USFIV Available on PS Now for PS3 and PS4

Good news North American PS Now subscribers! USFIV is now available to play through the PS Now Open Beta on both PS4 and PS3. For those who might not be aware, PS Now allows you to stream games directly onto your console. So head over to PS blog for more information and stream USFIV now!  

More Capcom PC deals on GamersGate

More Capcom PC deals this week with GamersGate's string of Capcom 48-hour sales. Expect to see Capcom deals on their site now through October 5th, starting with the ones below.

Dungeons & Dragons: Chronicles of Mystara - $14.99 | $7.50
Resident Evil 6 - $39.95 | $10.00
DmC Devil May Cry - $49.95 | 24.98
Ducktales: Remastered - $14.99 | $7.50
Resident Evil 4 HD Remastered - $19.99 | $10.00
Fairy Bloom Freesia - $7.99 | $1.60
Resident Evil Revelations - $49.95 | $12.49
Remember Me - $49.95 | 24.98
Dead Rising 2 - $19.95 | $9.98
Super Street Fighter IV Arcade Edition - $29.99 | $7.50
Resident Evil 5 - $19.95 | $9.98
Bionic Commando: Rearmed - $9.95 | $1.99
Devil May Cry 4 - $19.95 | $4.99
Dark Void - $9.95 | $1.99
Age of Booty - $4.99 | $1.00
Dark Void Zero - $4.95 | $0.99
Super Street Fighter IV Arcade Edition (Four Pack)  - $89.99 | $22.50
Dead Rising 2: Off the Record - $29.95 | $14.98
World Gone Sour - $4.99 | $1.00
DmC Devil May Cry Costume Pack DLC - $3.99 | $2.00
Resident Evil 6 Onslaught Mode DLC - $3.99 | $1.00
Remember Me: Combo Lab Pack DLC - $3.99 | $2.00

USFIV Version 1.03 Patch & Omega Mode Announcement

In our continuing desire to ensure that USFIV is a game by the fans for the fans, we will be releasing the version 1.03 patch in October. This patch will address some issues that were pointed out by the community, add the delayed wake up option to the dummy in training mode and for our PC users, more improvements to the online experience.

The version 1.03 patch improves upon the version 1.02 patch released earlier this year by addressing more of the issues brought to our attention by our most diehard fans. Some of the fixes you can expect to see are the Decapre and Rolento changes introduced in the Ver B. patch reverted, as well as Cody’s Light Ruffian Kick once again causing a hard knockdown against airborne opponents as it did in AE 2012. There are more fixes being included, which we’ll disclose closer to the release date.

For those of you out there who desire to practice your setups in the face of delayed wakeup, I’m pleased to announce the addition of the delayed wake up dummy option in training mode. Now that this setting is available, I’m really eager to see how this will advance the game and if anyone will be able to create setups that account for both normal and delayed wakeups.

And lastly, for our PC players, we’ve heard the concerns you have voiced and have some fixes coming your way that should definitely improve your online experiences. For example, we noticed that when players were in the middle of matches, they were still getting pinged by those outside of the match, thereby creating slowdown. We’ve fixed it so that this will be no longer the case. Additionally, a few other connection fixes are going in as well, all of which should reduce the connectivity issues experienced by players.

We’re not stopping there however! In our ongoing effort to make sure that Ultra SFIV is the greatest version of SFIV yet, we plan to bring you a completely new, completely free and most importantly completely fun version of your favorite 44 characters in Omega Mode later this year!  

For those wondering, Omega mode is a completely new mode in which every character has been modified and outfitted with new normal and special attacks, resulting in a refreshing take on the characters you’ve come to know and love over the last six years. As the primary goal for this mode was fun, we placed more emphasis on making the characters feel new, than on their balance. This means that strong, fan favorite attacks such as Ken’s Shinppu Jinrai Kyaku and Sagat’s Tiger Raid make their return while other characters such as Zangief gain new abilities, like being able to combo into his command throws.    

Words however, don’t do this mode justice, so we’ve decided to show a quick video of the madness you can expect to see with in Omega Mode.

Now I know the next question that comes to mind is, “will this be playable online?” My answer to that is “it most definitely will be!”  But as this mode is for fun, Omega mode will be restricted to unranked matches only. Additionally all official Capcom tournaments and Capcom Pro Tour affiliate tournaments will use the default Ultra balance, not Omega mode, as the tournament standard.

Once again we would like everyone for their continual feedback. We are committed to making sure that USFIV lives up to it being the best iteration within the SFIV series yet.  Be sure to check back later on for a full breakdown of the version 1.03 patch and for more information on Omega mode as it becomes available. 

EDIT: Pointed out that the version 1.04 patch is scheduled to come out in October, while the new Omega mode will be coming out later this year.

EDIT 2: The patch was incorrectly listed as "1.04" when it indeed "1.03." All instances of "1.04" have been replaced with "1.03."

Player Spotlight Series #2

It's that time again for some more Capcom Pro Tour player interviews. This week we bring you: America's favorite villain, Filipino Champ; CvS2 Legend, Bas; and America's sweetheart; EG|K-Brad. 

So check out the interviews. You may learn something new about your favorite player that you may have not known before.

Filipino Champ


D44 Bas

Street Fighter II composer Yoko Shimomura reflects on her inspiration

Hey guys: What if I told you the inspiration for Blanka's theme in  Street Fighter II came from a paper bag? Oh, you'd say I'm full of it? Well, what if  Street Fighter II  composer Yoko Shimomura told you? Now who's full of it? 

The Red Bull Music Academy is now three episodes deep in their beautifully filmed game music docu-series, "Diggin' in the Carts,"  and Episode 3 - The Dawn of a New Era includes a terrific segment on Capcom and Street Fighter. Skip to 7:34 for that segment, but the whole video, and indeed the whole series, is terrific!

Massive Capcom sale on PSN

::UPDATE:: Darkstalkers Resurrection added!

If last week's Capcom sale on Steam made ya jealous, you may be interested to know there's  another Capcom sale happening on PSN RIGHT NOW. So many deals! Dragon's Dogma: Dark Arisen for seven bucks?! What a world. Full list with links below.

Darkstalkers Resurrection $14.99 | $7.49
Devil May Cry HD Collection
 - $29.99 | $11.99
Resident Evil 4 HD - $19.99 | $6.80
Resident Evil 5 Gold Edition - $29.99 | $14.99
Resident Evil 6 - $19.99 | $9.99
Okami HD - $13.99 | $6.99
Monster Hunter: Freedom Unite - $19.99 | $9.99
Dragon's Dogma Dark Arisen - $19.99 | $6.99
Street Fighter: Alpha 3 Max - $5.99 | $2.99
Capcom vs. SNK 2: Mark of the Millenium 2001 - $9.99 | $4.99
Mega Man: Maverick Hunter X - $9.99 | $4.99
Super Street Fighter 2: Turbo HD Remix - $9.99 | $4.99
Dead Rising 2: Off the Record - $19.99 | $6.99
Street Fighter III: 3rd Strike - $14.99 | $3.75
Resident Evil Chronicles HD Collection - $26.99 | $13.49
Super Puzzle Fighter II Turbo: HD Remix - $9.99 | $4.99
Resident Evil: Revelations - $39.99 | $13.49
Dungeons & Dragons: Chronicles of Mystara - $14.99 | $7.49
DmC: Devil May Cry - $39.99 | $15.99
Capcom Fighting Evolution - $9.99 | $4.99
Street Fighter x Tekken - $39.99 | $9.99
Lost Planet 3 - $39.99 | $13.49

Tips for enjoying Street Fighter 2010: The Final Fight

Street Fighter 2010: The Final Fight released recently on the Nintendo 3DS eShop, and I’m dead set on having people notice. So far, 100% of the times I’ve mentioned this game, someone has chimed in about how it was once panned in a comedy video series whose shtick is angrily panning video games. 

A more even-tempered examination of the game, however, will reveal that it is brimming with innovation, nuance, variety, and quality, and well worth your five bucks even if you didn’t pay the original asking price of…::does research::…5,800 yen. Holy cow. 

With that in mind, I present to you the following terribly important points about this game. I hope that they will help you get the most out of it and stop at least one of you from letting the foul-mouthed ranting of knee-jerk internet culture from poisoning the well. Street Fighter 2010, if not a true Street Fighter game, is without question a true Capcom action game, with the same mad-scientist level of technicality we’d already all come to expect from the publisher even by just 1990.  

One more thing before I get into it though: I’ve taken some images and information from the Japanese fan site  Game Kommander . In addition to a complete illustrated walkthrough of the game, the site features videos of high-level play, a complete detailed explanation of all of the game’s techniques, powerups, and enemies, scanned advertisements from the game’s marketing campaign in both Japan and North America, and several insightful essays on the topic of Street Fighter 2010. It is an incredible site, and quite probably the most work anyone has ever done pertaining to Street Fighter 2010 since the ragtag team of developers actually created it. I don’t know who runs this site, but I suppose I should put a handshake on my bucket list.  

Now then! Some things to know.

1. You have to master the backflip. 

This is the first thing you should know about the game, and it may not be very intuitive unless you’re used to Capcom action games. I have seen people criticize this game for being frustrating and never once mention the backflip mechanic, but the entire game is designed around the pretense that players will be using the backflip mechanic profusely. If you aren’t using it, you’re probably really frustrated. But don’t complain—learn!

So here’s how it works: 

Step 1) Stand still.

Step 2) Press jump. That’s the “A” button.

Step 3) In midair, press Left or Right on the D-Pad—whichever is opposite the direction the player character is facing. 

Note that you cannot initiate the backflip if you are in the middle of running, since that will cause you to jump forward, at which point pressing the opposite direction on the D-Pad will just cause you to pull back the trajectory of your forward jump. Done correctly though, you will cause the player character (Ken Masters in the North American version!) to execute a glorious backflip, which both looks really cool and has a very important function: during the backflip animation, Ken is invincible. This is his, and your, primary form of defense. Use it aggressively. Use it often. Use it to jump through enemies and enemy projectiles. Don’t just dodge—attack the enemy with dodgingness!!

↑ An artist's rendering.  Woodblock print, c. 1784

It’s a really fun mechanic, and makes you feel like an acrobatic champ when you use it to adapt to all the crazy crap happening on screen. You can also adjust the trajectory of the flip while it’s being executed, giving you quite a bit of control over your own positioning. Compare to similar maneuvers like the dodge rolls in Monster Hunter, Lost Planet, or Devil May Cry—they all have invincibility frames, but none of them let you adjust the length or trajectory of the roll once you’ve initiated the animation. Advantage: Ken.

Firing a plasma shot mid-backflip will cause Ken to execute a midair downward shot. I’m not saying this was the inspiration for Dante’s “Rainstorm” technique in Devils May Cry 2-mC; but it does look exactly like it. 

↑ And bear in mind, this  is the coolest animation in  Devil May Cry 2.

It also presents another strategic element, insofar as it gives the player an offensive option (this is the  only  way to shoot straight down) that requires you to commit to a jump. In practice, the backflip-downward-shot combo essentially works like a counter attack. Eat the damage and retaliate all in one smooth motion. And all this with the extremely limited input set of the NES controller. 

As one final but significant point, the backflip can be upgraded with the acquisition of a Flip Shield Capsule. This makes it so your backflip actually causes damage to enemies, elevating the technique to God Tier. Pro tip: Try and maneuver the backflip to get multiple hits on an enemy in a single flip. Can be done!

2. Master all your other moves, too.

In Street Fighter 2010, you press Down and B to shoot a plasma blast diagonally up. I’ve seen people try miserably to come to terms with this. “To shoot up diagonally, you have to press down and B,” one reviewer notes. “I am so glad you don't actually need to use this attack ever!” This reviewer also describes the game as “the best game I have ever played,” so I’m glad it didn’t kill the experience for him. But there are two things I want to stress here: 

  1. Learning a new input in an NES game, even one that may not seem intuitive, takes approximately one second. Complaining about it, on average, takes at least five. In one popular video review of the game, the reviewer dedicates fifteen seconds. My goodness.
  2. This input is only counterintuitive if you are thinking only of the direction of the shot: “Why press down to shoot in an upward trajectory?” But remember, Ken Masters is a martial artist. Don’t act surprised. The plasma shots he fires in this game are all powered by the force of his punches and kicks. Press B to do a simple jab, shooting the plasma straight ahead. Press Up and B to punch upward, shooting plasma straight above you. Press Down and B to do a roundhouse kick using the lower extremities. If you’ve studied martial arts in any capacity, you probably know that a roundhouse kick is a technique by which the practitioner swings his/her leg diagonally up and forward. If the foot were to emit a plasma ray that continued along the trajectory of the kick, the ray would shoot out diagonally up. But the executer of the attack is of course still aware that he/she is using the lower extremities to perform the maneuver. There’s the logic. Need more convincing? Well, strictly from a user experience standpoint, holding Down (or any cardinal direction) on the D-Pad is a whole lot more comfortable than holding a diagonal, and holding a diagonal would also increase the likelihood of the player accidentally stepping forward, which, in addition to being quite lame, would also make it harder for the player to bust out the backflip, since, as we’ve established, you can’t do the backflip while you’re moving forward. Please RT.

↑ The Angry Video Game Nerd on the controls: "It's as if the controls themselves are too futuristic and advanced for anyone to comprehend." While that would be a very cool case of ludonarrative resonance, I'm afraid it simply isn't true. Ten to sixty seconds of attentive play should be all it takes to get the basic controls down. 

Once you’ve gotten all that sorted out, you will discover that the kick does serve its purpose. It’s one of Ken’s most powerful attacks, and it allows you to attack a high position from a low position. When leveled up, it has a distinct, boomerang-like arc that allows you to attack enemies above and behind you. Learn that trajectory! 

Additionally, did you know that the kick is actually part of a powerful, four-hit combo? Simply hold Down and press B four times to do a kick, kick, punch, punch series. The moves are slow, but deal heavy damage in relatively few shots. 

↑ Ken deals a swift kick to his opponent, the nefarious "Brian." 

Hold Forward while attacking to do a series of what’re known as “Hyper Shots.” Ken unleashes a barrage of slow and heavy hook punches that do big damage. Use it on bosses when you don’t have time to get a lot of regular shots in.

Jump and press B to do an acrobatic jump shot. The jump shot is a relatively safe way to do high damage. Use it to pick off little enemies when you find yourself in an area with precarious footing. It’s also the single quickest way to break destructible objects and uncover powerups. 

Ken also has the ability to climb vines, walls, and columns. This mechanic is a bit nuanced, and I think it eludes people at first. To cling to a surface, you must hold A, the jump button. Once you're clining, you can let go of A, but if you’re not holding A when you jump at a surface, you’ll just hit the surface and continue falling alongside it. This, too, can be mastered and used to your advantage. Try jumping at a climbable surface and intentionally falling to a strategic altitude before pressing A again to cling. This is particularly important in Area 2-2, which is entirely an auto-scrolling vertical climb. You can’t attack from a climbing surface unless you are at rest, which is hard to do when the murderous bottom edge of the screen fast approaches, so you’ll have to make masterful use of the cling mechanic to fake out the enemies as they home in on you. It may seem chaotic at first, but it can be done with just a bit of practice. Learn to climb; that’s why Area 2-2 exists.  

↑ Back when vines took more than six seconds.

3. Momentum is important.

In Street Fighter 2010, you collect powerups hidden in destructible objects. For every two powerups you collect, you gain one “level,” up to level five. The higher your level, the greater your attack range. This is of utmost importance. If you can maintain a high level, the game is infinitely easier since you can maintain a safer distance from all enemies. When your level is low, your plasma shots are barely longer than your limbs themselves, meaning you must get right up in the enemies’ highly treacherous grills to engage in deadly future-combat. In Street Fighter terms, it’s the difference between a hadoken and a fierce punch.

When you die in this game, your level is reset back to zero. Past level three, you lose a level each time you’re hit until you’re back down to level two. Effectively, this means that the worse you do, the worse you’ll do. If you’ve ever played Gradius then this will be a frustratingly familiar concept, but remember that this is all part of the game. Gaining levels as quickly and efficiently as possible becomes a top-priority concern. You’ll find yourself memorizing powerup locations and plotting out the safest positioning for taking out specific enemies. Don’t lose your momentum, or you’ll be pedaling uphill instead of coasting. Who didn’t love that metaphor?

4. All difficulty is surmountable, balanced. 

In an essay from the previously linked Japanese page , the author describes Street Fighter 2010 as an “action game of the highest order,” but also “one of the most underrated Famicom games of all time.” 

The author attributes this to two specific reasons: 

  1. “It confusingly wears the Street Fighter moniker, which speaks nothing to the game’s incredible level of polish.”   
  2. “The high level of difficulty.”

It’s easy enough to understand the first reason. A lot of people discovered this game after the Street Fighter boom ignited by Street Fighter II’s release in 1991, and were disappointed to discover the complete lack of resemblance. It’s important to stress, though, that 2010 actually came out a year before the SFII boom, when the identity of the Street Fighter brand was still up in the air. Remember that the originally planned follow-up to the original Street Fighter was a side-scrolling beat-‘em-up called Street Fighter ’89—later renamed Final Fight. As it stood in 1990, Street Fighter 2010 was in fact the second of just two Street Fighter games. The divergence of style was hardly remarked upon at the time. 

↑ Can you believe characters like Cody, Guy, and Poison were almost in a  Street Fighter game??

Regarding reason number two, the above author says the following:

“It’s true that 2010 is likely one of the most difficult games in the Famicom’s massive library. But to be sure, by no means is that an unreasonable difficulty caused by insufficient testing or lack of balance.

Even the most severe sections of the game have winning strategies, and the game is made such that, with enough practice and repetition, you will see the end. Dig even deeper and you’ll find that the game is so delicately balanced that you’ll eventually be able to pull off perfect runs. This is not an unclearable game."

By design, a lot of the enemy behavior in this game is based on procedural algorithms, which means there’s an element of randomness each time you play, but also that that randomness has a logic to it. Be thoughtful in your approach, be ready to adapt to the situation using all the tools you’ve been given, and you’ll get through it eventually. 

5. This game boasts a serious staff pedigree.

-Designer: Miata Yamamoto - Ghouls ’n Ghosts (Arcade), UN Squadron (SNES), Magical Quest Starring Mickey Mouse (SNES)

-Programmer: H.M.D. - Mega Man (NES), Mega Man 2 (NES)

-Composer: Tamie - Bionic Commando (NES), Strider (NES), Sweet Home (NES)

I mean come on.

6. The game has you traveling across five planets, and each one has an actual cohesive motif.

I just think this is cool. Every few stages you jump to a new planet, but each planet has a cohesive concept—one is overrun with vegetation; another is a desert; another is cold, sterile, and mechanical. It’s easy to get distracted by the game’s high difficulty and miss it, but it’s cool how much work and thought went into actually connecting these bite-sized worlds with a sort of visual consistency.

↑ Scenes from the desert planet.

↑ Wait a minute...Statue of Liberty....That was  our planet!!

7. Here’s what high-level play looks like. Watch and learn.

Planet 1

Planet 2

Planet 3

Planet 4

Planet 5

In closing, I leave you with one final quote from GAME KOMMANDER:

It’s not a game with low barrier of entry. It’s not a game for the mainstream. But it is without question a masterpiece. Among those who have cleared it, 2010 is frequently heralded as one of action gaming’s best. See for yourself how unembellished that statement truly is.

I tend to agree! Check it out, guys—it’s pretty neato.

Player Spotlight Series #1

You may be used to seeing your favorite Street Fighter player on stream, but how much do you really know about them outside of their SF skills? If the answer's "not much," all of that is about to change as we bring you "Player Spotlight" videos. Included in this week's batch are Mike Ross, EG PR Balrog and Tampa Bison. Continue on to get your fix of these amazing players.

Throughout the Capcom Pro Tour we've been grabbing the most well known players as well as up and comers and grilling them on what topics such as their biggest wins and worst losses. We also dive into their past so that you can learn more about your favorite player.

These videos will be coming out weekly, so be sure to come back next week, while also keeping your eye out on the CPT site for the latest spotlight videos. 

Mike Ross

EG PR|Balrog

Tampa Bison

Throwback Thursdays - Street Fighter 2010: The Final Fight (NES)

Today at 4pm PT  you can catch an action-packed live play session of  Street Fighter 2010: The Final Fight,  a game that is simultaneously futuristic and archaic, set in both the future and the past. Crazy. I also have a deep personal fondness for this game, and hope you do too! Remember that it's out now on the 3DS Virtual Console!

Tune into Twitch to join us.

Capcom on the Dreamcast - 15 years later

Happy September 9th, everyone! The 9/9 date has long been associated with important launches in the games industry (including 9/9/95 for the PS1), but perhaps the most famous was 9/9/99, a memorable date made even more noteworthy by the launch of the Sega Dreamcast.

A tiny machine with a lot of punch, the Dreamcast stunned audiences with its arcade-quality ports (such as Crazy Taxi), dizzying new titles (such as Sonic Adventure or Jet Grind Radio) and jaw-dropping visuals (such as Soul Calibur or NFL 2K). And when it came to Capcom titles, Dreamcast had an envious lineup loaded with classic franchises and inventive exclusives.

There are many amazing Capcom games for the ol' Dreamcast, but today I asked GregaMan to help me write up some thoughts on a few of our personal favorites. This is by no means a "best of," just musings on classic titles that, like the Dreamcast itself, left their mark on our consciousness.


Marvel vs Capcom: Clash of Super Heroes

As someone with countless Marvel figures choking his desk to death, the Marvel/Capcom team-ups over the years have really tickled me. And never in a competitive fighting sense, rather in a "wow, I cannot believe this is actually happening" way that fused two things I loved - but had no particular reason to be aligned - into one cacophonic kaleidoscope.

While I did experience this in arcades as a teenager, having MvC1 in my college home was a mind-blowing experience. I'd heard tales the of arcade-perfect X-Men vs Street Fighter for the Saturn (via the extra cart, of course), but now I could experience a blisteringly fast port of a cutting-edge arcade game without an asterisk next to the description. This was a sign not only of a powerful new console generation, but also a back-of-your-mind worry that arcades' days must be numbered if our homes are just as entertaining (and ultimately cheaper) than the dimly lit, fistfight-prone hallways of the local game hole.


Tech Romancer

It's 2000. SNK's King of the Monsters is pretty long in the tooth and Destroy All Monsters Melee is still years away. If you wanted a great looking, button-mash friendly fighting game loaded with giant robots and destructible environments, you had to turn to Tech Romancer. And boy, the hours I spent shouting at the TV, passing the controller around the room and reveling in this homage to everything I loved about anime, robots, mechs and kaiju.

I haven't touched this since the early 2000s, and frankly am not even sure it's withstood the test of time, but for the purposes of rose-colored naval-gazing Tech Romancer was the perfect game for kids of the 80s who never got to act out their Ultraman fantasies. Well, except for that SNES Ultraman game, but uh...

Anyway, let's hear from Greg!


Mars Matrix

The Dreamcast was something of a hotbed for faithfully ported arcade shoot-‘em-ups. When it comes to arcades, Capcom is more known for fighting games than shmups, but we did contribute to the scene by porting over Mars Matrix, originally developed by Takumi (also known for Giga Wing). The game is certifiably within the realm of the “bullet hell” subgenre , and features prerendered sprite graphics and a rare horizontal screen orientation (arcade shmups are typically vertically oriented and must be altered or awkwardly letterboxed when ported to home console).

The game doesn’t really have a gimmick like most shmups (“It’s a shmup, but you’re a ninja!”; “It’s a shmup, but you can slow down time!”); it’s just a fun, frantic, meat-’n-potatoes kind of experience for people who just want to blow things up and dodge bullets for awhile. Pairs well with pizza!


Cannon Spike

On a machine whose primary draw was arcadey Japanese  games, somehow Cannon Spike—which was thoroughly both arcadey and Japanese—passed under most Dreamcast owners’ radar. Even more mysterious, the game had kind of an all-star cast of beloved Capcom characters: Mega Man, Arthur, Cammy, B.B. Hood, Charlie from Street Fighter Alpha, and of course, Three Wonders’  Shiba Shintaro. You know a console’s on its way out when even Shiba can’t pull in the preorders.

In all seriousness though, Cannon Spike was everything you’d want in a Dreamcast game: a frantic, challenging arcade coop experience with crazy bosses, translucent, polygonal explosions, and the artistic stylin’s of legendary Capcom artist Kinu Nishimura.

Unfortunately the obscurity of this title has led to some pretty severe inflation, and a genuine copy of the Dreamcast version will take a pretty hearty bite out of your paycheck. Just look at this eBay listing .

Oh yeah, and it’s a multi-directional shooter. 


Plasma Sword: Nightmare of Bilstein

Back in college (when the Dreamcast was already a thing of the past, for those trying to date me (which, by the way, I’m spoken for (tee-hee))), my friend had a Dreamcast and a bunch of fighting games. He wasn’t a particularly avid gamer, but he just had a talent for fighting games, and he would beat me in every single round of every single game, except for one: Plasma Sword: Nightmare of Bilstein. I can’t explain the science behind it, but something about this game and this game alone spoke to me and did not speak to my prodigiously fighting game-inclined friend. It was a complete table-turner. I would beat him consistently in every round, whether I was playing as Hayato, Black Hayato, or that guy with the plasma yo-yos. Also, this game had plasma yo-yos.

Like most great Dreamcast games, Plasma Sword began life as an arcade game, and was actually the sequel to Capcom’s very first 3D arcade fighter, Star Gladiator. It featured a 23-character roster (most characters had a “bizarro” version with swapped colors and different moves) and a frenetic, dark sci-fi tone that I still think is really energizing and unique.

I recommend this game to anyone who routinely loses at fighting games and wants to win for a change, but is comfortable with never knowing how or why.



So! What're your favorite Capcom DC titles? We didn't even touch things like SFIII, Code: Veronica, CvS or MvC2, all of which are slam-dunk pics for favorite games of all time.

Man. 15 years. Even at the time there was something special about this system, and all these years later it still has some kind of hold on so many of us. It's sort of the last console before consoles started doing other things, whether it was play DVDs, stream video or whatever. Sure Saturn and PS1 played music CDs, but it wasn't a system-selling feature... PS2 onward consoles were expected to do "more," while DC (and in a different way, GameCube) dug its heels in and said "hey, I play games. And that's enough."

Not to say today's machines are lesser in any way - I spend just as time watching Hulu, Netflix, Amazon Prime, Twitch etc as I do playing games, but there's just something extra sad / happy / sad again / happy again about the Dreamcast, its demise and the direction of gaming since 1999.

Whadda ride it's been! Hopefully we'll be writing "PS4/XB1 15 years later" stories in 2028... although I'll be 47 years old and don't even want to think about it.


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