Episode Transcript
Available transcripts are automatically generated. Complete accuracy is not guaranteed.
Speaker 1 (00:05):
Rip Jo, Welcome back to Triple Koh with Max in tow.
Despite some of the problems unfortunately happening in your part
of the world. We might lose power on your side
or the internet, but hopefully we can make it through
(00:26):
and super glad you and yours are all safe over there,
because yeah, it's pretty rough, right.
Speaker 2 (00:31):
I would love it consistent ninety minutes of something functioning.
It would be great.
Speaker 1 (00:36):
The struggle, of course, this struggle, of course, Justin Wong.
We are in there and let's just get right to it. Max.
On last episode we had a ketchup on and we
kind of talked about what he played and what me
and Justin played fighting games throughout twenty twenty four and
what we're looking forward to in twenty twenty five. So
(00:57):
why don't you start us off by sam like what
you enjoyed, because you wanted to get your take on this. Obviously,
throughout the.
Speaker 2 (01:03):
Year twenty twenty four was the return of tech and
for me and historically speaking, I have not I've had
tech and friends, right, Kenny and sever are big techn heads,
but to be real, like, I have not had a positive,
generally positive online experience with the Techan game ever, and
that goes back to T five dr on PlayStation three,
super excited for it, like T five's T five can't
(01:26):
wait and it's just ass so bad Tech and six Okay, yeah,
this is gonna be the one. It's gonna be better.
Like years later, there's a new character, this Lars guy
looks funky. I'll try him ass like two days, l
I can't do this. This is awful. And then the
same thing happened to Tag two and did they have like.
Speaker 1 (01:42):
Just like the worst neck code Like Tech and six,
I never played it online.
Speaker 2 (01:45):
It was it was actually so much input delay it
was insane. And it was practically the same thing for
Tech and Tag two, like very little differences all things consider,
maybe minor differences. And throughout the majority of Tech and
seven's existed, it's like for like five years, the net
code was just terrible and the only way you're getting
matches is people close to you, and that's like it.
(02:07):
There's there's an astronomical amount of input delay, at least
like for me, you know, so I know there's a
Tech and eight and my experience is online with this game,
even under like some bad connections mostly hold up. It's
actual rollback net code. You know, I have seen ko
you know flash and it goes away because it's like, oh,
actually that didn't happen. The rollback is real, you know. Yeah,
(02:29):
so for me to jump on and actually like get
human interaction just with like a wide populace of people
learning tech. And at the same time, I had not
enjoyed techn that much since T five, like straight up,
So that carried throughout the whole year, and despite big
games coming out and other things to play throughout the year,
(02:50):
I always kind of wanted to go back and just
keep keep, I say, refreshed with techan so I don't
suck at it because I nowadays it's just one fighting
game in the year, another fighting game the other, because
there's only one space in the mental capacity to like
learn something.
Speaker 1 (03:05):
That's the real struggle. That is the real struggle all
three of us, I think.
Speaker 2 (03:09):
So you just kind of got to like, oh, yeah,
all the experience you had is kind of gone until
you have to relearn it. And yeah, T T eight
was like the game that I was able to just
come back to every single time and be like this
shit's fun. You know, I emphatically agree if I had
to individually play any of the big three fighting games
out there right now. And I was like forced into
(03:30):
that situation to only play MK one, to only play
three Fighter six, to only play Tech and eight. I
might be just like I might be a little a
little like angry that like all that stuff is there.
But you know, realistically speaking, the characters and the majority
of these games are just super fun now and you
get so many things you can do with them and
tech and especially to an almost very annoying degree if
(03:53):
you have to get really good at the game. The tech,
the characters of so much shit they can do, it's
so it's impossible to keep track of it all. So
it's very fun for somebody like me, that's all'm gonna say.
Speaker 1 (04:02):
Yeah, and just massive move lists forever.
Speaker 2 (04:04):
Huge moveless like crazy bullshit, heat ship, heat dumps, you know,
and everything, so much stuff, and and I find it
just fun that characters are doing more things than they
ever have.
Speaker 3 (04:15):
But I get it it makes people feel good when
they're playing Technic because you feel so powerful you do
when when playing these characters now, Yes, like compared to
before where it's like very more defensive poke here and
their legacy skill, but tech it a is like, man,
I am going to mess you up if if I
know how to play my character.
Speaker 2 (04:32):
And that's that's kind of like the goal. Even after
the coaching sessions I had with like fd X to
get me into some of the higher ranks, He's like,
you fuck somebody up first, Like that's what you want
to do in these ranks, Like people don't know them,
you fuck them up first, Like that's the that's the
goal is to enact your offense faster than they get
to theirs, because you're not going to know what their
offense is until you really play a lot of the game.
(04:53):
And yeah, that can be that can be a difficult
thing to you know, hold hold, Like just for a
FGC player, I got to hold this ship. I hate that.
I hate holding shit. You know, I got a block,
I got a block this shit fuck that. So and
I get it, like I completely understand that where these
games go needs to be refined a bit, And yeah,
I agree. I think I think techn eight is in
its first year right now. It's in a growing phase,
(05:14):
just like Street Fighters six still maybe is and shit
will change, you know, And we're on the cusp of
Super street Fighter six and we're on the cusp of
a big update for tech and eight, so we'll just
have to see.
Speaker 1 (05:26):
Yeah, Like they announced like something like we're doing some
things of in Teken eight in the meantime, like we're
going to be changing some mechanics here. And I think
they made that vague like announcement like a few weeks ago.
Speaker 2 (05:36):
In spring there's a big update, like a big mechanical update.
Speaker 1 (05:39):
In twenty twenty five. Even though some fighting game things
may not have release dates or whatever, but like this year,
what are you looking forward to playing or stuff that's
like not out yet.
Speaker 2 (05:49):
Uh, realistically, it's definitely Fatal Fury, like the top of
the least, I think it's.
Speaker 3 (05:54):
My novel one.
Speaker 2 (05:55):
It's it's up there with like just in a general
scope months Run or Wilds, where it's like I think
I want Fatal Fury and the same level of excitement
as Monster Hunter Wilds. Like Rock Howard is my primo
S and K character, right, it's like arguably one of
the like characters I've connected to the most of all
fighting game characters. So I really just want that game
to be sick and have a headliner game with Rock
(06:17):
and you know, Fatal Fury adjacent eventually Bones, walking Skeleton
Geese to to be. I'm just hoping that's all really sick,
but I mean to be to be real. Virtual Fighter
coming back is a big one.
Speaker 1 (06:31):
I think it was another year or someone it's like, yeah,
you know, Geese is coming back, and I was like
against it. I was like, no, no, no, I should stay
dead unless it's Nightmare Geese. Now zombie, you know, even
more than zombie Giese. Max has said it's just a
skeleton wearing Geese's pants. Now I'm on board.
Speaker 2 (06:47):
Yeah, walking Bones with with like the big like like
skirt thing they has the biggest.
Speaker 1 (06:54):
Yeah, yeah, okay, yeah, because I think justin I think
you mentioned Monster Hunter Wild's right.
Speaker 3 (07:01):
I feel like everyone like, if you're a fighting game player,
you're probably gonna say, did the Wolves and Monster in
the wilds are gonna be the two games you really
really want to play? So yeah, I'm super excited to
play both of those games. Like I'm glad they're not
on the same date. I'm glad there's two months a difference.
Like it's so big because I don't have to like
think about playing which one. So yeah, in Monster one
(07:23):
Hunter and February and lock in on uh did Wolves
in April.
Speaker 2 (07:26):
There's a there's a little bit of PTSD with fighting
game community folks and fighting games surrounding Monster Hunter because
Monster Hunter World came out within like the same week
as Dragon Ball Fighters and it sucked. It was just
terrible to have to split your time between both of
those games because they were both so good.
Speaker 1 (07:43):
And for me, I also said City of the Walls,
but uh, you know, not not that big into Mauds Runner,
but I'm really looking forward to Middle Gear Solid Delta
just because MGS three is like one of my top
five favorite games of all time, so the remake of
that is very much up my alley.
Speaker 2 (07:59):
I will say, not fighting game appropriate, but I'm looking
forward to it too. The latest trailers have sold me
on it, when before I was like, I don't know, dude,
I don't know about this shit.
Speaker 1 (08:10):
And just a confirmation that Ariel from The Little Mermaid
was always the actress that played Eva in that game
was like kind of cool because they kept they kept
her identity secret, really weird. People figured it out. People
figured it out just because there her voices similar, like yeah,
like decades had had gone in between, but she is
not credited in the game for some reason. Might have
(08:30):
been a union issue, a ghost actor. Yeah, something like that,
I think at the time. But Konami embracing the marketing
by having the voice actors prominently displayed and David are
talking about it is just very cool. Flat worked on me.
So any final thoughts on a little game called Marvel
versus Capcom Infinite and Beyond. When that launched, you weren't
(08:51):
able to make the podcast there, So just yeah, final
thoughts on that, because we did want to get your
take on everything you put in and the team obviously
and how people have received it.
Speaker 2 (09:02):
I think it went over just probably way more than
I thought it would, to a point where the amount
of viewership and what it was getting, I'm like, oh, now,
this is a problem. There was so much viewership I
think on the initial trailers and stuff like that that
once you get over like one point five million views
on something in a small period of time, I'm like, oh,
we might actually piss some people off here.
Speaker 3 (09:22):
Yeah.
Speaker 2 (09:22):
Yeah, so I was like, uh, oh, I might have
like done too good a job on that trailer making
it look and feel official, despite the announcer literally saying
it's not. Yeah. I got messages from other folks in
the industry saying that, like, you know, they have friends
that watched it and they didn't realize it was a mod,
so a confusion about like, oh, this is what they're
(09:46):
doing with Marvel versus gap on, people like why isn't
it three v three? So it's like, wow, I guess
it really does look official. But that makes me happy
because that's like that still got people to play MVCI.
That's literally it. The goal in this whole thing, obviously,
outside of being a personal endeavor for eight months and
a very expensive one, was that I liked this game
(10:08):
and I enjoyed playing certain parts of it, but I
always hated looking at it. I always hated the way
things visually looked outside of like very few differences, like
like Nova always look good, Venom looked good, and it's like, man,
can we make those characters look as good, if not
even better? You know? And I think we did a
pretty good job at that. So the fact that people
were able to play Marvel Versus Capcom Infinite of all
(10:29):
games like one of the most heated and hated fighting
games out there, and look at it with a positive note.
In their head and be like, oh, actually, yeah, this
looks really cool, or yeah, this is really fun. This
part of this game I never really even thought of before.
But when it doesn't look like ass, that's actually really fun.
That's all I wanted. And that's kind of like what happened.
(10:52):
And to be real, are we going to grow a
community that's like ten times the size of what stuff
was before? That was never the goal. The goal was
just to make all sides of Marvel Versus Capcom as
an overall brand, have positivity around it and a reminder
this project didn't. This project started way before the collection
was out, so the point of it was like, hey,
Capcom Marvel look like if Marvel Versus Capcom can happen
(11:15):
in the future, if I can show you that even
the game that was the worst that like sank this
franchise could be looked at with positive eyes, if we
could flip that that narrative in some way, then you
definitely can do it officially. Like if I can do
it with the ragtag group of individuals that made Marvel
three mods, then you can definitely do it officially. And
I think we prove that what were.
Speaker 3 (11:35):
We thinking about with Sigma tron though talking about this
last week we were thinking about it. That was crazy.
Speaker 2 (11:41):
I was like, whoa, what specifically very hard Ultronto Omega Like, yeah,
Ultronto Omega is the hardest fighting game boss ever, bro,
and he is true frustration because you cannot play him
like a fighting game boss. So what what I was
thinking was, we just enabled those elements and when we
(12:01):
got to when I got to the boss, because I
was like one of the first ones to try it
because our arcade mode was not working until one week
before the game launched, we got in there and I'm like, oh, okay,
so the boss now has two drones. I played it
on normal. Two drones are active all the time, and
the guys the guy's a sponge. I'm like, wow, this
is challenging. This is kind of fucked up. I'll probably
just warn people that you just don't want to play this.
(12:24):
And then I tried it two more times. I got
him to fifty percent, and I'm like, oh, this is beatable.
Oh it's actually beatable. Okay, I don't have the time
to like dedicate to this, but no, no, no, you
can you can defeat this. I got him randomly to
fifty percent and then I tried it on very Hard
to see if this is even possible and does even
get through getting through arcade mode on very Hard as
on freaking slog it's a nightmare with it with frenzy mode.
(12:45):
And then I get to the boss and I'm like, oh,
this is actually impossible, Like there's you don't do enough damage,
he just kills you if he chooses to. This is
actually fucked up. And then I tried for thirty minutes
later and I got him down twenty five percent, and
I was like, I don't know, this might this might
be And then some members of the community like started
started like playing it like this is fucked up. Like
(13:06):
Justin was like this is fucked this is absolutely and
I'm like, I don't think it's beatable, Like I think
I've gotten it down a little bit, but like what
happens in the final phase, I think this is actually
a fucked up boss. And then I was watching Heath
who made S and K Galactis in or what was
one of the dudes that no no no. He was
(13:26):
a part of the Marvel three scene that beat S
and K Galactus, which was megaft up at the start,
and he got him down to seventy five percent below
like twenty and he's like, oh, this is doable. Like
after six hours, he's like, this is definitely doable. And
that's all we wanted to see. And then I teamed
up with him. We did it in co op, and
then he applied the same strategy the next day, and
(13:47):
he did it in solo. And now we are to
the point where I have seen it beaten on very hard,
either with co op or individually with about four or
five different teams.
Speaker 3 (14:00):
Oh nice, okay, So but the only.
Speaker 2 (14:02):
People that have beaten it, like really are NBCi players,
folks that kind of really know how their characters work.
And shit, because it's a raid boss it. It's like
the mechanics are all right, Phase one does this shit.
Drones are always out. You need a character to hold
the drones like their ads in an MMO boss fight.
(14:23):
If he goes in camps, he has a chance to
camp forever unless you kill the ads at the exact
same time. With this crazy second, like, this is crazy.
This is not designed, by the way, This is just
the way the cookie crumbled when we enabled all this shit.
So we're like, is it even fucking beatable? And it is.
It's just that you really have to come up with
a strategy and characters that compliment each other that can
(14:45):
do damage to the main boss. To break the main boss.
We came up with a strategy that skips a phase
that allows us to like, oh, not deal with the
camping bullshit because the camping bullshit sucks. He just goes
away and you can't. You can't, you can't fight him
anymore until you were like kill the drones with the
same time. So it is, it is legit super hard,
but I will say Strider Sigma is the easiest one.
(15:07):
You can probably get a victory within two to three
hours if you are attempting it. But it's fucked, dude,
Like your characters are facing the wrong direction. It's all
about positioning and control. Like it's so much crazy bullshit
that we unintentionally created the hardest fighting game boss ever.
Speaker 3 (15:24):
It was. It was really tough. I can't because I
couldn't beat with my team, and I started like experimenting
with other teams and I'm like, it's just the it's
the it's the two annoying bots. Those bots ken't responding.
I'm like, why did they keep responding? They literally never stop,
like you don't we get like a cool down, Like
once one dies, they just imagine another one magically appears
(15:46):
right away like frame one.
Speaker 2 (15:47):
Yes, you have to you have to. Like it was
similar to like an MMO raid boss fight. The ads
are always there, so you need you need a character
that controls the ads at any point, and pretty much
Sigma Paint is the way to go, say but paints
and holds him in eternal blocks done and it builds
a ton of meter and he just does it. And
then when they get out, you shoulder shoulder as infinite armor.
(16:07):
It puts them back in their place. He just controls
the ads. And then you have like Strider, he just
throws cats. He's like, hey, the zoo. So that's like
the main strategy is that they work together. The easiest
probably it's the easiest known one. But we've seen it
beaten with like Thano's Hulk. I've seen it beat with
Dormamu gomorrah Tekuwa just beat it with Dormmo Gomora. But
(16:31):
it took him about like five hours.
Speaker 3 (16:33):
So it makes this an armor armors like it seems
like armors like your buddy.
Speaker 2 (16:38):
It's helpful Gomorrah was actually really good for overlapping inputs,
so when you did one special, it did the same
special for both characters and they were both good. It
was like the Sword with Gomora and dark Hole. And
every time the boss takes a hit he gets stuck
in hits done for a second. So when you have
a lot of hits, he just is frozen in hits
done and you just do that forever and he eventually
(16:59):
can't move, so yes, once once again, you can't. It
is not a traditional fighting game like Boss. It's like
a raid boss. And then I saw like Reggie did
it on Reggie and Wooly did it on like normal even,
and I was like, oh, okay, so they were able
to find the strategy and get something to work too,
and it was like, it's kind of a big fuck
(17:20):
this guy high five this piece of shit.
Speaker 1 (17:23):
Well that's what I was going to say. It's like
almost like a blessing in disguise when you have something
crazy like this and people need to put their heads
together figure out. It's just one extra thing that makes
the mod like get a little mini community, right, just
trying to figure out that boss. So that's like, let's
say it was just challenging, Like, yeah, it's challenging, you
can do it, right, So this is actually like kind
(17:44):
of like to me, I.
Speaker 2 (17:45):
Kind of love it. Yeah, exactly, Like if I was
thinking of, like maybe I should warn people that, like
this fight is incredibly hard, I recommend not doing it.
You know it's it's and we don't even know if
it's beatable. I was going to say that in the
first week, but when we started seeing like progress really faster,
it's like, yeah, I've done randomizers where like it seems
like this is impossible, Like it stuck me in a room,
I have four feet to move and a monster that
(18:07):
hits like everywhere. But I was able to find strategies
to work around it, and like, Okay, I think I
can beat this shit. Dude, I think that this is
pot I think kind of love that it's like a
problem solving thing. And we sort of did that, like
live on stream the first time we beat it in
co op and we're like, can we apply that strategy
to solo? And it worked, so it's like, oh shit,
Like but I truly will say, like the normal one
(18:30):
normal mode with co op, if you want to figure
that out with the friend is super fun, like that
is it is definitely beatable. It's super fun. The ones
that are, oh, if you want to if you want
to have some straight ball yanking experience, man, it's it's
the v hard one. And there's I think less than
five total people that have actually beaten it.
Speaker 1 (18:49):
So the whole concept of what you were saying before
about like you know, the game, I do not like
to look at it with my eyes, the original vanilla
version and stuff. And you look at the history of
fighting games. Fin games, notably, especially in the last twenty years,
want to push visuals quite a bit, like you know,
from tech In to Dead or Live Metal, Kombats and
like like Street Fighter six, Like you know, visuals are
(19:11):
always a big push. So for the fighting games that
are notably not having good visuals like Marvel Versus Capcom
Infinite just the basic version, sure, and another game that
we're going to talk about later, it's like that's why
those games like stick out for a little bit. It's like, yeah,
the gameplay could be definitely solid, but it shows how
(19:31):
in the genre especially visuals do matter a little bit,
at least a bit more than say, like I don't know,
like indie games or you know, a couple of other genres.
Let's just say so, yeah, it's.
Speaker 2 (19:41):
And it's just interesting, and it promotes a question like,
well if MVCI, like even our visuals standard we made
was was had a lot of compromises because we're working
on top of the existing stuff that Capcom had, right,
so we don't have full control. But what if they
had full control? What if they were able to like
execute something that was a bit closer to a Marvel
comics like manga look of the Capcom side characters with them,
(20:03):
would MBCI have done better? Because it still has the
problem that it is not a sequel to Marvel versus
Capcom three. It's a sequel to NBC one, like and
that's where my mind space was. It's like, now this
is like the follow up game to Marvel one, a
TWOV two like assist game. Now you can everything's an assist,
but it's only two v two. So I'm like, okay,
we'll just put that in the nineties. Let's just stick
(20:25):
that concept in the nineties. Will resonate. It kind of does,
but I think it would have done better.
Speaker 1 (20:30):
It wouldn't have heard it.
Speaker 2 (20:32):
Yeah, it definitely would not have been nearly as bad.
As much as the X Men thing was clearly an issue,
there was definitely like a waning hope that hey, they
could be back, though like, yeah, they're listening, they could
be back. The problem was nothing looked cool, like straight
up like there was the synergy stuff you would see
(20:53):
and the greatest i'd say strength of NBCi as a
game is, oh man, what's the word I want to
think about? When you have like actors that are just
making up scenarios and like.
Speaker 3 (21:05):
You know who one is it?
Speaker 2 (21:07):
Anyway, you know where you have to like improv improv.
NBCi is the greatest improv fighting game ever where it's
like you can practice all these scenarios, but your conversion
from this to that, oh I got them with this
that reflected back like it's the greatest game of just
like oh I'm I'm, I'm connected and dialed in and
I made I turned this situation into something bad ass
and I've never practiced it. It is the best game
(21:29):
for that shit, dude. The issue is is that unless
you like play it, you won't see that, and anybody
that looks at it doesn't give a shit because it
looks like ass. So now you get some folks that
are playing it and experiencing that, like, well, this is
actually kind of fun, Like it is clearly not Marvel first,
this Gapcom four, it's Marvel one two. But you know,
(21:49):
at least people get to see the side of it
that we always found fun.
Speaker 3 (21:52):
Yeah, and it.
Speaker 1 (21:53):
Hurts if you search for the game, let's say a
week or two after launch, and all you see is
comparison videos between level threes from Marvel Ultimate, Marvel three
and then this game, and people seeing that and just
being like.
Speaker 2 (22:04):
It's overdude. And that's the thing I wanted the most
was like a lot of people were saying they gave
it a Marvel versus Gapcom three art style, and I
completely understand where it's like, yes, that would you would
definitely see that to be the case. And then you
actually compare it. People made comparisons of MVCIB to Marvel three, No, dude,
are it looks very different if you look at the
(22:26):
way they render their characters, Like Marvel three does not
really have a comic book look to it at all.
It mostly is like a more flattened version of what
MBCI is with actual color. So the comparison videos are
pretty interesting. Where it's like a lot of people are
saying they gave it the Marvel three art style, and
then you actually look at side by side. Oh, it
definitely is not. That's absolutely not.
Speaker 1 (22:47):
In ones in your mind's eye, you might think that,
like anyone that's like thinking about screenshots or whatever, and
then if you actually put them side by side, yeah,
it's it's it's different because I think the Marvel Ultimate
Marvel three or just Marvel three art style in pictures,
like in the character renders, I'm like, ah, that looks great,
and it's like pretty similar in game, but when people
(23:07):
are moving in game, it's like, yeah, it's not exactly
that because they're trying to do that dark inking art
on there.
Speaker 2 (23:14):
So there's one issue I think Marvel three has visually.
It's too dark. Yeah, it's like you have like some
of the dark Most of the stages are dark, and
characters of these harsh black black outlines around them I'm sorry,
black shadows and they cover most of their body. Name's
dark as shit, dude, which is why the Bright stages
are the only one that's played daily Bugle you know
area and tron Bond Stage.
Speaker 3 (23:33):
Yeah.
Speaker 1 (23:35):
Uh, you know what a game that doesn't have a
visual problem right now and most likely won't when launches.
Is street fighter, street Fighter, virtual Fighter like Revival six.
I'm not even sure. A couple of people said, uh,
Sega has said this is we're not calling it six.
Speaker 2 (23:52):
Thank god.
Speaker 1 (23:54):
I'm not sure if that's true. But like they don't
call it Virtual Fighters six.
Speaker 2 (23:58):
There is no sex anywhere. Yeah, they just they literally
says Virtual Fighter is back, and when they and.
Speaker 1 (24:04):
It just says virtual Fighter the logo.
Speaker 2 (24:05):
When n videos talking about it, they say the Virtual
Fighter Project. Yes, So it's like, oh, I swear, dude.
The same argument I had for Soul Caliber six, where
it's like, bro, you know, please don't do this, like,
please just reboot this ship. And Sol Caliber six was
a reboot. It was going back to sol Caliber one.
The fact that they didn't put that in the marketing
was so like deeply upset me. So yeah, I hope,
(24:29):
I hope it's a rebranded VF. And it's just, hey,
is this just Virtual Fighter and it's been gone for
long enough, dude, we're starting over.
Speaker 1 (24:36):
Yeah, might as well just starting over definitely from the
pre development footage that now, I mean a couple of
Sega reps have kind of clarified this isn't exactly game play.
It's not we're shooting for when you when you look
at it, you're like.
Speaker 3 (24:54):
Give it to me. I wanted, I want to like this,
give it to.
Speaker 1 (24:58):
Me, because but it it looks like so more cinematic,
yes than even the clip against the Stella very brief
game cinematic, but like, holy shit, that looked awesome.
Speaker 2 (25:11):
I had to like explain to people what that means,
Like what does like pre development footage mean. RGG Studios
when it comes to like Yakaza games and stuff like that,
they always do this. There is uh it was like
an April Fools video for the latest Yakaza game, like
a Dragon, and it was a April Fools video that
we have some new characters and it's a turn based
like RPG Yakaza and that that CG video, while being
(25:35):
an April Fools teaser, was still a teaser of a
game that they were making. So all of the CG
render or in game render or whatever it was looked
really polished and really good. But to be honest, like
it was not a game. It was not a game
yet that ended up being about ninety nine point five
percent what the game would actually look like. Yeah, So
(25:56):
what I what I pull from that that target render
is that there's a lot of things in here that
they want to show us that are going to be
in the final game. But this is clearly not gameplay,
Like a Kira is not even a Kira. He does
not even doing Akira moves.
Speaker 1 (26:09):
You know what it really reminds me of. It reminds
of that very first MKX gameplay video where it's just
sub Zero and Scorpion in the dark forest and it
shows all the stuff that you will be able to
do in that stage. I pick up the background elements
and hit them with UP and it's not gameplay.
Speaker 2 (26:27):
The biggest difference with that one is that that's truly
pre rendered, Like it's just a CG cut scene. This
is like an an engine thing. So you're like, okay,
this is close to reel. But I think what I'm
pulling from it is that the number one thing that
we all say when you first see that footage, it's
so smooth. It's so smooth. Oh my gosh, Like where
it looks like a real fight, it looks like we're
(26:47):
looking at really choreographed fights here. A reminder Virtual Fighter
five like whenever we get a new VF Sega, like
Super Innovates, they try to do something crazy different for
every Virtual Fighter, and in VIA five's case, it was
animation transitions. It was from like one action to the next,
from throws to engagement. We want to even to smooth
that shit out as much as possible. So VF five
(27:08):
is a very smooth looking game from moment to moment.
And I think that's what that promise is. That promise
is that like, this is our goal. Our goal is
that combat looks like this super what's it called contextual
blocking and shit like that, like really unique Paris and
guards that. And I kind of pulled this conclusion like dude,
(27:31):
what if what if we had a fighting game or
blocking looks cool, like really cool? And Yeah, I think
that's what they're going for.
Speaker 1 (27:38):
It just reminds me of that thing they attempted with
Street Fighter, the movie, the game, the arcade version, where
they tried to get Gokin or sheen Long in there,
and that's what they wanted for blocking. They wanted him
to go into a Perry animation that that would be
his blocking, and they're like, oh, we couldn't logistically figured
it out.
Speaker 2 (27:56):
We didn't. We had to scrap the character because if
you think about the way back, then that's so it's
so expensive. It is like it it is so much
if you just don't have generic blocking animations where it's like,
all right, so if you block a you know PPK,
you know P plus k or something on some character,
some big string, how does that look like? Do you
animate that for every single character? Do you have a
(28:17):
generic animation for every character that you can apply, because
we have to make it. If you block the whole thing,
does it look sick? So it's a big commitment if
that is the route they end up going.
Speaker 3 (28:27):
When you look at VF five when they block like
really like big moves, it looks really cool when they
block it, it does they kind of like stagger back
while they're in blocks. So it's like an actual like
force of pushback. Yeah, compared to where two D games,
if you block like a big juggernaut punch, it's like
the same blocking as like you're blocking a standing jazz
for you, you know what I mean?
Speaker 2 (28:47):
And then yeah, like VA five, even techan has that
like that. It changed over the years with techn for example,
blocking a hell sweep it uses to continue the animation.
Street Fighter five used to the all games before it,
the sweep would just continue the animation and when you
block it like it like stops and reflects. Yeah, so
it's not like this is a new thing, but making
it look really coo cool, like making it a huge
(29:09):
part of the gameplay that like we can make blocking
look really sick, and I think that'll also have like
a level of engagement. There's there's there's gonna be moments
where it's like, oh, I know that that high crushes
that like that pp KK move or whatever. Once that
that's that second K comes out, I conduct that ship.
So there needs to be a camera slow most fuck you, Like,
there needs to be a response there that you really
(29:31):
like can take advantage of.
Speaker 1 (29:33):
I think the other week, two weeks ago, I think
we were in guy winquot on We're saying we're talking
about this new VF and I was just saying, I
really think that they'll push stages as like people are
falling over shit, you're getting blasted into stuff, and I'd
like to think there'll be some virtual Fighter asque stages too.
But that's what this new gameplay clip at the in
(29:54):
video show like kind of showed is that the other
Akira gets launched into like a stall and like all
these come falls off like that ship looks awesome, and
no other game is really doing like for like Street
Fighter five had the little finishing animations and exactly, but
those were little, you know.
Speaker 2 (30:12):
They And again, the Virtual Fighter as a series, like historically,
is really about stage interaction. The other games have done
their things, like obviously and clearly, like DA is probably
the next closest thing in tech and eight now is
really as de oay stuff all over the place in it.
But VF and how you interact with the characters in
(30:34):
the stage and levels and height and you know, ring
outs much less and short walls and all that kind
of shit is really important. So you would just think
that based on the gameplay they showed, that's clearly a
priority that's getting push. This is going to be a
big thing in the game, you know.
Speaker 1 (30:49):
Yeah, So hopefully they'll be like you know, towards the middle.
Speaker 3 (30:54):
Of time, I would assume, I would assume we might
get something at EVO Japan. Yeah, because V five is
like a huge VA five revel will be a huge
tournament there, so I hope so it'll.
Speaker 2 (31:07):
Be like a teaser because it's like April and then
later his Summer Games.
Speaker 3 (31:15):
Yeah, bunch of pants may Yeah.
Speaker 2 (31:18):
I want to teaser at Summer Games Fest, straight up
sum reveal to.
Speaker 1 (31:25):
Big Wolf Hawk Field reveal. That's what I want. Yeah, So,
possibly the switch to might be revealed this week, as
a lot of websites are now reporting possibly on the sixteenth,
and with it, a listing for a tech and eight
was apparently leaked, So that is kind of interesting. But
(31:46):
along with that, it's like I've heard a couple of
little things the last two weeks of saying that street
Fighter six looks like it might be a lock to
be announced with the switch to, which does make a
lot of sense. Is actually because at the end of
the day, street Fighter six PS four version and the
siswitch to being rumored to be really comparable with at
(32:08):
least the PS four pro But Tech and eight is
kind of interesting, like if that would actually be pulled off, right, Yeah.
Speaker 2 (32:15):
It depends on the scalability of the system, and it's
already like rumored that like yeah, it'll produce a lower
quality image, you know, but then upscale that image to
make it look good, and then it just comes down
to like input delay and all that stuff. We'll it'd
be the competitive standard. It won't. But the issue that
a lot of devs are running into now is accessibility
of their games, and not like gameplay accessibility, Just how
(32:36):
do I play this shit? Dude? Do I need a
monster to play it? Do I need a PlayStation five?
Do I need a PS five pro? Like if it
was something that greatly benefited Mortal Kombat eleven Combat because
it was a good game, greatly benefited Dragon Ball Fighters,
that those games were just available on a Nintendo hardware
where a ton of people would love to play them.
(32:56):
Are they going to play them super hardcore? Serious? Like no,
who kiss a shit? But like to be able to
get more sales of a game that the games can't
exist in the future is like the goal. So yeah, man,
Like And you said that, and it sort of like
sparks something in my head where like, clearly there's a
future for Marvel versus gapcom to exist now in any way.
And I would like to think that the Switch version
(33:18):
of MBC Collection was probably one of the better selling ones.
Speaker 1 (33:21):
I'd like to think so.
Speaker 2 (33:22):
And it was also debuted at a Nintendo thing. So
my god, man, if we have like next generation Switch
hardware and we're like a year and a half away
and it's revealed that there's a new Marvel versus Capcom
and it's coming out on like everything, it'd be like,
holy moly, it'd be the goat it the first time
NBC game ever shows up on Nintendo hardware. That's a
new game.
Speaker 1 (33:43):
Yeah, yeah, we mentioned this like a while back. You
made this point. I was like, yeah, get out of
You're right, first time like a brand new one. Yeah,
I would think tech A eight, Like I'm not one
hundred percent sure on that, but like Street Fighters six
like makes total sense, and I'd imagine that would do
quite well on the Switch. You know. I always go
(34:06):
back to the fact that Ultra street Fighter two sold like.
Speaker 3 (34:09):
Some stupid amount, stupid.
Speaker 2 (34:11):
Amount Ultra, So there's multiple examples. Ultra street Fighter two
on the Switch at launch was an astronomical amount of success.
Capcom probably spent negative money making that ship, right the
players like yeah, like who knows, but it was just
reusing assets, barely anything new and repackaged and it was
legit fun. I like could give the game credit, I which.
Speaker 1 (34:30):
It was Alane I played.
Speaker 2 (34:34):
It's got some fun ass like you know, Boss Mode
Ship too. So and the other one that was insanely
successful was like one of the best selling games of
the system was Street Fighter for three DS. Yes, that
was a must have three DS game when that system
came out. So dude, the proof is in the pudding.
Like Handheld and like Street Fighter, things match up, so
(34:56):
we should definitely, And I think Capcom has got enough
of a hea on their shoulders to realize that where
it's like, Okay, we're missing out on a stupid market here,
I do. I mean they're dumb. I mean like it's
they're stupid that these companies like squirre Inex and Capcom
have not in Bend, Iinamco, have not been taking advantage
of this market like ham over Fist, like they should
(35:17):
absolutely be making their fighting games or intend hardware.
Speaker 3 (35:20):
It seems like they're they have their heads on their
shoulders now because they're doing more crazy cool stuff now,
right collect we had Collection to coming out, Yeah, possibly
more Street Fire six D C like literally on the
Horizon as well too, and all these other games that
they're coming out.
Speaker 2 (35:36):
It's one of the reasons why I'm a little bit
like defensive when people start getting like super critical about
stuff about like what Capcom is doing fighting game wise,
and I'm like, no, no, no, we can't go back
like shaking people, we cannot go back there.
Speaker 3 (35:48):
Stop so much. Let them let them cook.
Speaker 2 (35:51):
Please, let them cook. They'll fix it, Like shut that
hell up.
Speaker 1 (35:55):
I think also in this landscape today, like marketing stuff
and like timing, I find takes a lot more like
waiting and to be patient rather than like ten years ago,
like twenty twelve, twenty thirteen, twenty fourteen, I think things
moved a bit quicker there where it's like now it's
like marketing stuff and DLC stuff because it's so ingrained
(36:17):
in a games life cycle that it just does take longer.
And like that might be a reason why the perception
is that Street Fighter five had so much stuff, Like
after like a year or two, there's so many characters,
like they yeah, the launch was rough, very rough, but
by that time there's the story mode and then like
six more characters than all these costumes, et cetera, et cetera,
(36:38):
et cetera. Yeah, but like now it's like I don't know,
they just long term plans and everyone seems to have them,
like every fighting game company.
Speaker 2 (36:46):
I think the other thing it's it's not like the
main thing. But Street Fighter five had a lot of
varying levels of quality throughout its existence. Straight up, like
some characters would come out much less some costumes than
things where it's like, yeah, this looks low quality as fuck, dude,
where it's like clearly like outsource to people that have
no clue or you know something and maybe not done
internally like who knows. But many of those costumes and
(37:09):
stuff like that were like this, this is pretty much
a mod, Like it feels like a mod, and that's
not a bad thing. It's just that they produced a
lot of that content and some of it was really good,
But then you got some characters that were like, ugh,
like even the way characters look. I still I love
Cody bro I love Cody. I love what they did
(37:29):
with him, but my god, the way that guy like
walks and moves around as a character is so fucking
whack looking. I'm like, uh. And then you get like
somebody comes out soon after, like a Gill or something
like that, and they look amazing. It's like holy shit,
or like monot they look freaking amazing. So you just
you just like ran the slot machine is like, is
this character gonna be insanely sick or just look kind
(37:51):
of look kind of funky.
Speaker 1 (37:53):
Like every season it was like fifty percent of the
characters like this is gonna be one where it's like
they just don't look quite right. And then in the
last season every character was awesome. Also a Kira Rose,
you know, et cetera. Well, while we while we go
into a little bit more, it's just like, you know,
along with the big reveal of my the gameplay chair
(38:13):
we'll talk about in a bit later, you know a
lot of people talking about like just yeah, there's just
this I love the the I love the image that
I think Rufemonger used, which is just Reu saying no
one gets a drop of DLC content from from the
cover of a Superman comic where he's like, no one
gets a drop of water for some reason, and everyone
(38:35):
begging capcom because up until this point, we're like, oh,
there's just no man at all in January. Nothing. It's
just this weird fighter pass that nobody wants in the
Avatar costumes, and it just seems like for a game
of Street Fighter six is stature where it has a
good amount of casual people and a large amount of
(38:55):
hardcore people and generally is well liked. Just like this
just seems like just not a lot is going on
with with the game. And while I totally get it,
it feeds into what we were saying before, where it's
like it's these the avatar costumes have to be selling
really really well.
Speaker 3 (39:15):
They have to be to be I really would love
to know the number because.
Speaker 1 (39:21):
Match do you know the numbers?
Speaker 2 (39:23):
I wish we excuse me, we got into over time
that stree Fighter five was like, you know, the costumes
is what sold the game, So yeah, I hope so.
Speaker 1 (39:36):
But yeah, like it it's it just seems to be
this sort of thing where it's like the game is
going to have a very very long shelf life, like
and this delC will come out when it comes out,
and uh, you know even with mine is as great
as she looks, and we'll talk about it, like I'm
still kind of like I really want to play Eleana,
like that's my character I'm really really excited for and everything.
(40:00):
After like the start of the DLC season, I was
not the biggest fan of like Kakuma, Yeah, okay, but
the rest of them not so much. So now I'm
just this back half of DLC is just like really
really exciting for me season two, So it's gonna continue
like that. I would like to think where there's always
going to be a couple banger characters in there, where
just everyone needs to sort of be patient. But I
(40:21):
also get the frustration of like, here everyone more avatar
gear for the eightieth.
Speaker 2 (40:26):
And I don't think they're wrong, like to be honest,
like I made a video talking about this, I yeah,
I agree with you, dude. Like I went throughout the
whole year and I was like, what did I even
engage with this year? And see how much they did?
And they did a shit ton. It's just that sixty
to seventy percent of it. I'm like, I don't give
a shit. I don't give a shit. I don't give
a shit. I don't give a shit. And then Raid
battle versus Bison, Oh, amazing cool Raid Battle versus a Kuma.
Speaker 3 (40:50):
Oh.
Speaker 2 (40:50):
I definitely was there for that, you know, but everything
else was just like character releases in between.
Speaker 3 (40:55):
So yeah, it's character releases, raid battles like the cost
that the two top one. But then they also like
have a lot of like little free event stuff that
I never look into, Like you know how you get
like random, like you'll get random collabs like they have
the Spikes Family collabs, like the Boky collabse. Yeah, but
you have all those, but they're just not advertise as much.
(41:17):
So yeah, so it doesn't seem like it's a lot,
it's anything.
Speaker 2 (41:22):
I will say, the Raid collabse, I'm sorry. The Raid
stuff they did with Bison and a Kuma gave you
a color and gave you an exclusive color for like
doing all the shit you needed to do to take
them down multiple times and straight up, dude, if you
wanted to incentivize and get people to engage with stuff
more that are also single player and multiplayer adjacent colors
(41:45):
like yeah, and maybe they don't want like thirty colors
on reused costumes, but yes you should have that. Like sorry, dude,
Like we should have a ton of colors on each
character and you just unlock them a huge variety of ways.
Speaker 3 (41:57):
You know, didn't they do that in Street Fear to
five where if you got a specific rank you get
a special like ex color.
Speaker 2 (42:05):
That was pretty much how they unlocked colors in that
game just in general. Yeah, yeah, like at the start.
Speaker 3 (42:11):
Yeah, but if they did that was Street Far six
with like ex colors or like something like that, Yes,
that would hold people down for me.
Speaker 2 (42:18):
And and again why colors and why not costumes? Well,
we've learned that the quality of stuff that is in
Street Fighter six is of significantly higher level. Like we
might not all love ed as like a character, but
he looks awesome. He looks so much better and he
moves so much better, and everything about him is like, oh,
this is just the way the character always should have been.
Everything's kind of like that where it's like, oh this
(42:39):
this is just great looking, dude, everything looks amazing. So
we can't just get every costume, but we possibly could
ever want to be in the same high quality. And
that's here's a weird thing with Capcom. They're a little
like they have like their nose in the air about
certain things. They will not take the obvious road of
guaranteed payout. They're like Nintendo where it's like intend up, bro,
(43:00):
you can you can easily have just made more animal
crossing shit and just reaped all the rewards. We're like, well, no,
our creative vision is to do this and to hit
these We have like a goal of like executing visuals
in the human body, and we're going to hold us
to those really high standards. We have to hire all
these like trapeze artists and stuff for like AKEI to
(43:20):
get all over. It's like, wow, they're putting a lot
of effort into this shit, so you know all things.
We got a costume designer that's like super good to
make the costume for this, and they were really expensive.
But because Okay, your execution is at a very high
level here, but we want more of it. But I
understand why we can't get more of it because it
is of a very high level.
Speaker 1 (43:41):
Yeah. Yeah, Like you either get street Fighter five like
eight costumes released per week, and some of them are
not the most and that's the difference Christmas costumes or whatever.
Speaker 2 (43:53):
You have to start looking at stree Fighter six overall
is an answer to stree Fighter five, like straight up,
like Tech and eight's also an answer to Tech and
seven straight up. It's like most of the way the
games operate are like design wise opposite. You know, we're
doing the other thing. And yeah, street Fighter five as
an overall game lacked quality in several ways throughout its thing,
(44:13):
and you would think that, Okay, our next game is
not going to do that. Our next game, We're going
to take time with this stuff. We're going to make
sure it all looks really good. Are we going to
have nearly as much of it? No, we'll put that
on the freaks. We're going to put all the stuff
that might be lower quality on the freak characters so
that you can engage with that. On your already ugly
looking ass character.
Speaker 3 (44:31):
You know, they're beautiful.
Speaker 1 (44:34):
They're beautiful to me. But on the flip side of that,
and this is where that number gets thrown at you.
It's been four hundred days since Costume three dropped, and
that when that number is thrown at me, I go,
that's too long.
Speaker 3 (44:51):
Too long, that is too long.
Speaker 2 (44:53):
I think that is too long because now in the
current space of multiplayer games, that's too long. Like maybe
in the Street Fighter four days or some shit like
early twenty tens. Yeah, sure, costumes every couple of years,
but yeah, too long. Nowadays, man, we.
Speaker 3 (45:09):
Get more characters than costumes these days. In Street Far six,
then then like there's more DLC like announcements, Street Fair
six compared to more Street Fir six deals. Uh DLC
costumes because you have one costume three right, but now
we already have two seasons of doc going to a
third season of DLC like practically pretty soon we're going
(45:31):
to Super now yeah, but then we have we only
have one set of costumes so far. It was kind
of really really crazy.
Speaker 2 (45:39):
And it is that thing where it's like we're starting
to realize that customization is a big deal. Like being
able to do something unique with your identity of your
character in some way, even if it's paid for, is
what people want. I but I have to remind a reminder.
We need to go back to the past when some
DLC practice were ass and when Capcom was like, my dudes,
(46:04):
we shove upon you costumes a bundle of costumes. How
did the Street Fighter six community respond when the first
alternate costumes came out to Street Fighter six.
Speaker 1 (46:17):
Poorly on on the on how you had to unlock them,
slash buy them.
Speaker 2 (46:21):
How you had to buy them, the costs of them
associated like what the fact that they technically got to
buy three. There were so many things in there that
were like heavily criticized from myself too, like where it's
like this is not okay, capcom so you have to
be like, oh no, no they have from their perspective,
from their very Japanese business perspective, We did that it
(46:43):
didn't go super well, like so who knows, dude, Like
they they definitely take the reactions that people have to stuff,
and the message from us was that like, no, no,
you guys didn't execute this perfectly. You definitely should have
made it easier to buy this shit instead of like harder.
So but again was the message they took from it.
Who knows.
Speaker 1 (47:02):
I would personally be very happy slash disappointed based on
this outcome. If costume like fours are released, if those
pricing changes, if those if that has changed to be
addressed at least the main issue of people technically having
to get like three costumes or whatever, Yeah, that's worth
(47:23):
the four hundred whatever days. But if they come out
and those pricing changes have not been like switched a
little bit to alleviate the then then that was not
worth the forum. You know, it'll be interesting to see
for sure. So something has also kind of caught my
(47:45):
eye specifically, I don't know about you guys, but legendary
animator Masami Obari of Fatal Fury the anime fame and
also Voltage Fighter. Gal Kaiser, the arcade fight that was
released by I believe S and K but developed by
Technos wants to revive this game, get it re released somehow.
Speaker 3 (48:10):
Yeah, I don't think I every I don't think I ever
played this.
Speaker 1 (48:13):
Justin, immediately quit the podcast and go stream this how
I how well?
Speaker 3 (48:18):
No, actually I played this. I played this. I remember
because I remember gal Kaiser is like air looking character.
Speaker 1 (48:23):
Did you play this? Did you make content about it?
Speaker 2 (48:26):
I made?
Speaker 3 (48:26):
I made a video.
Speaker 2 (48:28):
Okay, wait, I have a question, yes, row, excuse me?
Is gal Kaiser not a borderline like porn thing?
Speaker 3 (48:39):
No?
Speaker 1 (48:40):
No, it says it's borderline porn as mayas in the
Fatal Fury animes, where there you might get a little
slip of something during a transformation, a little titty.
Speaker 3 (48:51):
Just a little tit.
Speaker 1 (48:53):
Just please second, I have a bit more titty. But yeah,
Vulder Fighter gal Kaiser is not a great arcade game,
but it's hilarious that Massamie Bari was the main like
character designer of this, and I believe it was a
game based on the anime or the anime was based
on the game. I can't quite say, but.
Speaker 2 (49:14):
Is it like a variable geo situation.
Speaker 1 (49:16):
It's yeah, a little bit, and like you know, it's
it's not heralded to be very balanced. It's an incredibly
unbalanced in fact. But Massamo Bari does not know who
owns it. Okay Technos developed it. Therefore ARC system Works
might have a say in it. But I believe S
and K published it, but I don't know if again,
(49:40):
an anime house owns it, so he doesn't know. People
are trying to help him figure it out, because this
would be like I can't even think, this would be
like the Japanese version of if Biofreak Scot re released,
Like what why? Like why you re releasing this? But
it would be pretty cool. I know he's pretty friendly
(50:01):
with S and K nowadays, where they're possibly working on
some stuff and packaging and marketing stuff, so maybe S
and K can help them figure it out. Going into
what I was saying earlier about marlrus Capcom Infinite and
having a visual overhaul, fans are doing a visual overhaul
of kof fourteen, which is definitely a game that needed that. Yeah,
(50:25):
because these comparison shots is like, hold, cool shit, I
forget how bad fourteen looks.
Speaker 3 (50:31):
Oh yeah, yeah, I forgot how bad it looks. Man,
you inspired you inspired this dude.
Speaker 2 (50:36):
Fourteen fourteen I think by default looks even a little
bit better than Base in VCI, but still in the
same like horizontal comparison where it's like, yeah, these are
pretty comparable to each other in terms of what their
art style is.
Speaker 1 (50:51):
Yeah yeah, and just the the decent like kind of
the desaturation and like greyness of the character models of
the old version and now it just pops a little
bit more and it's like, wow, that's all that really needs, like,
you know.
Speaker 2 (51:05):
Just more comfort.
Speaker 1 (51:06):
It's yeah, no, super fun, but and the like really
helped re establish kof and you know, a more modern era.
And like, you know, I know everyone like loves the
Sprites of thirteen, but it wasn't just wasn't sustainable for
us and K. But just this little bit of work
was just like holy shit, And you know all these
characters that are locked in fourteen yeah, and are not
(51:29):
back for fifteen. So that's super cool. Hope hope that
goes through and completes and you know, S and K
has no issue with it because the kof fourteen and
absolutely needs that. Justin what is this new arcade cabinet
that is capcom themed? I'm seeing street Fighter Alpha two,
(51:50):
I'm seeing Third Strike. What's the deal?
Speaker 3 (51:54):
It's just if you guys know John d I mean,
he was part of our kid went up and now
he's doing his own thing with Conic Arcade, and he
pretty much wants to make the cab an arcade cabinet
where it literally has the feedback from the home arcade community,
so obviously that he wanted to make it bigger. And
(52:14):
it is really big. Like when I first saw it
in Las Vegas last week, I was like, this looks
like something that you walk into an arcade and you're like, wow,
the size of it's huge. Right, So they already did
a great job with that. And because John Dee just
has all the contacts, he's able to have Alpha and
(52:34):
Third Strike in this cabinet with a Raspberry Pie five
and it's going to have much better net code according
to him, and it has an Ahami out so people
can actually stream it if they want to. So, because
that's the one thing Arcade what Cabins didn't have that
was never never had.
Speaker 2 (52:51):
An always cover them.
Speaker 3 (52:53):
Yeah, so this is really hard for people because there's
a community for people that run tournaments and everything, but
the way they record is like you know, like over
the shoulder face cam and everything. So now there's people
that if they're playing on the cabinets, they can create
their own community. And the coolest part about I think
that John d is doing that he's enticing you with
pre orders because if you pre order, you get an
(53:15):
extra game. You get fifteen games instead of fourteen games
if you pre order, so it's kind of like one
of those like fomo type of preorders. Right, so it
seems like he's no go ahead.
Speaker 1 (53:26):
Is it like an announced game or is it like.
Speaker 3 (53:28):
Yeah, like it was a Captain Commando. Oh okay, yeah
Captain Commando. Yeah. But the biggest thing about this game
is that, like you have all these games listed, it
works with a micro SD card in the back, so
it's very easy to actually mod because you have USB
in the front, so you could plug in a pad
(53:51):
or Levelless controller or whatever you want. But clearly that
means that you can use his cabinet and make a
cabin the cabin of your dreams with the games that
you want to make so they're giving they're giving that
power to the community. They're not saying that you could
do that, but yeah, literally everyone's sub everyone's thinking about
doing that, I think when it comes to the whole
market community. So I think it was really impressive, Like
(54:14):
when I when I first touched it. It obviously needs
uh work with like input delays and everything like that
because it's a prototype, But overall, I think the whole
purpose of showing off this cabinet was the visual aspect
of like how much bigger it is compared to other
like home market cabinets. And they I would say they
did such a great job with like the sizing, because
(54:37):
it feels like you could play with two people side
by side and not feel like you're you know, squished
or you have to like not not get a good angle.
So they did a great job on that.
Speaker 1 (54:47):
I at the the one cabinet that has the street
Fighter Alpha two artwork of Reu looking up at a Kuma.
That's a big selling point. I do not have the
room for a third in it, but like if I
was to move, which I planned to eventually in the
next couple of years and like actually get like a
furnished basement, Like, I want that real bad because that's
(55:10):
just that's the artwork to get me specifically. And the
fact that has Third Strike in there is also like
a big deal because like that, we never got that.
I don't think that was everything.
Speaker 3 (55:20):
It was never Yeah, there was never a Third Strike
or Alpha in RK went up street Fighters, So it's
this is the first one that they're doing.
Speaker 2 (55:29):
I could have swore they had street Fighter threes, but
I guess not.
Speaker 3 (55:33):
No, they did. It's it's only street Fighter twos that
they ever had when it comes to the Capcom fighting
games and obviously the Marbles, but when it comes to
just pure street Fighter, it was only Street Fighter two.
Speaker 1 (55:45):
I want Street Fighter the movie, the Arcade version, That's
what I want.
Speaker 3 (55:50):
I think I think you'll get those. You get that
ever I wanted.
Speaker 1 (55:56):
Oh, do we have any EVO lineup predictions? Unfortunately we're
recording on the Monday, but I think they're being announced
on the Tuesday. But I think it's something that can
be like sort of easily predicted, right, like you.
Speaker 2 (56:13):
Know, easily predicted.
Speaker 3 (56:15):
Now, the City of the Wolves gotta be there, right say,
the wolves gotta be there? Obviously, Threet First six, Teken eight,
Guilty Your Strive. I would say, that's like the guarantee
top four, you know what I mean, And then you
have the other four that's kind of like you know, like, oh,
you know, you could choose between a few. I would
(56:36):
assume Marvel two is gonna make it because of how
good the collection did, right, So Marvel two it should
be there. And then either Under Night of MELTI Blood
one of those two, which whatever ANIMI community has been
doing the best between those two communities. Yeah, that's six games,
and then what's number seven.
Speaker 2 (56:57):
And Mental Combat?
Speaker 3 (57:00):
Who know? You know, I personally wish Mortal Kombat one
doesn't make it to Evil line up because there's so
many other games that could do. But you know, just
been doing more.
Speaker 1 (57:12):
Like Rage of the Dragons, but like VA five.
Speaker 3 (57:14):
Why not ve VF five Revel EVA would be sick sick, right,
But when I thought about why I wouldn't make it
to Evil Vegas. This is why there's three evos now.
Evil Japan is in charge of VIA five because in
that category site they have such a big community for
(57:35):
VIA five, right, and then you look at Evil France,
the games that they have there there's no Mortal Kombat there,
but they replaced it with dragon Ball because dragon Ball
is so popular in France. So if anything even I
don't want, even though I don't want MK one there,
I think it's going to be there because of it's
it's just us. It's a USA game.
Speaker 2 (57:56):
Yeah, at this point, right, maybe like running like dragon
Ball or like so Caliber in France, you know.
Speaker 3 (58:01):
Yeah, exactly like I feel like you. If Evil France
continues for another year, we'll see a sol Caliber as
a retro type Evil France, you know what I mean.
But you know, they didn't announce anything with like I
don't know when Hunter Hunters coming out or anything like that.
Speaker 2 (58:19):
So my question is, and I agree with Justin's take
on the games, obviously, what stands in between you winning
that Marvel two tournament, Justin? What is it?
Speaker 3 (58:29):
I don't I don't really play anymore. I think that's
the problem. Well, you know it's not that I play
obviously on my stream.
Speaker 1 (58:37):
And videos and everything and hardcore, right.
Speaker 3 (58:40):
Yeah, Okay, I think the drive of competitive play is
like gone, It's like not there. I just like playing.
That's that's what it comes down to. I think it's
the pandemic. The pandemic turned me into a what's the
word domesticated FGC player, But would you still try?
Speaker 1 (59:02):
Like you do you see yourself still if it gets announced?
Do you see yourself kind of fifty fifty? You're like, Eh,
maybe it's it's.
Speaker 3 (59:08):
Tough because it's kind of like last year's situation where
they had Third Strike and I could have entered Dirt Strike,
and then looking at the top six, I was like, oh,
I think I could have probably got like fourth place.
But I really wanted to commentate it because just like
I don't know, I guess like, because I lived through
the whole lifespan of Third Strike so far, that like
(59:31):
I would be able to do a great job at commentary.
And I appreciate that. So if I was offered the
same thing for Marvel two, that's the decision do If
Marvel two does get announced, do I commentate it or
do I play in it?
Speaker 2 (59:44):
You know? My response to all that is, yeah, that
makes sense.
Speaker 3 (59:50):
Both because because the thing is I I there was
one year Cammal Fine, right, he was he had to
commentate Marvel three Top eight. Yeah, but he was in
the street Fighter six tournament. He was in Winner's Top
twenty four in Street Fighter six, he had to de
q himself because he had to commentate. Yep, So I
(01:00:10):
don't want to be in that position if I make
it that far. And I didn't have to commentate because
the commentating duties, right, So commentating sort of passes the
playing duties. Yeah, that's the decision.
Speaker 2 (01:00:23):
And EVO just in general, like in terms of Justin
was everywhere at EVO in the same level and as
in the same amount of like I have to be
doing things at this time in this place as like
I was. So it is it is so much work,
like and being able to like have to split that
and be focused on being good at a game. You're
(01:00:45):
just not going to be all there, just straight up.
Speaker 3 (01:00:47):
It's tough. Yeah.
Speaker 1 (01:00:51):
So the entire weekend of this one past I had
like three appointments at like three different booths. That was it.
Justin had like three per hour. I think every day.
Speaker 3 (01:01:03):
I had my mod to be my like, uh not
security guard, but the person to tell the people, oh, yeah,
he has to go. So you can't take a picture
of you because I cannot physically say oh I have
to go or whatever, like you know what I mean.
So he was helping me out for that one. But
if I did want to play EVO, I would actually
(01:01:23):
rather want to play See the Wolves because I'm super
excited to play that game. It looks it looks really fun,
like it looks it looks like such a fresh take
and I hope it kind of plays not similar to Garu,
but I hope they didn't like, you know, modernize it,
like not Street Fighter six or Teching eight it.
Speaker 2 (01:01:41):
So you probably notice the same thing when you played it.
Justin just speaking on the City of the Wolves thing,
because I'm really looking forward to it too. It's not
a strike throw game, yeah, it's not like the threat
of throw is not really big where it's like you
can't react to the throw, So what happens do you
tech the throw or do you get aft up? The
throws were pretty reactable.
Speaker 3 (01:01:58):
So what I did so I played against the developer,
like one of the main the devs that was like
super good, yeah, and he was like destroying me at first, right,
So then I figured out, like, what is the point
of hop jumps when the hop jumps are not like
King of Fighters hop jumps, you know, they're kind of
like like middle jumps.
Speaker 2 (01:02:16):
They're like mid jumps. Yeah, they're not really short hops
or hyper hoops.
Speaker 3 (01:02:20):
Yeah. So then I started doing I was using I
was using Kashino butt and well Marco and then I
would do this command dash and then I'll go into throw.
So then he realized that, so he'll start taking my throw.
So then I would do the command dash and do
the middle jump, and he with the throw, and then
I got a full counterpunish. So the middle jump is
(01:02:42):
what I'm using to get people to with throw. And
then I go, that's like my shimmy because the walk
speed is so bad that you can't do a street
Fighter six shimmy. Oh I guess S and K style
used a mid jump as the shimmy.
Speaker 2 (01:02:55):
So I didn't get to play the Evil build that much.
I played it, like, you know, only for a few
minutes against the Death at the Summer Games Fest build.
I throws were just not threatening, like straight up where
it's just like, oh I just wait to see I
there's a throw. There was like a fifteen to twenty
frame tech window. I was like, okay, let's just not
have that happen. So the worry of people like threatening
(01:03:16):
me with throws really wasn't there, So I'm curious if
at the EVO build it was where It's like now,
throws are like on the cusp of reaction, if not
not entirely reactable. There are more reeds, you know.
Speaker 3 (01:03:27):
It's a it's a bit faster, I would say from
what I remember, because it reminded me of Thirst Strike
dashtro Ken.
Speaker 2 (01:03:34):
Yes, you're mostly looking for the dash.
Speaker 3 (01:03:36):
You know. Yeah, so if you do dashtro or dash
like mid jump and then hit used it as a shimmy,
that's what that's when the game clicked for me. I
was like, Oh, this is exciting.
Speaker 2 (01:03:47):
There's the gameplay, there's there's the meta right there.
Speaker 3 (01:03:49):
Yeah. Yeah, So I'm looking forward to see like footage
because we haven't seen Stag the Bulls footage for a
while now.
Speaker 2 (01:03:56):
We have not it's been a while, so it's been
literally since EVO, Smer games.
Speaker 1 (01:04:00):
Fest, except for like the little like you know, Gatto's
where it's where it's gotto, but that's not like competitive
play of like a match app.
Speaker 2 (01:04:07):
Yeah, we need to know where We're saying, like people
playing the game, like, we have not seen people play
the game in a very long time, and we're getting
close to either a beta existing or something, which is
where it's like, Okay, let's see what this boils down to,
because like obviously cross ups are a big thing, and
the defensive options are going to be huge in the
game just in general. So I want to see how
that all like plays out.
Speaker 1 (01:04:28):
You know, hopefully that's forthcoming, because I saw Hellpocket saying
like wow, S and K really putting out all these
character themes like one after another per per day. Are
they leading up to something? And it's like, if you're
going to have a beta, it's got to be time.
Is time is taking like I would say February at
the latest if you want to implement that data and
everything that you find into the game by April.
Speaker 3 (01:04:50):
Yeah, they're kind of late because like they still even
haven't announced the date for their S and K World
Championship date, so that there's no date for DAD like
usually you assume it was in February or March, but
there's no date for that yet. So I think they're
just maybe behind off everything, but they are releasing those
(01:05:10):
the music's like the the OSTs for each character, like
day by day. How do you like though?
Speaker 1 (01:05:16):
How do you like that? V Jenny theme.
Speaker 3 (01:05:18):
It sounds like Donne Kong country one.
Speaker 2 (01:05:20):
No matter what have you heard this, Max, I've been
there are very all over the place.
Speaker 1 (01:05:27):
We are like Goro has funky music, Like there's like
obviously some banger tracks, but there's a couple that are
like that's a weird track. But the v Jenny one,
I was like, Justin's crazy. It's not gonna sound that
much like Donkey Kong and you should just imagine Donkey
Kong just going damn on the bongo.
Speaker 3 (01:05:45):
I thought I had another table, but I was like,
did I have dog? I was looking at the new
dog Koll Country game for Harper, but yeah, that's what
I was thinking, like, is do I have a tab
open or something?
Speaker 1 (01:05:55):
It is also since she's technically a pirate, it is
very piratey well like so maybe that's what they're kind
of going for. But I mean, like, yeah, it was
very very Donkey Kong.
Speaker 3 (01:06:05):
What got me mad was the comments were like going
ham on me right, like you never heard of swing
music before, And I'm like, so nobody's gonna nobody's gonna
tell me it doesn't sound like done Kong, like you clearly,
it clearly sounds like it and they're like, bro, you're
such a fraud. It sounds just like Beach and Net's
market Wolves team, and I'm playing market Wolves yesterday and
(01:06:25):
I'm gonna listen to listen to him, Like what it doesn't.
Speaker 1 (01:06:29):
There has they have similar energies, but at the same time,
like her new theme, it is it sounds like it's
from Donkey Kong, Like there's this swinging energy and I
get that, but it's like the exact instruments used just
it is from any like modern Like the.
Speaker 3 (01:06:45):
First the first ten seconds, I'm like done Kong and
then it changes up right, but then like literally like
if you're if you're a short attention span, first ten
seconds you can beay, oh yeah, that's not calling music.
Speaker 1 (01:06:57):
They're gonna make people wait for that main theme until
like launch weeks.
Speaker 3 (01:07:02):
It's crazy. I want that main theme already.
Speaker 1 (01:07:06):
Because now I don't like the theme because I've only
had to hear the last like ten seconds over and
over and over again.
Speaker 3 (01:07:14):
Level three.
Speaker 1 (01:07:15):
Yeah, yeah exactly.
Speaker 2 (01:07:16):
So that's my issue with the way those trailers are presented,
is that like they become a super formulaic now where
it's just like yeah, so they just play out the
intro and the otra.
Speaker 1 (01:07:24):
Okay, okay, okay, it's the same thing for K fifteen trailers.
It just had the lyrical song whatever it was called
for every trailer. So yes, Sime sort of deal with
City of the Wolves being a talking point. Why don't
we talk about something that of the time we're right
(01:07:45):
and recording this podcast came out, which is the my
Chirinui gameplay trailer, and I think it's safe to say
is now confirmed. If you see a trailer a story
trailer for one of the characters street Fighter six, always
assume the gameplay well at thousand two ten times better better.
Because for Terry, I was like, oh, that's one off.
(01:08:06):
And then when I saw Maya's first reveal, we're all like, eah,
it looks a little whatever. But now you watch this
and you're like, holy shit, because this looks like the
most fun my I've ever seen.
Speaker 2 (01:08:17):
Two thumbs up, yeah, two bouncing.
Speaker 3 (01:08:21):
Thumbs Oh so good.
Speaker 1 (01:08:25):
She's doing lots of crazy shit, lots of new utility
for like old moves where it's like her flip kick
that's in random games. I never it's not even like
a super good anti air, but in this it's like
her main anti air looking tool. She's doing supers from
the air. She's getting some sort of fire heat mechanic
whenever she activates one.
Speaker 3 (01:08:46):
I was wondering about that. She seems like she has
an install from her level one.
Speaker 2 (01:08:50):
Super Yeah whatever level ones level two is gives her
like fire mode.
Speaker 3 (01:08:54):
Yeah, because I guess it's the fire engine mode, right,
Like that's kind of the what I yeah, look, it's
kind of like fire. I wonder if she can do
like if down down punch like Reud does when she
gets a dngen install, or it has to be super zony.
But I think that's pretty cool that they added that,
because she never had an install ever in any S
(01:09:15):
and K game, so that's pretty cool.
Speaker 1 (01:09:17):
Yeah, but good calling the dngen thing because it like
when she's throwing her fans after she gets that, those
are clearly powered up with fire. But it's not like
an ex it's not that it's not an ode. So
I was like, Okay, that's interesting, And I don't know
if this is a controversial take in Street Fighter six's
art style, her City of the Wolves costume looks better.
Like that looks really.
Speaker 2 (01:09:38):
Good, said the same thing.
Speaker 3 (01:09:39):
One, Yeah, yeah, it does. Look really good.
Speaker 1 (01:09:42):
It just fits because of the shiny material. It just
works with. Street Fighter six is more realistic art style.
Not to say that the the Ninja costume doesn't looks bad,
it doesn't looks great, but yeah, she fits in.
Speaker 2 (01:09:52):
Like the new design is just really good, like her
new fatal Furory design is really good.
Speaker 1 (01:09:57):
Not Level three kind of like she just kind of
does a couple of moves on you and then you
sort of explode. But it looks like we're gonna be
getting funny street Fighter six faces with everyone's expression looks
so funny.
Speaker 2 (01:10:09):
So and I saw it at several points, like there
was her wind pos and stuff, the way she smiles,
and then the shot of her in that in that
like you know, oh you're dead bitch, you know sort
of thing. After the Level three I'm like, these are
legit direct Shinkiro art things like I have seen these
images before. These are just classic nineties my Shinkiro art
(01:10:29):
like references, and they're they're being like masterfully executed. When
she smiled, I'm like, oh my god, she has the
Shinkiro smile. I don't believe it.
Speaker 3 (01:10:38):
There's also a lot of CVS two references in her moves,
which is super cool. Like her throws are from CVS
two yep, and then her fan the fans the fan
o D special with the fire ones that's from her
CVS two super as well too. So yeah, I think
that's really really cool that the fact that they always
add the references when it comes down to she has
(01:11:00):
the lane change but you don't really see that too
much of the lane and change stuff in gameplay, but
she has that right just because like like how Terry
has it.
Speaker 2 (01:11:08):
She's almost like every version of mine put together, like
the way Terry was.
Speaker 1 (01:11:11):
Before Round started. Her and Chunley like clashed.
Speaker 3 (01:11:16):
Yeah, that's that. That was there a timed drive impact
that wasn't a intro. That was like there, okay, that's
a fake. That's a fake introuse that because it Round
and one started and then they just both pressed the
drive impact the same frame to create some type of intro.
Speaker 2 (01:11:32):
I saw that trailer ship.
Speaker 1 (01:11:34):
I I okay, because I was like, oh, like I thought,
for a second, are we oh they.
Speaker 3 (01:11:39):
Got like though, I'm down for her special intro though.
Speaker 1 (01:11:42):
Yeah. Another thing it seems like maybe semi confirmed, is
that maybe she's not actually going to have her own
stage and what we saw in Tailor is going to
be a world Tour like stage and that she's going
to be fighting in Power Power Cafe, which means logically
that will be getting the last stage that's supposed to
be part of the season past, which to me is
(01:12:05):
the smart choice. I would rather have Elena have have
like an Africa stage.
Speaker 2 (01:12:10):
New Generation message, Yes.
Speaker 1 (01:12:13):
Amazing call new Generation stage or I'll be I'll be
fine with third Strike beats in my head stage with
the the sun that is so close to the Earth
that it should be melting us.
Speaker 2 (01:12:25):
Stage better, yeah stage?
Speaker 3 (01:12:28):
Or I like or like the Street Fight of four
uh stage with the animals of the Hippos. I hate
what you know.
Speaker 1 (01:12:35):
Because that has because that has the ugly solar eclipse
that happens.
Speaker 2 (01:12:39):
Yeah, oh yeah, remember the hippos Super street Fighter four stage.
Technically it wasn't a stage, no, no. The only so
any of the new characters, I remember an Ultra street
Fighter four, they didn't have stages on their own. There
was just street Fighter, Cross Tech and a Jordan stages
that got dumped into the street Fighter four.
Speaker 1 (01:13:00):
I would say, the only one you could kind of
finagle and say that that still works is that they
have that Mad Gear Dojo stage, so you could say,
like you go and Poisoner from it, but that was
from Cross Tech.
Speaker 2 (01:13:10):
Yeah, everything was from a Cross Tech and the Dinosaur stage,
the you know.
Speaker 1 (01:13:13):
A Dinosaurs Yeah, God, that skate Park state, well, the
skate Park stage was added for Arcade edition, right like
the Yen and Yang's or was that Across Tech and
stage cross second stage?
Speaker 2 (01:13:26):
I think it was a Cross Tecond though, Yeah, second stage. Again,
there was transitions in the Cross Tecn stages because they
spent a lot of money on that game, so there
was you might remember like the beginning part of it,
but it was like the end part m it was.
It was in metro City. Yeah, it was like a
part of metro City stage in Cross Tecon.
Speaker 1 (01:13:43):
I should know this. Surprised to think it was because
there's a bunch of Metro City stages in the Street
Fight or four, like when they're making the constructing the
buildings and stuff. That's great, But yeah, I was. I
was really impressed with this, Like it's pretty much what
we kind of thought, like, you know, an amalgamation of
Mize and having both these costumes. Excited to at least
(01:14:07):
get sort of a preview what her costume three would
look like. If we're going by the Terry World tour,
you see what most likely will be Terry's third costume,
which is like his basketball gear. So it would be
nice to see what mine.
Speaker 3 (01:14:22):
Let her wear chung Ley's outfit. Yes, like CBS two,
it's funny. Let her wear that.
Speaker 1 (01:14:29):
If anyone from Capcom is listening, listen to Justin Wong
and what he just said, I'm.
Speaker 3 (01:14:35):
Just saying, that's that's so cute. That's the perfect one.
She wears it in CVS two or one of the intros.
Speaker 1 (01:14:41):
Yeah, No, that's that's and it fries your brain for
a second when you see it, You're like, what am
I looking at that? Exactly? See. I do think this
this gameplay trailer was worth the way just because she's
doing so much crazy shit, like more crazy shit than
I'm used to my even doing.
Speaker 3 (01:14:57):
Yeah, the od fan with the high lows, it looks
beautifulick touch, it is very good.
Speaker 2 (01:15:04):
It looks it looks quick where it's like, oh, she's
gonna be a legit like fifty to fifty character Like
you know.
Speaker 3 (01:15:09):
Why, It's because she never had that overhead before. So
I think that's a brand new move, so there's no
reference to that move ever.
Speaker 2 (01:15:15):
Yeah, it looks like wow, okay in Drive Rush, it
obviously looks really good, but you can combo after it
if you do Odie fans set up, you know.
Speaker 3 (01:15:24):
Yeah.
Speaker 1 (01:15:24):
Yeah, it reminds me a little bit of when she's
throwing her fans uh maya from k I twenty thirteen,
And we got the reference in there.
Speaker 2 (01:15:34):
Yeah, because the bounce and it has to come back. Yeah,
good call, good call, good call. The there's a there's
a there's a little bit of a way.
Speaker 1 (01:15:45):
There's always you can always squeeze it in and we
do it every episode and we continue to do it
in the future
Speaker 3 (01:16:00):
As a post pay to Green Things and the Sea