Tag Archives: konami

Top 10 DLC Fighters I’d Like To See In Smash 4

Top Smash Characters header

When Super Smash Bros. 4 was set to launch for the the next generation of platforms, we hoped for the possibility of new fighters arriving in the form of DLC. We’ve wanted something like this since Brawl, however such a thing would not happen or just not be feasible. But with Smash 4, we’ve now been graced with four DLC fighters: Mewtwo, Lucas, Roy, and Ryu. And for the first time ever, Nintendo has opened the floodgates and is letting the entire world vote for their favorite characters to be added as a fighter to SSB4’s roster. The Smash Fighter Ballot had already concluded on Saturday, October 3rd, 2015. But figured I might as well share who I feel would be a great addition the Smash roster. So hit the jump to see who my picks are.

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Skullgirls Crowdfund Update: Third Character Successfully Funded With 38 Hours Left [UPDATE]

Skullgirls IGG third Character

We’re approaching the final hours of the Skullgirls Crowdfund campaign on Indiegogo, and earlier on Monday the creation of the third secret character was successfully funded. Overnight, the stage and story was funded as well, making this character a complete success. Unlike Squigly and Big Band, fans who donated to the crowdfund will get to choose who the third DLC character will be. To make things easier, Lab Zero updated their Indiegogo page to include a breakdown of who the characters are, what their story is, how they fight, and an idea of how they fight using established character examples (like Umbrella fighting like Order Sol from Guilty Gear).

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Skullgirls Update: Big Band Fully Funded With 12 Days Remaining

Big Band Crowdfund 2

What I’d tell you? He was bound to get funded within the month, it was only a matter of time. While not as fast as Squigly, Big Band’s crowdfunding took a little over two weeks to reach its mark, $400,000 for the whole campaign. Big Band himself was funded a couple of days ago, but today both his stage and story has been fully funded, marking his campaign a full success. Like Squigly, Big Band will be free for the first three months after release and you’ll keep him after the time is up if you managed to get him.

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Skullgirls Crowdfunding One Week Later: Big Band Almost Funded

Big Band funding

During my first two articles about Skullgirls‘ crowdfunding, the funds raised grew exceptionally fast. So fast that Squigly was funded within 24 hours. Big Band’s funding moving is a little bit slower than Squigly’s. But with just 22 days left and $308,302 raised as of this writing, there’s no question that Big Band will get the funding he needs by the end of the month (or even this week!). The stretch goal is $375,000 for Big Band’s creation, $400,000 for story and stage. And remember, he himself does not cost $375,000, but only $200,000 since 1) he’s a stretch goal and funding is combined with Squigly, and 2) he cost slightly more than Squigly to make because his creation wasn’t as far ahead as Squigly’s when the Indiegogo campaign started. It’s safe to say that Squigly was in development before publisher Autumn Games’ financial assets were frozen, halting funding for Squigly and forcing Lab Zero to find other means of funding.

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Well That Was Quick: Squigly Crowdfund Is A Success, Big Band Funding Is Next

Squigly Crowdfund Successful

I thought this would take a while to get funded, much like other crowdfunded project I’ve seen. But once I saw the money raised hit nearly triple digits by the middle of the day, It was only a matter of time. Lab Zero needed $150,000 to finish up creating Squigly, Skullgirls‘ first DLC character. With $218,361 raised as of this writing, Squigly surpassed her general funding. Also surpassing $175,000 stretch goal, she will have her own stage and story mode added upon release. Speaking of which, she will be free buy for everyone for the first three months, becoming paid DLC afterwards for anyone who didn’t get her. Those who already got her will keep her free of charge.

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Skullgirls Dev Begins Indiegogo Campaign For DLC Character Squigly, Reveals First Male DLC Character, Collapse Of Reverge Labs Further Explained

Squigly and Big Band

Over the weekend, Skullgirls developer Lab Zero showed off footage for their first DLC character, Squigly. From the video up on the Indiegogo, she’s being set up as a long-range character thanks to her parasite host Leviathan. Lab Zero states that if they can reach their goal in within the 31 days they have for the campain, Squigly will be a free DLC character for 3 months, then cost $5 for those who didn’t get her during the time alotted. They also revealed the first male character for the game, Big Band. He’ll be a charge character and can also do command grabs and anti-air moves. The team says that Mike wanted Big Band to “play like Q from Street Fighter 3 Third Strike, ‘but good’.” Big Band is slated to be the next character they’ll be able to work on if they meet their stretch goal detailed on their Indiegogo page.

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Who’s Lab Zero? And What Happened To Reverge Labs? Well…

…Reverge Labs is kinda gone. Fans of Skullgirls who applied the 1.01 patch were probably surprised to see Lab Zero Games splashed on the screen instead of Reverge Labs, whose name now appears in a smaller section of logos near the end of the sequence. So what happened?

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Skullgirls 1.01 Update Is Live, Massive Changes And Improvements Made

Finally!

Earlier this year marked the release of Skullgirls, a game made by pro-tournament player MikeZ and his team as Reverge Labs. It was an all-girl (for now) fighting game that was rife with references and was a love-letter to fighting games. While critical and fan reaction was mostly positive, there were still lots of things to be addressed. Shortly after release, Reverge said that they’ll ready a big patch to release later on, and that later on is now. And since patches cost money to go online, the team at Reverge Labs wanted to make this patch count and fix a multitude of things all at once. Since this is a small dev team, they don’t have the resources to make constant patches and put them online. Highly understandable, and preferable (PS3 guys, you’ll understand. I sure do). The fix list is massive. Really massive. Summarized list after the break.

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MercurySteam Wants To Do Contra Next

Hoooooooly crap. Dave Cox of MercurySteam, the Developers of Caslevania Lords of Shadow and the upcoming sequels, stated in an interview with VG247 that he and his team want to do a Contra game. He stresses that even though his team have done very well with the Castlevania reboot, he doesn’t want to be known as Mr. Castlevania. “… I don’t want to be in charge of a series that perhaps over a certain time is going to decline,” he states, which probably rings true for some franchises that have seen some major drops over time.  As he feels his team has told the story of this Castlevania, he’d want his tem to “…go out with a bang and leave that as our legacy in the Castlevania universe.” Hey, no shame in that. Some of the best artists stepped out while the iron’s hot.

“I’d love to do Contra. At Mercury Steam we’ve got an original idea that I think is really awesome. We’d love to bring that idea to market and I’m hoping that the success of Lords of Shadow 2 will allow us to do that,” says Cox later on. The last Contra games to come out were Contra Rebirth on WiiWare and WayForward’s own Contra 4 on the DS. As long as it doesn’t become another FPS or TPS, I welcome this venture. Maybe something along the lines of Devil May Cry‘s and Metroid Other M‘s tight gameplay might suffice.

Moving on: Cox and Mercury Steam aim for Contra reboot [VG247, via Joystiq]

Solid Snake Is Coming Back To Metal Gear Solid 5!

This old dog is not done yet.

In a recent interview with French magazine IG, the creator and creative director of the Metal Gear Solid series, Hideo Kojima, has released some info about his next installment in the Metal Gear Solid series. He has said the game will be running on Konami’s own Fox Engine and he has been quoted to say “On the topic of Metal Gear Solid 5, I can tell you  two things. There will be much question of infiltration, espionage, and convincing people to give you ‘a favor’ like in the last Metal Gear Solid.” This left me wondering if Kojima is looking to make the Metal Gear Solid world more expanded and interactive. This thought was solidified when Kojima told the magazine “I liked the idea  of social interactions in Deus Ex: Human Revolution, but we will see.”

Oh and before people start trying to find hints of Metal Gear Solid 5 in Metal Gear Rising: Revengance when it comes out, just know that Kojima has also stated “Metal Gear Rising: Revengeance never pretended to be Metal Gear Solid. It’s not a game about our beloved Solid Snake. It’s a spin-off that tries something different.”

Well, I personally thought that Metal Gear Solid 4 was the  last game for dear old Snake. I would’t mind jumping in the shoes of Snake once again but seeing all the events that lead up to Metal Gear Solid 4 and seeing the ending, one would think that was the ultimate finale for Snake. Well it’s up to the creator though to say when to say the character’s final journey is but I leave off with Kojima’s insightful quote from the IG magazine interview “We haven’t seen the last of Solid Snake, despite the fact that I wanted to let him  die at the end of Guns of the Patriots”

[Source] [Source]

With The Wii U On The Way, Why Not Bring Back Silent Scope?

Ever since the reveal of the Wii U last year (and further info this year), I was thinking of what kinds of games would be a good fit for the Wii U and the Tablet Controller (called the Gamepad). After seeing what some of those games were doing with the tablet, I recalled one of those demos doing something akin to showing a bigger picture on the TV and showing a zoomed-in shot on the Gamepad’s screen. Then it hit me: Why not make a make a new Silent Scope game?

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Metal Gear Rising Title Screen Revealed For E3 Demo

Regardless of what many die-hard fans are saying about Metal Gear Rising: Revengeance, we’re really excited for this game and what Platinum Games has planned for Raiden. Metal Gear Rising nixes stealth in favor of fast-paced, adrenaline pumping action that Platinum Games is known for. A perfect fit for the antics that Raiden performed in MGS4: Guns of the Patriots. Konami has revealed the Title Screen that’ll greet players that play the demo at E3 2012. It really reminds me of title screens like Mortal Kombat 9 and God of War, with the character looking at the player or breathing, and then moving when making a selection. Of course Raiden is just standing there, but he is shot from many dynamic angles. We expressed how we felt about the game in the first episode of The Wired Fish Podcast Season 2.

BBFC Leakes Zone of The Enders HD Collection And Release Date

Fans have been begging for this Kojima classic to make a comeback either with a sequel or an HD port. It looks like their wishes are being granted as the British Board of Film Classification (BBFC) has rated the game, unintentionally making its existence known to the public. They rated the game 12+ and say that it will come out in the UK on September 1 of this year.

In Zone of the Enders, you piloted a mech across a stage, fighting enemy robots along the way. My only experience with the game was through a demo for the PS2. Unlike other mech games, you had complete control over how you mech flew around. You could shoot at enemies from afar, or come in close for a devastating sword swipe. Besides its unique controls, the game was also known for coming with a demo of the hotly anticipated Metal Gear Solid 2. While most people probably bought the game for that demo, it did make fans for Zone of the Enders. Here’s hoping this HD collection doesn’t suffer the same fate of another collection Konami made recently.

The Breakdown – Castlevania: Harmony of Dissonance

System: GBA/Publisher: Konami/Developer: Konami/Players: 1/Released/Sep. 16, 2002

While the world enjoys the new Harmony that descended on the downloadable game scene, I took the time to go out and buy an old Harmony on the GBA. Released after Circle of the Moon, Harmony of Dissonance released during a sort of renaissance period for the series as Castlevania was once again a force to be reckoned with in the gaming scene after the release of SoTN. However, this entry was seen as a bit lackluster, and to this day is seen as the black sheep of the post-SoTN games. Were the initial critiques spot on? Has the game aged better as time went on. Or should it have been a forgotten note? After the break, I breakdown Castlevania: Harmony of Dissonance.

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