as well.


    You’ll be able to check out the Fatal Fury Evo Showcase here when it begins shortly, and stay tuned for the last reveal for the game ahead of its April 24 release date.












    Source: Event Hubs

  • Desk attempts to recreate Street Fighter 4 in Street Fighter 6… but he ends up needing help from Dhalsim to pull off some sequences











    Desk is well-known for putting together some very impressive combos, especially for Street Fighter titles, and also with the speed he tends to do so.






    Well, it seems that Desk was struck by a strange flash of inspiration this time while we’re waiting for Elena’s release and the eventual Season 3 update and decided to try and make Street Fighter 6 into Street Fighter 4. The results are… definitely creative.









    The basic gist of the video is that Desk tries to do combos or sequences in Street Fighter 4 that are also possible in Street Fighter 6, which is a pretty cool experiment to see.


    While some things transfer over fairly naturally, like Drive Impact being a stand-in for a Focus Attack and Drive Rush working as Focus Attack Dash Cancels, Desk quickly finds that he needs to get a bit more creative when it comes to doing the FADC sequences in certain situations.


    Since Street Fighter 4 and Street Fighter 6 both contain the majority of Street Fighter 2 characters, there’s a lot of fighters you can try these overlapping techniques for.


    And when that doesn’t work, you can always implement Jamie instead of Gen to showcase some good old kung-fu theatrics.


    Check out the full video below and let us know in the comments what you think.









    Source: Event Hubs