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New Tatsunoko vs. Capcom and Marvel vs. Capcom 2 videos and images

Capcom put out several more videos for both Tatsunoko vs. Capcom and Marvel vs. Capcom 2 today, and they also included screenshots of the latter game along with character artwork.
Here's the images they sent along in the package.



Click images for larger versions

You can find a few more MvC2 artwork by Joe Vriens over on Capcom-Unity.

Capcom: Street Fighter 4's Seth, Sagat a bit stronger than expected

Capcom: Street Fighter 4's Seth, Sagat a bit stronger than expected Sensationalizing the story a little bit, VideoGamer.com stated, "Capcom on SFIV: Sagat and Seth ARE overpowered!" This headline was based on a quote from Street Fighter IV's arcade producer, Ryota Niitsuma.

The actual quote from Niitsuma reads, "Yes, Seth and perhaps Sagat might have turned out a little bit stronger than we expected." But he later on added that both characters aren't, "too out of proportion."

While this isn't stating anything most players don't already know, it is intriguing to see it coming from a Capcom staff member. Since Capcom is waiting for the big tournament results to come in to decide on balance changes, and with a 2nd version of the title likely in the works, I'm curious how potential balance changes will come about.

Will Capcom patch the game before they release a 2nd version, or will they just include balance changes in the upgrade?

Thanks to B.A.L. for the heads up.

EVO Fighting Game Championships starts this Friday

EVO Fighting Game Championships starts this Friday On July 17th, the 2009 Evolution Fighting Game Championships kicks off. The tournament runs through Sunday and we'll be providing coverage of the event through the weekend here on the front page.

Also, this year you'll be able to watch a live stream of the festivities. Here's what you can expect.
  • Special appearance by Street Fighter IV producer Yoshinori Ono.
  • The world’s largest live Street Fighter IV competition.
  • Tekken 6 playable on console.
  • Watch all the action streaming live, for free, featuring top players and expert commentary.
  • The best players from around the US and the world, including Japan’s legendary champion Daigo Umehara.
  • The newest build of Tatsunoko vs. Capcom: Ultimate All-Stars.
  • First publicly playable Marvel vs. Capcom 2 for X360 and PSN.
  • Complete coverage from IGN Insider, recording HQ, direct-feed tournament matches available for download following the event.

Interview with Tatsunoko vs. Capcom's producer on VideoGamer.com

Interview with Tatsunoko vs. Capcom's producer on VideoGamer.com VideoGamer.com has posted the full text from their interview with Tatsunoko vs. Capcom's producer, Ryota Niitsuma.

You've probably read a few excerpts from this interview, but even then there's some compelling stuff talked about in this article including that the mini-games will be reworked and the game itself will be rebalanced.

If you're interested at all in the upcoming title, this is definitely worth looking at. Here's a grab.

VideoGamer.com: Will there be any differences between the western version and the Japanese version?

RN: Quite a lot actually. The biggest feature would be the addition of new characters, but we will also be tweaking the design of the interfaces. We will be changing some sounds. We will be re-recording voiceovers, we will be recalibrating game balance given the responses we had from the Japanese users, obviously minor bug fixes, and we will also be changing the content of the mini-games that were in the Japanese version.

And Capcom uploaded some new artwork for the game featuring Doronjo, Morrigan, Saki and Yatterman No. 1.

Doronjo artwork #4, Tatsunoko vs. Capcom Morrigan artwork #2, Tatsunoko vs. Capcom Saki Omokane artwork #2, Tatsunoko vs. Capcom Yatterman No. 1 artwork #2, Tatsunoko vs. Capcom
Click images for larger versions

Why Tatsunoko vs. Capcom was built for the Wii, model hacking and more

Why Tatsunoko vs. Capcom was built for the Wii, model hacking and more Seth Killian and Christian Svensson both made a number of posts on the Official Capcom Forums discussing several topics.

They cover why Tatsunoko vs. Capcom was developed on the Wii, the custom model hacking that's happening on the PC version of Street Fighter IV, if anything will come of Sammy vs. Capcom, plus a few other things.

Here's the goods.

Why is Tatsunoko vs. Capcom running on a Wii based arcade board made by Nintendo? — FullMetal

Seth: I don't think it was a matter of cost [...], it was basically a decision from the Japanese arcade division worked out with Nintendo. Of course they were also thinking about the plan for a Wii release.

Some things to keep in mind:

1) This was originally planned as a game exclusive to Japan, where the arcade scene is still a going business concern, and the X360 is comparatively less significant than the Wii.

2) This game was begun before anybody knew that the arcade/X360/PS3 Street Fighter IV was going to be a hit, and that fighting games in general would be back, and especially in the West.

It's easy to take info we all have today and wonder about decisions made earlier, but it's not always a great way to understand why people made the decisions they did at the time.

What does Capcom think of the Model Switching in SFIV (PC)? Also, are you really giving free download codes for the game via Twitter?

Seth: Painful to watch, although also pretty darn funny. And yes, we give out a bunch of codes on Twitter. We've done everything from free mobile games to costume codes to XBL Age of Booty to Steam SFIV. It's semi-random, so you just have to keep your eyes peeled.

There will be more coming, I can promise you that at least.

Long ago you released info about collaborating with Sammy and making a Sammy vs. Capcom game, will anything come of it now?

Seth: This was a project with some interest at one point, but has been dormant for a long time. Things are different today than when the idea was originally conceived, both in terms of the changed market for fighting games as well as the corporate changes at Sammy/Arc Systems/Aksys, and I haven't heard anything about it since I've been at Capcom :|

Will there be an option to use the Japanese announcer in the upcoming US release of Tatsunoko vs. Capcom? The old announcer used to say things like "Aerial Rave" and "TATSUNICAL!"

Seth: There have been a number of small changes like that in different builds, from things like tiny HUD switches to music to announcers. None of them are baked (re: not final yet), but I believe the thinking is that since 98% of the Western market is not familiar with the Japanese release, and terms like "Aerial Rave" and "Tatsunical" don't make sense to most anyone, they might be considered confusing by people playing the game for the first time. [...]

Does piracy hurt Capcom badly?

Sven: It hurts all publishers and developers badly. We do have a number of steps we take to dissuade it/curtail it that I won't detail, but you can't ever stop it.

Will Marvel vs. Capcom 2 have rooms for multiple players and a spectator mode?

Sven: Yep. Just like SSF2T HD Remix.

Capcom discusses the intricacies of porting games

Capcom discusses the intricacies of porting games Christian Svensson wrote up a very interesting post on the Unity Boards discussing what's involved in porting their titles over to other systems.

He mostly talks about Street Fighter 4 on the PC, but also touches in on the upcoming release of Marvel vs. Capcom 2.

Everything is relative... porting in general is as much art as science, depending upon what you're porting from and porting to.

Using SFIV as an example, we've moved from code that had two systems with fixed/known components. On a 360/PS3, we know what GPUs they have. We know exactly how much RAM they have. We know exactly what OS limitations and capabilities are. They don't change from my house, to your house, to your cousin's house.

Porting to a PC in an optimized fashion, has a slew of complexity. We have no idea what OS version your running (XP? Vista? Win 7? With service packs?). What GPU you have. What CPU you have. What motherboard you have. How much RAM you have... hell, we don't even know what driver versions you're likely to have running. So we need to optimize the game to run on countless permutations and setups which is a hell of a lot of work. And on top of that, we added features to take advantage of the fact that some people have PCs that are more powerful than 360s and PS3s. So we added parameters for new rendering shaders (ink, etc.) support for higher resolutions, higher forms of MSAA, AA, self-shadowing, higher quality shadows, etc.

PC users like to tweak things and use a wide array of input devices, so we had to allow for key binding as well as supporting our "preferred controllers" such as SFIV sticks and pads out of the box. For PS3/360, we don't even have to think about those issues.

That's just one example... all of that takes a lot of work and testing. You guys know when we shipped SFIV on the consoles. The PC version was concurrently in development during most of SFIV's cycle... it did take us an additional six months of dedicated PC development on top of that to turn out a finished product.

Could we have done it faster/cheaper or cut more corners? Probably. But that's not going to please fans.

MvC2 is another example, though it's a bit different in terms of how the code is run...

Suffice to say, we're taking what was Naomi/Dreamcast code that has been output in a way that 360 and PS3 can interpret it and making a whole lot of changes to it on the fly.

We have to add a new front end to account for all of the TRCs/TCRs that Microsoft and Sony have with regard to interface standardization and features like trophies/achievements. We have to include new settings and options and online menu support. We had to plug in matching and lobby systems that never existed and that work with PSN and XBL. We had to optimize net code for a game that was never meant to support it (and that is VERY fast paced which makes it that much more difficult).

At the same time, we're doing real-time sprite filtering of everything on screen. Rendering all of the 3D assets in resolutions far higher than they were intended and implementing widescreen support (again, something the original code was never meant to do).

All of these rendering changes never come out the other side "perfectly" the first time so there's a ton of tweaking that has had to be done to get everything looking just right. At some point, maybe we'll show some of the early artifacts that we had early in development before those optimizations took place. Could be eye opening for some of you. :)

We had to fix a few bugs that existed in the original version of the game too.

Suffice to say, the only thing easy about porting is that you know what should be coming out the other side when you're done. In that regard, there's fewer unknowns than with new development. The challenge is, the fans ALSO know what's supposed to be coming out the other side... and if we don't get it right, we certainly hear about it. With new development, those sorts of comparisons don't exist. You can fail in entirely different ways with new development, but with ports, there's no hiding anything.

I could talk about Okami too... which had a whole slew of technical challenges... but I'll save that for another day.

Seth Killian also fielded another question on if it's more difficult to port Dreamcast games compared to PlayStation 1 titles.

Yes, unfortunately Dreamcast ports are much, much harder and more expensive than straight PlayStation ports. People hoping to see PS ports are likely to see some of their wishes come true, while Dreamcast stuff is more on the order of MVC2, which was very challenging, considering it is in some respects "just a port." DC rereleases take a lot more time, effort, and money that we need to believe can be recouped in sales. Doesn't mean they can't happen, just means there will be less of them in the foreseeable future.

Scribblenauts-styled Street Fighter artwork

Edison Yan created and posted some Scribblenauts-styled Street Fighter artwork on his blog.

Here's some of the images.

Scribblenauts styled Street Fighter Alpha artwork Scribblenauts styled Street Fighter 4 artwork Scribblenauts styled Street Fighter 3 artwork Scribblenauts styled Street Fighter 2 artwork Click images for larger versions

Kind of has a Puzzle Fighter look to it, cool stuff.

Free copies of PC SFIV being given away by Capcom

Free copies of PC SFIV being given away by Capcom If you're fast and have a bit of time on your hands, you might be able to net a free download of Street Fighter IV on the PC via Steam.

At random times, Capcom staff members have been tweeting Steam download codes for Street Fighter IV via their Capcom Unity Twitter account.

They also tweet other stuff, sometimes game announcements or just happenings in the office. So it's worth jumping over here from time to time regardless.

Since the game codes are coming in at random, it's hard to say when the next one will pop up, but you might just get lucky.

Balrog using kicks, SFIV PC modification video

Someone figured out how to swap out a character model on the PC Street Fighter IV, and recorded Chun Li using Balrog's skin and model combination.
If this kind of thing floats your boat, here's links to more videos. Entertaining for a bit, but probably not the last time you'll see something like this considering how easy it is to modify PC games.

Producer: Sequel more likely than a port of Tatsunoko vs. Capcom

Producer: Sequel more likely than a port of Tatsunoko vs. Capcom Tatsunoko vs. Capcom's producer, Ryota Niitsuma, had a discussion about the upcoming release of the game outside of Japan with VideoGamer.com. He comments that Capcom would be better off making a sequel for the PlayStation 3 and XBox 360 instead of doing a port. He also added that:

“The other problem is the game is optimized for the Wii system, especially the graphics features, so if we were to port it to PS3 or Xbox 360 we would have to make the game from scratch, and in that case we might as well just make a sequel of the series on those consoles rather than porting it.”

Niitsuma stated that they're waiting to see how the Western audience reacts to the game before they decide what they want to do in the future.

Source: VideoGamer.com.

Response to unlockables comment by Tekken staff

Response to unlockables comment by Tekken staff Last week Tekken series director, Katsuhiro Harada, said that unlockable characters in fighting games are "outdated" and "no longer useful."

Capcom's Ryota Niitsuma, who was an assistant producer on the arcade version of Street Fighter IV, responded on VideoGamer.com:

“Personally speaking I quite like the idea of rewarding the players for what they’ve put into the game,” he said. “Often the unlocked characters are quite tricky ones. If you were to start playing with that character from the start you might not really like it so much, so I quite like letting the players play with basic characters and learn the basics first, and then move on when they’ve reached a certain level to more tricky characters.”

He also goes on to mention that the Western release of Tatsunoko vs. Capcom will have unlockable fighters.

Do you think unlockable characters should be phased out of future games, or do you think they're worth keeping?

Guide: Switching from a pad to a joystick

Guide: Switching from a pad to a joystick Over the last few months we've received A LOT of emails from readers asking how they can improve their execution with a joystick. These players were very accustomed to gaming on a pad, and doing the moves on a joystick has presented a big challenge.

With that in mind we've created a guide to help ease the process of learning to play fighting games on a stick. Inside you'll find some of the more popular grips that players use (along with photos), tips on how to overcome execution problems and things of that nature.

While this isn't a sure-fire way to drastically up your game with a joystick, because that can really only be done with lots of practice, these tips should point you in the right direction and give you some good things to work on.

As always, if you have anything to add, please leave a comment for everyone else to check out as well.

Capcom fields questions about Marvel vs. Capcom 2, Tatsunoko vs. Capcom & other stuff

Capcom fields questions about Marvel vs. Capcom 2, Tatsunoko vs. Capcom & other stuff Seth Killian and Christian Svensson had another busy session on the Unity Boards recently. They discuss the PSN release date for MvC2, resolution settings for Tatsunoko vs. Capcom and a few other interesting topics.

Here are their remarks.

How come XBL people got a release date for MvC2 and us PSN owners didn't? This sucks!

Sven: Sorry guys. I understand but we'll have more to say "soon" on the PSN date. I can't say more than that right now.

Is Tatsunoko vs Capcom on the Wii 480i or 480p?

Seth: [...] 480p. The forthcoming TvC: Ultimate All-Stars should be the same.

Are these teaser images a new Marvel vs. Capcom stick from Mad Catz?

Sven: [...] The link to the images you posted [is] not an MvC stick.

Capcom, you think you'd ever turn to YouTube for hiring purposes? There's a lot of talented people on there.

Sven: To some degree, the OC Remix soundtrack for SSF2T HD Remix came about in that fashion. We discovered them through the community (not YouTube exactly, but through other sites) and reached out to bring them into the project.

Are the Street Fighter 4 PC filter options coming to consoles? — Lordbyron71

Sven: They are PC exclusive... the consoles would have had some difficulty pulling off the extra filtering without cutting back something else from a performance perspective.

Street Fighter 4 PC video comparison

GameTrailers.com has done a pretty nice video comparison for Street Fighter IV. It shows the PC, XBox 360 and PlayStation 3 versions all side-by-side and in some other formats to help you see the visual difference.
I highly recommend you watch the High Definition version.

So, what do you think? Does the PC version look better? Leave a comment with your opinion.

Marvel vs. Capcom 2 hits XBLA globally on July 29

Marvel vs. Capcom 2 hits XBLA globally on July 29 Today Capcom announced that Marvel vs. Capcom 2 will be available — globally — as part of Microsoft's "Summer of Arcade" through XBox Live on Wednesday, July 29 for 1,200 Microsoft Points ($14.99 USD).

The PlayStation Network release date will be announced soon.

EVO for beginners, as explained by Seth Killian

EVO for beginners, as explained by Seth Killian The Evolution Fighting Game tournament is set to kick off on July 17, and to give an idea of what to expect, Seth Killian has written up a handy article on the PlayStation Blog to walk you through the event.

EVO pits some of the best fighting game players on the planet head to head with each other every year. It's an awesome tournament and great fun for the whole community, so if you're interested at all, this is definitely worth reading over.

Here's a little snip from the article.

One of my other favorite things about EVO is that unlike most “pro gaming” events, EVO is an open tournament. By “open,” I mean that anybody can just walk in off the street and take their shot against the best players in the world.

You don’t have to jump through any hoops or join a silly league — if you’ve got the skills, you can step up to the plate take your shot. All of the EVO directors grew up playing in the arcades, where skills talked, and BS walked.

EVO grew straight out of our desire to preserve that electric spirit of live arcade competitions, and — just like our old arcades — anyone can walk in, put their quarter up, and prove that they’ve got the skills to be the best.

Marvel vs. Capcom 2 announcement coming soon

Marvel vs. Capcom 2 announcement coming soon Capcom employees Seth Killian and Christian Svensson were hitting the Unity Boards hard recently, they cover Marvel vs. Capcom 2's release date, HD Remix on the PC, SFIV on the PC and XBox 360 Arcade support. Lot's of interesting stuff, here are their comments.

Capcom, when is Marvel vs. Capcom 2 coming out on XBLA/PSN?

Sven: I could be wrong, but I believe MS will be saying something "today" (Wednesday) about this.

[Later on...] Turns out, I'm wrong (I got updated this afternoon). You'll hear something from us VERY soon though.

Will Super Street Fighter 2 Turbo HD Remix ever come to PC?

Seth: It's an interesting question. No plans at the moment, but to be honest, I couldn't tell you why not.

Let me investigate.

Sven: We had selected Street Fighter 4 as our foray into PC fighting games. Even with a couple of days sales, we're still not sure how it's going to do. It's an experiment of sorts.

The tech for HD Remix doesn't yet have a PC basis and it would be rather expensive to port the tech to PC, then port the game.

I have two computers in my house and only one PC SF4. Can I use the CD-key to go online with both?

Sven: I could be wrong, but only one of those accounts linked to the key can be an online-capable account I believe.

What's up with the PC SFIV hackers who have their Battle Points at 999,999?

Seth: Just as an FYI, I saw some correspondence between Capcom and Microsoft about exactly this just yesterday. They are actively investigating how it's happening and it sounds like they're forming the action plan on how to fix it.

Why does Capcom not support XBox 360 Arcade more often? How come you don't just port more titles over from the PS1 and Dreamcast? Porting is easy to do.

Sven: Actually, I believe you'll find us to be among the most prolific of third parties on XBLA: SF2: Hyper Fighting, Super Puzzle Fighter 2 Turbo HD Remix, Rocketmen & Uranus expansion, Wolf of the Battlefield: Commando 3, 1942: Joint Strike, Age of Booty, Super Street Fighter 2 Turbo HD Remix, Flock and Marvel vs. Capcom 2. And more on the way not yet announced.

As for porting PS1, PS2 and Dreamcast titles over, you make it sound like it's simple. Every project is millions of dollars and 14 to 18 months of effort. These are not trivial projects. They require planning and lots of resources.

Is Street Fighter IV coming to the Nintendo DS?

Seth: Sorry, there are no plans for SFIV on DS right now.

On the subject of HD Remix on the PC, it's interesting that Capcom is saying that SFIV is an experiment of sorts. I imagine if SF4 does extremely well, you'll see HD Remix also on the PC, but I wouldn't hold my breath.

Street Fighter 4 is a MUCH more mass market game, and while SSF2T HD Remix sold very well, it's hard to see it making its way to the PC unless Capcom felt like it was going to be a major success.