Dragon’s Dogma 2, Capcom’s latest high-fantasy action role-playing game, lets you romance all sorts of non-player characters. From a city leader to a town fool, a brothel host to a young blacksmith, there’s plenty of love in the air between you as the Arisen and the game’s many NPCs. You can’t romance the Pawns, though, a disappointing fact for the many players begging to date their loyal servants.
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In Dragon’s Dogma 2, you can raise your affinity level with just about everyone you come in contact with. Doing things for the characters you meet makes them like you more, which raises their bond with you for the game’s romance system. Save an elf’s sister from a rampaging ogre? That elf will become smitten with you and may ask you out on a date—eventually. Give an herbalist a bouquet of flowers? Similarly, that herbalist will grow an affection toward you. Unfortunately, Pawns, the game’s (mostly) obedient retainers that you create or hire, aren’t part of this love equation. No matter what you do, traveling with them far and wide or showering them with gifts, they will never be romanceable. Though such actions do raise their affinity level with you, some players still want a fling with their faithful retainers.
“Why can’t we romance our pawns,” asked redditor floopydoop90 in a post on r/DragonsDogma that’s slowly gaining some traction. “We spent every second together. They greet us after a rest in our beds. We create them with an incredible robust character creator. There can be beneficial combat or support buffs from having romanced your pawn. Bigger heals, stronger attacks when done together.”
“Are pawns romanceable now?” asked redditor Talia_Rosethorn in r/DragonsDogma with a video of their main Pawn blushing when they speak. “My girl is showing symptoms of max affinity and there are barely any posts about it so far.”
“Spent 50k changing hairstyles and hair colours and now my main pawn blushes when we talk,” said redditor Infamous_Touch2339 with an image of their main Pawn blushing just like Talia_Rosethorn’s did. “Is there a hidden romance with pawns?”
Much like in the 2012 game, you can’t romance Pawns in Dragon’s Dogma 2. There isn’t an explicit reason, though the theory is you can’t date them because their only goal is to help you, the Arisen, reclaim what is rightfully yours, and it would maybe be a bit weird for the game to let you date someone who lacks any soul or will of their own. Still, that hasn’t stopped one redditor from arguing there are hints that the Arisen and their Pawns aren’t keeping things strictly platonic.
“Players are always alone with their main pawns at their own houses, sleep at the same time, and most likely sleep on the same bed, plus main pawns sometimes blush before and after sleep,” theorized redditor TianAnMen_8964 in a lengthy post on r/Dragons Dogma. “I think the hinting here is crystal clear. Of course you can still think the opposite in your head canon, but I don’t think you can [deny] the hints. And yes, I would like a pawn romance update, how did you know?”
I wondered this same thing when I awoke to my main Pawn hovering over me in bed one time, his cheeks flushed as he talked about loving the “quiet moments” he shared with me. It’s kinda weird, though, because my Pawn is modeled after my cat, and I certainly wouldn’t wanna date or sleep with my cat no matter how much he saves my ass from dragon griffin attacks. We’re just monster-slaying partners. Nothing more. I’m merely The Arisen, after all, not The Bachelor.
I’m filling in some gaps in my RPG history. I’ve been playing series like Final Fantasy since I was a kid, but there are countless other landmark RPGs I’ve rarely touched, including the fantasy RPG Mana series, which splintered off of Final Fantasy Adventure in 1991. The only installment in the long-running franchise I’ve played, in fact, is Children of Mana on the Nintendo DS, which I loved! Nonetheless, I’m on a journey to right my wrongs, so when I was presented with the chance to see the first mainline Mana game since 2006 at PAX East last week, I had to check it out for myself. – Moises Taveras Read More
Dragon’s Dogma 2has multiple endings. One most players will see just by beating a final boss; another is somewhat hidden, and you might not find it organically. If you miss out on this true ending, you will not only not see the proper conclusion to the story, but you won’t get a chance to see a significant chunk of the game. If you’re worried about getting the wrong ending, we’re here to go over how to unlock the final section of the game. While we will avoid spoilers as much as possible, some details require tangible descriptions, so proceed at your own risk.
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The diverging point in Dragon’s Dogma 2 is during the quest Legacy. In it, you are given the choice to fight a dragon or take a different route. To get the true ending, you must choose to face the dragon, but this isn’t enough to reach the game’s proper conclusion. After agreeing to the battle, you will ride on the dragon’s back to your would-be combat arena.
You maintain control in this section, and you can climb on the dragon as you travel to your destination. Rather than just stand on its back and wait, climb to the dragon’s chest and use the Empowered Godsbane Blade from your inventory. You will have received this item during the main quest, and using it on the dragon’s heart puts you on the path to achieving Dragon’s Dogma 2’s true ending. Some other things happen we won’t spoil here, and then you will enter a place called the Unmoored World. That’s when you know you’re on the right route.
From that point, you’re on your own, Arisen. Well, unless you want to check out some of our other guides, such as this roundup of general tips and good things to know while fighting your way through the world of Dragon’s Dogma 2. For more on Capcom’s long-anticipated RPG, check out Kotaku’s review.
I can’t even believe the first Dragon’s Dogma exists. The game was already out of step with best practices for open-world RPG design when it released back in 2012, and its choices feel only more radical with age: oblique fast-travel mechanics, circuitous questlines that are almost as easy to fail as they are to miss entirely, staunch insistence on not allowing players direct control over the majority of their adventuring party.
It bore all the hallmarks of a passion project, and it was. Director Hideaki Itsuno, having helmed three entries in the Devil May Cry series (which completely upended and revolutionized action game paradigms), had finally been given the green light—and the requisite technology—to direct the sprawling, systems-heavy action RPG he’d been conceptualizing since the turn of the millennium. The final result was uneven, occasionally overwhelming, and replete with concepts clearly intended for a project with a larger scope. It was also—in spite of and often because of its jaggedness—astonishingly rich. Acclimating myself to the singular rhythms of Dragon’s Dogma, unspooling its structure and glimpsing the inventiveness of its byzantine design, is one of the most rewarding experiences I’ve ever had with a game.
Twelve years later, the existence of Dragon’s Dogma 2 provokes a simple question: can you make Dragon’s Dogma now? Much ado has been made about Capcom’s latest supposedly being a truer realization of Itsuno’s original vision. What does that vision look like, in an era where open-world games are still largely defined by painless fast travel and quests structured like tax return forms? How do you “modernize” a design that, by its very nature, resists modern design?
In short, you don’t. My impression coming away from Dragon’s Dogma 2 is that, throughout the past decade of seismic triple-A releases, Itsuno has been holed up in an underground bunker somewhere, scrupulously taking notes–not on his contemporaries, but on Dragon’s Dogma. Dragon’s Dogma 2 is a game unburdened by any influence save that of its own predecessor; it is, on every level, a supremely confident melding of ideas; it contains at least a little bit of everything I’ve ever loved about video games.
Screenshot: Capcom
Pawn Stars
The premise here is wonderfully straightforward (and immediately recognizable to anyone familiar with the first Dragon’s Dogma): since time immemorial, a vicious dragon has wreaked devastation on the land of Vermund, personally choosing one warrior per generation to oppose it. This warrior, dubbed the “Arisen,” is able to command “pawns,” humanoid beings with no wills of their own whose only purpose is to aid the Arisen’s dragonslaying efforts by whatever means possible. Much of the game’s drama is derived from its decrypting of these roles, and of the hierarchies of power—both political and cosmic—separating them.
The pawn system is why Dragon’s Dogma was made. When Itsuno first pitched the project, it was under the working title “BBS RPG”—a reference to bulletin board systems, pre-World Wide Web servers that facilitated software exchange and personal communication between users. In essence, he wanted to bottle the strange, murky sensation of early Internet forum browsing, of forging relationships with people who you can only perceive as text on a screen. So he created the pawns.
Players can have up to three pawns in their party at a time, though one of these slots will always be occupied by their “main pawn,” one they design and assign a role to themselves. The remaining two are “hired” from other players via an asynchronous online system (not unlike a modern BBS). Pawns can be influenced, but they cannot be directly controlled, by yourself or anyone else.
Dragon’s Dogma 2 is, very purposefully, single-player. Forging connections with your pawns despite your inherent distance from them is key to everything the game is doing. These video game characters in the truest sense, narratively and metanarratively stripped of agency and existing in a state of constant, near-total deference to the player. Every facet of their implementation underscores this tension: the more attached to them you become (and the more they learn from your behavior and begin acting on their own), the more ambiguous your sway over them feels. Are you their commander, or their equal?
When I made my main pawn in the first Dragon’s Dogma—a nasty, sullen, five-foot-nothing goblin man named Skroat—it was as a joke. I wasn’t too sure how pawns were supposed to work, and figured it would be pretty funny to have a hideous little butler following me around everywhere. When I remade Skroat in Dragon’s Dogma 2, it was with barely a shred of irony. Watching him emerge from the aether in crisp 4K, weathered green skin glistening in the sunlight, was like meeting a childhood friend at the airport. Something had shifted almost imperceptibly in the thirty-odd hours I spent on my first playthrough of Dragon’s Dogma, and I finished the game accompanied not by a manservant, but a trusted ally.
OG Skroat and Skroat reforged.Screenshot: Capcom / Kotaku
Such is the magic of the pawn system: the game recognizes that your investment in your pawns is predicated on a delicate balance between how much they do and don’t obey you. When they follow your orders in battle, retrieve treasure for you, and help guide you toward quest destinations (often utilizing knowledge gleaned from their own Arisen’s travels), they feel like teammates. When they run off on their own into packs of wolves, pick so many berries that they become overburdened, and spout phrases as thuddingly obvious as “Different combinations of materials result in different creations!”, they feel like people. In Dragon’s Dogma 2, there’s a far greater emphasis on them conversing amongst themselves, enhancing the illusion (and the tension) even further. This is a world that decenters you, even when it’s supposedly meant to serve you.
Sweet Surrender
Dragon’s Dogma 2’s key ingredient is that it resists you at nearly every turn. Not because it’s challenging (it is, though that’s never the point), but because it insists that you meet it on its own terms. Navigating Dragon’s Dogma 2 takes effort more often than it takes skill. The game applies an intuitive and consistent logic to its world, eases you into understanding it, and then sets you free, trusting that when you do encounter resistance, you’ll rise to the occasion.
The most conspicuous (and publicized) example is its limited pool of traversal options. As in the first game, the (exceedingly few) fast travel points on the map can only be warped to via the use of “ferrystones,” single-use consumables that are very rare and expensive. Even rarer are “portcrystals,” which let players create fast-travel points of their own. Across my entire playthrough, I found three.
When setting out for the day, you have several choices. Often, you’ll opt for the most obvious one, and huff it on foot. There’s a lot of walking in Dragon’s Dogma 2, and usually, after reaching your destination, you’ll need to walk back. It’s a deliberate, time-consuming process, and I wouldn’t change a thing about it. Both Dragon’s Dogma games are, for me, perhaps the closest this medium has ever come to palpating the feeling of being on a hike. Environments are rarely wide open, and there’s a strong emphasis here on dense, tiered level design. The game is epic not necessarily in scale but in sheer volume; it plots its sinuous mountain roads with subatomic care, seeding a little more familiarity each time you cross them. Even now, having played Dragon’s Dogma 2 only one (and a half) time(s), I can close my eyes and picture the routes between several of its landmarks with almost perfect clarity.
Welcome to Dragon’s Dogma 2 – Presented by Ian McShane
Sometimes, you’ll have other options. If (and that’s a big if) there’s a portcrystal at your destination, you can warp there, provided you have a ferrystone. If (another big if) your destination is along an oxcart route, you can toss the driver a few gold to hitch a ride, and once aboard, either doze off (which, after a fade to black, skips you straight to the end of the journey) or just watch the wilderness roll by. (Staying awake makes oxcart trips excruciatingly slow. I can’t believe it’s even an option. I love it so much.)
Each method carries its own set of risks, and every decision you make cascades into a series of progressively more interesting decisions. For instance, if you walk, you’ll need to bear equipment load in mind, and potentially pack camping kits (which are very heavy) in case you don’t reach your destination before sunset (nighttime is pitch-dark and extremely difficult to navigate; additionally, your maximum health depletes the longer you stay awake). Oxcarts may seem like the obvious choice, but there’s always a chance that you’ll be ambushed along the road–sometimes by monsters ferocious enough to destroy the cart entirely, leaving you stranded in the middle of potentially unmapped territory.
None of this is guaranteed to happen, but there’s always a chance it could. Occasionally, it can be frustrating, not because it’s unfair, but because you understand that you should have known better. The game is frictive in ways that warrant consideration instead of force. As limited (and generally meaningless) as “immersion” is as a barometer for a game’s quality, it feels apt here: Dragon’s Dogma 2’s mechanical tapestry organically, almost invisibly places you in a gameplay loop encompassing every possible stage of adventure. Preparation, navigation, combat, resource management, and, most vitally, rest.
Sidewinding
I adore the combat system in Dragon’s Dogma 2, which is designed by one of the most talented action-game development teams in the world. Each of its classes (“vocations”) wields a different weapon, and each weapon is a precision-tuned character action moveset in its own right. I love that the weapons all have wholly distinct “shapes” to their movements, so striking and memorable that they could easily be drawn on paper. Thief is a rough, acutely-angled zigzag. Warrior is a hard press of the pen, and then a bold, arcing stroke upward just as the ink is about to bleed through the page. Mystic Spearhand is a series of sweeping loops with a perfectly straight line puncturing their center. Magick Archer is a spiral, starting from the outside and honing into a gradually shrinking field of fixed points. And so on.
Combat is also, somehow, the least important part of the game. It’s far from the least interesting part of the game, and you’ll certainly be doing a lot of it, but the developers clearly didn’t want it to be your primary mode of engagement with their world. Where elsewhere Dragon’s Dogma 2’s systems are granular and unpredictable, combat is extremely straightforward. There are health bars, but no visible numbers outside of menus. Weapon skills, magic(k), and sprinting all draw from the same resource. Changing vocations is breezy and automatically reallocates stats. The game’s closest cousins aren’t contemporary RPGs, but Capcom arcade beat ’em ups: I was reminded at turns of Black Tiger, Dungeons & Dragons: Shadow over Mystara, and especially Magic Sword. The action is razor-sharp, responsive, malleable, and perfect. It’s the work of someone who, by his own admission, played turn-based games as a student and wished that all the battles could be replaced by Street Fighter II. But it’s not what Dragon’s Dogma 2 is about.
Screenshot: Capcom
Dragon’s Dogma 2 is about quests. Specifically, it’s about quest design. It’s about talking to dozens of characters and, over time, intuiting how the lattices of their stories connect and overlap. A choice in one corner of the world might somehow trickle down to another. One of the first suggestions you’re given upon arriving in Vernworth—Vermund’s royal capital, and the game’s central hub—is to ingratiate yourself to the city’s citizens and help them with their problems.
I remember the precise moment I began to comprehend the (frankly paralyzing) complexity of the original Dragon’s Dogma’s quest design. As a result of cramming a lot of big ideas into a comparatively small space, the game frontloads a tsunami of sidequests in its opening half hour. “Okay,” I thought, “I’ve played RPGs before. I know how this works. I’ll save these for later.” So I ignored most of them and progressed the campaign. As soon as I hit the next major beat, I got a string of notifications indicating that I’d failed about five quests. Apparently, the game was already hard at work shuffling pieces around in the background, and now there were vast portions of it I’d never get to see. I was baffled, and expressed as much to the friend I was on call with at the time, a longtime fan of Dragon’s Dogma who had been watching me play. “Yeah,” they responded. “What, did you think this was some sort of video game?”
There’s no directly equivalent moment in Dragon’s Dogma 2—the game has far more space to acclimate players to its structure—but its design philosophy is largely identical. This is not, in fact, just some sort of video game. It demands that you recalibrate your comfort level almost immediately.
Screenshot: Capcom
There are no NPC quest indicators, for one. You won’t know if a character—any character, of the hundreds wandering around the game’s world—has work for you until either you speak with them or they flag you down. Quests in Dragon’s Dogma 2 are always very specifically requests—NPCs may inform you of rumors they’ve heard or mysterious places they’ve discovered. But unless they’re explicitly asking for your help, you’ll have to remember the information yourself. Quest waypoints follow the same logic (again, that logic, that crystalline, airtight logic that girds every inch of this wonderful game): if a questgiver doesn’t know the location of the item they’re asking you to retrieve, they won’t mark it on your map for you, because how could they? One quest, a personal favorite, involved an NPC running up to me and asking me if I could help him find his lost orb. Okay man, no problem. I’ll find your orb. QUEST ACCEPTED: Find The Orb. I opened the map; no markers. Good luck!
There’s always, always a wrinkle, always something complicating a task that initially seems straightforward. Even the simplest quests have some lasting, tangible effect—maybe a shopkeeper you helped out gives you a permanent discount, or maybe a monster-culling quest ends with someone being banished from their village for their failure to protect it. The world constantly shifts under your feet, changing around you (but not always for you). Frequently, quests string directly into one another. Sometimes, the completion of one makes another possible, but you won’t realize how for ten or twenty more hours. On multiple occasions in my playthroughs, sidequests directly affected how events unfolded in the main quest (on that note, there are no clear demarcations between the two in the quest log; they are, as far as the game is concerned, equally important).
And so often, there’s an element of patience. Of rest. That town is safe for now, but follow up on it “later.” You helped the little girl put together a bouquet of flowers, check in on her in “a few days.” Royal masquerades are held “sometimes,” and you need to attend one of them. When Dragon’s Dogma 2 asks you to wait, it means it. Each in-game day feels impactful, even when it’s only because there’s less time between you and your next objective. Every decision matters, even and especially when that decision is just being. Buying townsfolk a round of ale at the tavern. Warming yourself by a campfire with your pawns. Standing silently atop a griffin’s back as it soars through the air, granting you both a brief reprieve from battle.
Watching Dragon’s Dogma 2 spin its web is immensely rewarding. I won’t pretend all of its systems are novel, but its greatest strength is its resolute belief that every decision it’s making is the correct one. It is a shockingly confident, personal work. I’d call it a contender for game of the generation, but what would be the point? Dragon’s Dogma 2 doesn’t demand comparison. It merely shows up, works its magic, and takes a bow.
Crucially, my experience with the game is incomplete, and everyone else’s will be, too. It’s built for replayability, but it’s also built for collective mapping and interpretation. I can’t begin to comprehend on my own how many variables and alternative outcomes are at play here, especially given the game’s intentionally restrictive save options (one save slot, limited manual saving; when you make a decision, you need to stand by it). One particular mechanic I don’t believe I saw at all: “dragonsplague,” a disease pawns can contract as they pass through various game worlds that, supposedly, has cataclysmic effects if left unattended. I still don’t know what dragonsplague does, because I played Dragon’s Dogma 2 pre-release, and not many of the available pawns were player-made. (Big ups, though, to the few people who did hire Skroat. He and I both appreciated it.)
A couple days from now, the game will release, the floodgates will open, and the bulletin board system will begin firing on all cylinders. The Dragon’s Dogma 2 I played will not be the Dragon’s Dogma 2 you play. Let’s talk about it.
Capcom’s Kunitsu-Gami: Path of the Goddess is coming out this year, Capcom and Xbox dropped a new trailer today, which shows off more gameplay and more of the title’s The game looks cool as heck.
Though there’s no concrete release date, Kunitsu-Gami: Path of the Goddess will be a day one Game Pass title for Xbox Series X|S and Windows. It’s also coming to PS5 and the Steam store.
This is a single-player action RPG with some time and resource management flourishes. During the day, you rescue and recruit villagers to your cause. Once the sun sets, you must juggle real-time action with strategic elements, as you decide how each villager will help you fight against a villainous horde called The Seethe.
Lead director Shuichi Kawata Shinsekai: Into the Depths. Kawata says his team has been working on Kunitsu-Gami for four years and that they are excited “and maybe a little nervous” to have everyone finally get their hands on the game.
Capcom has compared Kunitsu-Gami’s aesthetic to previous titles with traditional Japanese themes, like the universally beloved Okami. The game was developed using its RE Engine, which was originally designed for Resident Evil 7: Biohazard.
Kunitsu-Gami: Path of the Goddess wasn’t the only news to come out of today’s Xbox Partner Showcase event. Final Fantasy XIV finally hits Xbox consoles on March 21 and an expansion pass for Persona 3: Reload will bring new missions to the JRPG later this year.
In the fall of 2001, an unprecedented incident shook the world—the first Gyakuten Saiban (or Ace Attorney) game launched in Japan for Game Boy Advance. You played as greenhorn attorney Ryūichi Naruhodō (later translated to Phoenix Wright) as he bluffed through legal cases by exploiting testimonial contradictions, presenting tenuous evidence, and shouting a bunch. Capcom would release two more games in the series for the Game Boy Advance exclusively for Japanese audiences.
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In 2005, Ace Attorney made its global debut via the Nintendo DS console. English-speaking audiences got a visually updated and expanded version of the first game, which began an ongoing cycle of remasters. With each one, the Ace Attorney fan base has grown exponentially. As of September 2023, the franchise has sold more than 10 million units.
Part detective story, part courtroom drama, the world of Ace Attorney is more exaggerated and silly than our own. It’s also earnest, idealistic, and absurdly funny. But humor is a notoriously tricky thing to translate. Even so, the series’s wholesome goofiness has won over fans around the world, thanks in no small part to the stellar efforts of Capcom’s localization team.
“Simply by being kinder to one another, the world of the English Ace Attorney games became a very different one from ours indeed,” says longtime localization team member Janet Hsu.
This month, another batch of Ace Attorney games are getting a fresh coat of paint. Apollo Justice: Ace Attorney Trilogy, compiles the series’ fourth through sixth games: Apollo Justice, Dual Destinies, and Spirit of Justice. Ahead of the launch, Hsu spoke with Kotaku to reflect upon their time working on the series, its sprawling cast of loveable weirdos, and its growing popularity.
Hsu, who uses they/them pronouns, joined the franchise in 2005 and has been part of the localization team for every game since 2007’s Justice for All. They entered the localization world by chance, and when they joined Capcom nearly 20 years ago, the division was just starting out. At that time, games often tried to obscure their Japanese origins to make things more palatable to English-speaking audiences. For example, while the Japanese version of Ace Attorney takes place in modern Japan, the 2005 localization team set it in Los Angeles, without altering culturally specific references like food and architecture. Over time, it’s become a version of Los Angeles where Japanese culture has blossomed, and is now affectionately known as Japanifornia by fans of the series.
Screenshot: Capcom
But that’s far from the only example of the English localization team’s impact on the series’ identity. Each localization choice has had a far-reaching ripple effect throughout the franchise. Since Naruhodo was renamed Phoenix in the 2005 English translation, Hsu says that Greek naming motif also carried over to sequel protagonists Athena and Apollo.
“With the main character of the first trilogy being named after a legendary bird, we had to go big for Apollo as well. Apollo is a god connected with the sun and truth, which fits his personality well. Similarly, Athena was also chosen for her god status and connection to justice, wisdom, and fighting spirit,” Hsu explains.
Japanese pop culture and media has become far more popular overseas in the years since the games in this collection debuted. “Had this trilogy been localized into English today, the localization might be slightly different, but I assumed people would only become more and more familiar with Japanese culture,” Hsu says.
In that spirit, some elements of the games just never made sense to localize, because there wasn’t a suitable equivalent. “I frequently used the word “yokai,” and the demon Tenma Taro remained Tenma Taro in the localization of The Monstrous Turnabout,” Hsu says of the fifth installment of the series, 2013’s Dual Destinies. “I didn’t try to turn the rakugo storyteller aspect into a more Western idea of a stand-up comedian, for example.”
Screenshot: Capcom
Unsurprisingly, jokes are especially difficult to localize. In the original text, Ace Attorney games (likemanyJapaneseseries) often use the phrase “yare, yare” or “good grief” as a punchline. “With a well-placed ‘yare, yare,’ the heavy lifting of the humor in the punchline is done by the reader,” says Hsu of the original Japanese script. Conversely, English audiences expect more obvious jokes. For that reason, “most yare, yare’ lines are translated into a snarky, sarcastic remark in English because of this difference in language and culture.” says Hsu.
Hsu also takes advantage of the flexibility found in non-Japanese languages to add nuance to dialogue. For example, Spirit of Justice features an English-original quirk where the Khura’in judge says “Peace!” instead of “Silence!” According to Hsu, “It’s fun to add a little more flavor to a specific character or to show that things are done a little differently in Khura’in.”
Screenshot: Capcom
Although the English translation of Apollo JusticeTrilogy has been unaltered, numerous new translations were completed for the 2024 release, including French, German, Korean, and Simplified and Traditional Chinese. Hsu oversaw every new translation alongside Chester Lee, Capcom’s Asian Languages Lead. In addition to localizing, Hsu took an active role in guiding the game’s asset upgrades and aesthetics.
“Because I worked on the original DS and 3DS versions, I was able to help make decisions on how to expand things for the new 16:9 console experience,” says Hsu. They considered trimming the game picture in certain places, as they had with 2021’s Great Ace Attorney Chronicles, but this would’ve resulted in some odd imagery, like Simon Blackquill’s pet bird, Taka, having his head just out of frame. Like many recent Capcom titles, such as Dragon’s Dogma 2, Street Fighter 6, and Exoprimal,Apollo Justice Trilogy uses the powerful RE Engine. Hsu and the programmers worked together to utilize this engine in a way that that kept the experience intact.
As for the series’ future, Hsu says, “I would love to see more Ace Attorney content in any form. We’ve had an anime, a live-action movie, multiple stage plays, orchestra concerts, and so much more in addition to the games,” says Hsu.
With the Apollo Justice: Ace Attorney Trilogy, fans can now play every mainline Ace Attorney game on modern consoles. However, the spin-off games starring Prosecutor Miles Edgeworth have been left in the dust. Only the first one, Ace Attorney Investigations: Miles Edgeworth, is officially available and translated.
Hsu, like many fans, hopes this will change someday soon: “Of course I want it [an official Ace Attorney Investigations 2 translation] to happen! Hopefully, before I grow old and have to retire!”
Apollo Justice: Ace Attorney Trilogy is out now on Nintendo Switch, PlayStation, Xbox, and PC.
The announcement that Nintendo Switch Online’s Game Boy Advance range is to receive RPGs Golden Sun and Golden Sun: The Lost Age is incredibly welcome news. But there are still some absolutely colossal gaps, some all-time great GBA games that we’d love to play on our Switches. Nintendo! Hear our pleas!
In 2019, Capcom blew our minds with a brutal remake of 1998’s Resident Evil 2, this time with a new camera perspective, modern graphics, and the return of two classic horror protagonists: Leon S. Kennedy and Claire Redfield. Starting on January 16, you’ll be able to download this incredible remake as a part of your PlayStation Plus Premium and Extra subscriptions. – Claire Jackson Read More
Amouranth bought an orchard for a cool $17 mill, Bethesda’s attempting to win the hearts and minds of disaffected Starfield players on Steam, and Dan Houser is back! In podcast form!
Diablo IV – Bear Bender Build
Here’s your cheat sheet for the week’s most important stories in gaming.
In a newly released preview of Amazon Prime’s upcoming Fallout TV show, we learned a lot of new details about the world, characters, and story of the highly anticipated live-action adaptation of Bethesda’s popular post-apocalyptic RPG franchise. For example, the show is considered canon with the games. And Walter Goggins still looks good, even as an undead ghoul. Read More
An intense debate ignited November 13, when The Game Awards host Geoff Keighley announced the nominees for this year’s trophy ceremony. While some folks were surprised Pikachu face byStarfield’s absence, most people were shook by one particular title offered up for the “Best Independent Game” category. Now, after a couple weeks of silence, Keighley has tossed his two cents into the discourse. Read More
Reader, if you don’t mind a quick look into my personal neurosis, let me tell you that when I’m really looking forward to something, I get a great deal of anxiety about possibly dying before I get to experience it. I’ve felt this about video games, movies, albums, concerts, and pretty much anything else worth being excited about. Right now, the third live-action Sonic the Hedgehog movie is near the top of my list of Things I Must Survive Long Enough To Experience. This isn’t because I think the movie will be great, or even good, it’s because Shadow the Hedgehog, the best character in the franchise, is set to appear as a main character. All those feelings of excitement and existential dread have been roused today, as Paramount has released a picture of the angsty, broody, gun-toting king on set…well, his feet, at least. Read More
The meta-narrative around Starfield just took a very weird turn. Steam reviews for the sprawling sci-fi RPG recently fell to “mixed” on Valve’s storefront, and now Bethesda employees are arguing with players in the comments about why the game isn’t as boring and soulless as some of them claim. Read More
The hardest thing about Destiny 2 is getting any of your friends to play it. Fans of Bungie’s ambitious and imaginative sci-fi shooter have long hoped for a simple on-ramp that would make it easier to get lapsed players and newcomers back into its universe. Destiny 2’s new “Starter Pack” might sound like exactly that. Instead, it’s a pricey bundle of random items that fans can’t stop dunking on. Read More
When Overwatch 2 shifted the hero shooter’s economy away from loot boxes and into a seasonal battle pass, the customizable Mythic Skins unlocked at the end of that pass were framed as the light at the end of the grindy tunnel. Unlike any other Overwatch skin, these would be somewhat customizable, offering a few style and color options for players to make them their own. In the game’s first year, seven of its iconic heroes have gotten one of these Mythic skins, which mostly been well-received. But after Blizzard revealed season eight’s skin for tank character Orisa, players are noticing a downward trend in Mythic Skin quality. Read More
Photo: Absurd Ventures / Kotaku / Patrick McMullan (Getty Images)
Dan Houser, who co-founded Rockstar Games and was the lead writer on multiple Grand Theft Autoand Red Dead Redemption games, has finally revealed what his new studio is working on. If you were expecting a video game…well, you’ll have to keep waiting. Read More
Dragon’s Dogma 2 looks awesome, right? The much anticipated action role-playing game about dragons and pawns came out swinging with a hefty new gameplay showcase on November 28, showing off the impressive character creator and some spectacular combat and officially revealing a March 24, 2024 release date. One thing that isn’t so awesome, however, is the game’s relatively high price tag of $70, which marks the first game from Capcom at this price. Read More
The November 10 launch of Call of Duty: Modern Warfare III reignited the seemingly endless debate about multiplayer matchmaking, with players demanding Activision and Infinity Ward provide details, or even abolish it entirely. This conversation has perpetuated across multiple Call of Duty releases, but the team behind the popular first-person shooter has yet to properly acknowledge it—until now. On November 30, an official statement was shared by popular CoD website CharlieIntel on X (formerly Twitter). Read More
After remaining silent on the price of the much-anticipated new skins for all 18Street Fighter 6 launch characters, we finally know how much each alternate costume will cost, and fans of the 2D fighter aren’t too happy about the prices they’re seeing.
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The company announced on November 21 that all 18 Street Fighter 6 characters will get a brand-new costume. Called Outfit 3, each skin was, according to Capcom, “inspired by in-game illustrations, various cultures, and pure fun.” They look dope, especially the ninja-inspired garb for my main Kimberly, but there was one question on everyone’s mind: How much would these costumes run for? Well, now that the alternate skins have dropped, the prices are exorbitant. Specifically,one outfit for one character costs you 300 Fighter Coins, the game’s premium currency you can only buy with real money. 300 Fighter Coins is nominally equivalent to $6. However, it ain’t that simple.
Street Fighter 6 skin prices are ‘outrageous’
While shelling out 300 FC for one character’s Outfit 3 skin nets you the costume and nine additional colorways, there are two problems with the monetization here: You can’t buy exactly 300 FC through microtransactions and these specific skins can only be unlocked by forking over IRL money, not through playing the game. While the second problem sucks, it’s the first problem that’s pissing folks off.
If you wanted to get just one skin for your main—in my case, Kimberly—you would need to spend $10 to get two separate FC bundles containing 250 FC each. That can easily rack up since there are 18 Outfit 3 skins you can buy in Street Fighter 6, and since Capcom isn’t offering a complete bundle or a discount for purchasing more than one skin, if you wanted to collect them all, you’d have to subtract about $100 from your bank account. This monetization is what has folks riled up across Reddit and X/Twitter.
The sentiment is the same on the Street Fighter subreddit, too. Redditor Unlucky-Chair76 said the pricing is “insane” for a $60 game, while another user claimed Capcom is “out of their minds” for charging this much for skins. Soul699 posted in the subreddit that folks should not buy the costumes because the prices are “outrageous.” Meanwhile, redditor Edgelordguydude said that though they think the pricing is fine, the real problem is the lack of a bundled discount. Ultimately, as user oneizm put it, all you can do is “vote with your wallet.”
Dragon’s Dogma 2 will be released on March 22, 2024, reviving Capcom’s sword and sorcery action-RPG franchise after a decade-long break. Capcom revealed the release date and new gameplay details during a digital showcase on Tuesday.
Hideaki Itsuno, director of Dragon’s Dogma 2, and Yoshiaki Hirabayashi, the game’s producer, showed off new features coming in the sequel. That includes a huge new addition to the bestiary, the Talos, a massive brass warrior who emerges from the sea. Developers showed varying approaches to taking the Talos down: by leaping onto it from a cliff’s edge, and fighting it while holding on for dear life, à la Shadow of the Colossus; riding birds toward the Talos to close the distance to it; and attacking it from afar using ranged weapons and spells.
Capcom also showed off a new vocation, the Trickster. That Arisen-only character class can use a censer in battle to conjure illusions, causing enemies to fight each other, and to support a player’s pawns to make them more effective in battle. The Trickster, a “devious vocation,” can manipulate the battle from the sidelines rather than fight directly.
The Trickster joins Dragon’s Dogma 2’s previously confirmed vocations: Fighter, Archer, Thief, Mage, Magick Archer, and Mystic Spearhand.
Image: Capcom
Image: Capcom
Image: Capcom
Capcom also showed off its update character creator, which players can use to customize their Arisen and main Pawn. The developer is using new photogrammetry technology to increase the photorealism of Dragon’s Dogma 2’s player-created avatars, developers said.
Finally, developers also teased a bit of the game’s story, which they said was set in a world parallel to that of the original Dragon’s Dogma. As an Arisen, players will find themselves caught between the beliefs and plots of two rival nations. Vermund, the human kingdom, is at the center of a power struggle for the throne, with a false Arisen installed by the queen regent Disa. In Battahl, the humanoid beasts there treat Pawns as a source of misfortune. But both nations view dragons as a threat to their survival.
Dragon’s Dogma 2 is coming to PlayStation 5, Windows PC, and Xbox Series X. The original Dragon’s Dogma was released on PlayStation 3 and Xbox 360 in 2012, followed by the expansion Dark Arisen the next year.
At the start of the 1980s, video games were mostly relegated to coin-gobbling arcade machines, but their surging popularity prompted a Time Magazine cover story in January 1982 with a cringeworthy warning: “GRONK! FLASH! ZAP! Video Games are Blitzing the World!”
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If this sounds like Big Boomer Energy, that’s because Baby Boomers were between 20 and 40 years old at the time and represented the dominant group of consumers. Media panic about gaming addiction depicted arcades as depraved places for lowlifes. Meanwhile, an oversaturation of at-home consoles and a parade of middling games led the entire American game industry to crash in 1983.
Nintendo pretty much single-handedly saved gaming with the NES (see on Amazon) back in 1985, and pop culture has never the same. Originally released in Japan as the Famicom (“Family Computer”), the NES is a redesign specifically tailored to western markets. Instead of a video game console, it was branded as an “Entertainment System” with a “Control Deck” that used “Game Paks.”
A risky bet
“It started with a phone call in 1981,” NES creator Masayuki Uemura told author and reporter Matt Alt in 2019, “President Yamauchi told me to make a video game system, one that could play games on cartridges. He always liked to call me after he’d had a few drinks, so I didn’t think much of it. I just said, ‘Sure thing, boss,’ and hung up. It wasn’t until the next morning when he came up to me, sober, and said, ‘That thing we talked about—you’re on it?’ that it hit me: He was serious.”
Uemura, who had originally been poached from Sharp to develop light-gun technology for toys at Nintendo, then spent six months deconstructing and reverse-engineering rival consoles like the Atari 2600 and Magnavox to study the circuitry. The 8-bit Famicom he designed proved more powerful than its competitors, and the toy-like color scheme was hand-picked by a scarf that Nintendo President Yamauchi liked (the same red and white Mario wears on the cover of Super Mario Bros.). It helps that in 1984, Japanese legislators modified an act regulating entry to places like bars and casinos to include arcades out of concern that it impacted “public morals.” Younger Japanese had to resort to home consoles instead, so the Famicom came at the perfect time for it to boom.
Famicom games on display at Tokyo used game store Super Potato.Photo: Tomohiro Ohsumi/Bloomberg (Getty Images)
To capitalize on the American market, however, required a totally different approach—one that would pay off big-time.
In a lecture at New York University in 2015, Uemura said the front-loading design of the NES was inspired by VCRs, a booming form of at-home entertainment in America at the time. The Game Pak cartridges are 5.25 x 4.75 x 0.75 inches, with a considerable amount of heft to them, and the simple, boxy grey design is nothing short of iconic. They slide into the front of the system, and then the user has to press the cartridge down so its brass-plated nickel connectors hit the cartridge slot’s connector pins. Frequent use actually wears down the pins, which can lead to a flawed connection.
For years, gamers propagated the myth that blowing in the Game Paks to clear out dust would solve this problem, which instead exacerbated it due to the moisture in their breath. Still, sliding the paks in, pressing them down, pressing them again, pulling them out, blowing in them, and repeating the process felt like a game unto itself.
The console’s most memorable and successful accessories was the NES Zapper, a light gun that launched alongside the console in America. “America loves guns,” Uemura said when talking about how Nintendo marketed the NES in the west. Most of us had the Super Mario Bros. / Duck Hunt dual cartridge and delighted in blasting ducks while that gleeful dog retrieved their bodies. For your typical millennial gamer, the Nintendo Entertainment System served as the primary gateway into a lifelong hobby that never let up. I have fond memories playing The Legend of Zelda with my grandmother. She would’ve loved Tears of the Kingdom.
The origin of the classics
Take one look at Nintendo’s biggest releases in the last couple years, and you can trace many of them all back to the NES: Super Mario, Zelda, Metroid, and Fire Emblem.
By 1990, Nintendo had seized more than 90 percent of the U.S. video game market, thanks in no small part to a rigid third-party licensing agreement that still serves as a major industry precedent. Game developers that wanted to publish games for the NES had to agree to an exclusive licensing deal that restricted them from porting games to other consoles. Nintendo also directly approved each game to ensure a certain standard of quality.
Konami, Capcom, Taito, and Namco all participated in this and remain prominent developers even today. Castlevania fan? Thank Nintendo and the NES for that. Even Square and Enix saw great success putting Final Fantasy and Dragon Quest on the NES. Now, 20 years after the companies merged into Square Enix, both franchises are still going strong.
Photo: Reddit
Despite all its success and rapid sales over a few short years, the NES doesn’t even break the top 10 best-selling video game consoles of all time at roughly 62 million units to date — even the widely panned PlayStation Portable sold more over time — but Nintendo’s breakthrough home console remains arguably one of the most important pieces of tech ever created.
“When console games were popularized and presented to everyone, it felt like we were all exploring a new frontier of dreams together,” Masayuki Uemura told Used Games magazine in 2000. “Although some people may occasionally have wasted their money on a bad game here or there, both creators and players were obsessed with games then. I believe there’s still wonder to be found in that older generation of games.”
He was right. The NES Classic Edition — a dedicated emulator featuring 30 NES classics — rolled out from late 2016 into 2017 with many of the 2.3 million units selling out immediately. The 2018 relaunch saw similar demand.
The lasting legacy of the NES, however, lies with the Nintendo Switch which has sold more than 129 million units to date. With patents for what could be the successor to the Nintendo Switch, now’s as good a time as any to remember and appreciate what the Nintendo Entertainment System did for gaming 38 years ago.
Some wonderful maniac is developing an emulator that will one day let people play Zeebo games. And…oh wait, you might be asking “What’s a Zeebo?” Fair question! Well, it’s a fairly obscure digital-only console released outside of the United States in 2009 in just two countries. And while it’s not a great console with a library of beloved classics, it’s still nice to see that someone is working hard to preserve this odd piece of gaming history.
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The Zeebo launched in Brazil in June 2009, and later that year came out in Mexico. (And by 2011 it was all over.) The budget console was basically a phone with a controller that connected to your TV. Games and apps on the Zeebo were built using BREW, the same software that powered many early flip-phone games, though the specs inside the Zeebo were a bit more powerful than your average non-smartphone. Still, it wasn’t a powerhouse of a console, and that was kind of the point: to provide people in parts of the world who might not be able to afford expensive, imported consoles with a way to play video games and surf the web via 3G. It was also digital-only to circumvent piracy, forcing players to buy games through its online store. And now, someone is building a PC-based emulator for this strange, nearly-forgotten machine.
As spotted by GamesRadar, on August 1 developer Tuxality uploaded a video of themselves fiddling around with their made-from-scratch Zeebo emulator. While only a few games will boot in the emulator—and they don’t work very well yet—it’s still impressive to even see this much work being put into a device that most folks haven’t even heard of.
In the video, we see Tuxality boot up Zeebo Family Fun Pack and Crash Bandicoot Nitro Kart 3D. While Family Fun Pack loads up fine, Crash Nitro Kart 3D displays some intense graphical issues. Still, progress is progress. And yes, big publishers and studios including Activision, Capcom, EA, Disney Interactive Studios, and id Software saw their games released on the Zeebo.
Tuxality calls their emulator Infuse, and says it’s a “high-level” Zeebo emulator that’s been written entirely from scratch based on “clean reverse engineering attempts.” The developer also says that Infuse supports macOS and Linux and could (in the future) be easily ported to the Nintendo 3DS as a fully native application.
As for when you’ll be able to play the Zeebo edition of Resident Evil 4, aka the worst way to play that game, Tuxality doesn’t say. It’s likely at least a year or more away from being fully released to the public.
While some might post the very overused Ryan Reynolds “Why?” gif in response to someone making a Zeebo emulator, I’m excited that fan developers and modders out there are continuing to do the work that game companies won’t do to preserve video game history. Yes, even the weird and less-than-great parts of game history need to be preserved. If anything, those are the bits that will disappear first, and that would be even worse than playing Crash Bandicoot on a flip phone console from 2009.
Yep, Super Turbo takes the Street Fighter crown, at least in our book. Truth be told, this is highly subject to personal opinion, and I think any of the top six or seven games in our rankings could easily be number one for someone else. Perhaps for you…and that’s cool. Since Super Street Fighter II Turbo is our top pick, I’ll try to convey why it rules.
For starters, it ended up being the ultimate evolution of Street Fighter II, the single most important fighting game the genre’s known. Capcom made two more attempts to follow up Super Street Fighter II Turbo, but as you’ve perhaps read by now, they had their own issues. This is the entry that stuck, and the one everyone still enjoys today.
Super Turbo was the logical culmination of the journey Capcom started in 1991, incorporating everything its designers learned from The World Warrior, Champion Edition, Hyper Fighting, and even the underwhelming Super into one final, excellent game. It also brought its own innovations, like meter-fueled super combos, throw softening (“teching”), and even rudimentary air juggling.
Characters, too, gained crucial moves that completed their movesets. Imagine Fei Long without his chicken wing, Ryu without his advancing fierce and overhead, Chun without upkicks, Gief without green glove, Honda without oicho. (You don’t have to, because Super exists.) The character balance wasn’t perfect, but was good enough to create consistently fun match-ups, and it was exciting when someone went on a streak with a low-tier like Cammy or T. Hawk.
(And let’s not forget series mainstay Akuma debuted here, becoming the first tournament-banned character in FGC history.)
All of the above, combined with the return of Hyper Fighting’s blessedly fast action, worked together to create short, intense matches largely devoid of gimmicks, instead focused on the 2D fighting basics of neutral, footsies, and zoning. Super Turbo was both fun as hell, and an excellent teacher of fighting game fundamentals.
When I play Super Turbo with a similarly skilled opponent today it’s like we’re engaged in an alternate form of communication, a hidden language composed of attacks and retreats, reads and feints. Sometimes words aren’t needed, because our hands are saying everything through the screen. I’m always chasing that mental “zone” feeling in video games, and at its best, Super Street Fighter II Turbo gets me there like few others.
While I’ve played and enjoyed most of the Street Fighter games, Super Street Fighter II Turbo is the one I’ll always go back to. I hold it in the same esteem as Doom, Super Mario Bros. 3, R-Type, Dark Souls…masterpieces that always remain relevant, and always have more to offer. — Alexandra Hall
The Xbox app has a section called “popular with friends” that shows you the games your buddies are playing. It can be a handy little tool for bothering your friends about their progress in Diablo IV or needling them over their refusal to stop playing Overwatch 2 (it’s me, I’m that friend).
But based on a picture shared on Reddit, it looks like at least one person has early access to Starfield: Phil Spencer. The screenshot shared shows Spencer’s Xbox profile picture, an Xbox Avatar version of him (notice he’s also wearing a t-shirt and jeans, so it’s lore-accurate) against a purple background, underneath both Starfield and Exoprimal, a dinosaur shooter from Capcom that came to Xbox Game Pass on July 14.
While Spencer playing Exoprimal checks out as the game just launched, his apparent access to Starfield is interesting. It makes sense, though—Spencer and Todd Howard have worked closely together to promote the upcoming Bethesda RPG ever since Microsoft bought Bethesda’s parent company ZeniMax in 2021. At Summer Game Fest, they sat down for a press presentation alongside the head of Xbox Game Studios, Matt Booty, and head of Xbox’s gaming ecosystem, Sarah Bond. If you’re the head of Xbox, you can have a little Starfield early access as a treat.
Based on the Reddit post, it seems like Spencer was playing Starfield on July 14, the day the news dropped that the FTC failed to pause Microsoft’s $69 million purchase of Activision. Maybe he was celebrating the lengthy battle by hopping from planet to planet in Starfield, his mind finally free from fretting over whether Microsoft would get another jewel in its gaming Infinity Gauntlet or not. In space, no one can hear you gloat.
Play it on: PS5, PS4, Xbox Series X/S, Xbox One, Windows (Steam Deck OK)
My current goal: Conquer every Stronghold
You read that right, on Steam Deck baby! The step-by-step process to get the just-released Diablo IV working on the Deck took me a little over 30 minutes and was relatively painless. However I do highly recommend using a Steam Deck dock and USB mouse, as there’s a decent amount of copy-pasting and the Deck’s touch-screen controls can be finicky.
Since installing, I’ve played nothing else. Partly because I accidentally unmounted my Steam Deck library so it no longer recognizes what I’ve already installed on there through the store (oops) and partially because Diablo IV on the Deck is simply that rad.
It’s impressive how well the Deck’s default controller scheme jells with Diablo IV. Blizzard’s action-RPG is perfect to play while listening to a podcast or catching up on the borderline dispiriting amount of quality spring anime series I have to watch.
How’s performance you may ask? Pretty good, actually. After tweaking some essential settings, and turning off Cross-Network Play (yes that really did make a difference) I consistently get 40-60FPS let’s say…80 percent of the time. However, entering or leaving a major hub (Kyovashad for example) or a hectic world event has my poor base model Deck wheezing and running at single digits. Using an ultimate spell in a large crowd of enemies will also have your audio popping off, and not in a fun way either. And as you can imagine D4 is a battery Greater Evil. I recommend playing with your AC charger plugged in for sessions longer than 30 minutes.
But like cmon, being able to tackle a Stronghold while laying on my couch? That’s objectively awesome and I look forward to parking my ass on aforementioned couch after I send Claire this blurb. Bye! — Eric Schulkin
Street Fighter 6 offers a highly evolved combat system with 3 control types – Modern, Dynamic and Classic – allowing you to quickly play to your skill level. Combined with the new Drive System, this is the most accessible Street Fighter game yet.
Street Fighter 6 has a lot of modes to check out and knobs to turn, to the point where it might seem overwhelming if you don’t know where to start. The sickest of fighting game sickos will likely head straight for the training room to discover the finer points of their preferred fighter and figure out the matchups, but for the rest of us, here are a few tips for getting started, whether you’re a seasoned veteran or just hitting the streets.
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Immediately change your graphics settings
For some reason, the console versions of Street Fighter 6 default to “Resolution Mode” instead of “Performance Mode.” This means the game will prioritize graphical fidelity over framerate in certain modes, like World Tour. So the game might look better, but it will run at 30 frames per second rather than a smooth 60. Any fighting game player will tell you that framerate is everything and it should be prioritized over all else because of just how reactive you have to be, so switch to Performance Mode first thing after you boot up Street Fighter 6.
On PC, meanwhile, there are no pre-set performance profiles and the game defaults to the standard 60fps. However, you can also increase the maximum framerate to 120, which is recommended if your PC has enough power. Also be sure to check the game’s resolution, which seems to default to 1080p even when you have a higher-res monitor.
Give every character a shot before settling on a main
If you’re new to Street Fighter and haven’t picked out your favorite based on past experience, it might be hard to suss out who you want to play as. If you have previous fighting game experience, you might gravitate toward certain characters based on their archetypes. For example, maybe you typically play grapplers and like to get in close so you might gravitate toward Zangief or Manon.
But if you don’t have any frame of reference for who you might like, sometimes the easiest way to feel out characters in a fighting game is to just try them out. Street Fighter 6 has a fair amount of tools to give you a taste of how characters play, from an arcade story mode to dedicated character guides. You’ll also be taking pieces from each of their movesets when customizing your character in the World Tour mode. Whatever avenue you choose to familiarize yourself with the roster, it’s always worth giving everyone a fair shot. You never know who you’re going to click with until you try them out, so be open to the experience of testing out characters and matchups before going hard on a specific fighter.
Screenshot: Capcom / Kotaku
Change your online character and your control scheme to Classic
One of the big draws of Street Fighter 6 for casual players is it has two control schemes. One is called Classic and features the typical quarter circles and charge inputs of previous Street Fighter games. Then there’s the “Modern” control scheme, which has ultra-simplified inputs—think special moves from a single button press—at the expense of modestly decreased damage output.
If you like the simple Modern controls then you’re probably already set, as the game defaults to them across all modes. However, if you want something more along the lines of past games, as most returning players will, you’ll need to change it before you start fighting, and in a couple places. The first, most far-reaching toggle you’ll need to switch is in the Options menu under Controls, which will let you change from Modern to Classic controls for both players. However, for some reason, Street Fighter 6 doesn’t apply this setting to its online fights.
To change your control scheme for online play, you’ll have to maneuver through some decidedly unclear menus. Start by pausing the game in either the main menu or an online lobby and going to Profile. This will bring up your Fighter Profile, which will default your primary character to Luke. In the bottom-left corner you’ll see an option for “Battle Settings,” and here is where you can change your preferred online character, your matchmaking settings, and your control schemes. Jump over to the Character tab and you’ll see all the characters in the roster. Pick your favorite and that will be the one you use in online battles.
While you’re there you’ll likely want to switch all the other characters to Classic controls, too. You’ll need to press the “Update Character Settings” button for each of them. It’s a lot of button presses and menu scrolling to get there, but if you don’t take the time, you’ll load up a character online only to find none of their buttons do what they’re supposed to do.
Consider disabling the commentators
Capcom touted play-by-play commentators as one of Street Fighter 6’s big features, but while having pros narrate your fights might sound cool, in practice, it can get a little awkward. I tried both a single commentator and duos, and while I don’t think either experience is really worth having someone talk over the fight’s audio cues and banger soundtrack, having only one person narrating the match is the better experience. When you have two commentators, the tracks make half-hearted attempts at banter, but the discussion never sounds natural, and it’s easy to hear the flaws when they’re trying to sound coherent. Character names and moves are almost never called out with any specificity, and the commentary generally feels detached from the specifics of what’s going on in the fight. so the whole ordeal is hollow. It’s a fun idea, but the implementation never quite gets there. Sometimes the matches just speak for themselves better than any pre-recorded commentary can.
Turning off the commentator is easy enough in standard matches, as it shows up in the menu as you set them up. For online matches, you’ll have to open your battle settings and tab over to the “Other” menu. Just swap the Commentary Settings to off, or customize them to see if you can find a pair you like.
Screenshot: Capcom / Kotaku
Remember your custom character’s physical appearance affects gameplay
In the World Tour mode, you create an original character whose moveset is made up of special moves drawn from the main fighters’ repertoires. However, while your custom avatar’s equipment, moves, and level will affect how they play, your appearance will, as well. For example, create a shorter character and they’ll have a smaller hitbox, but their kicks won’t reach as far. If you create a giant hulking beast of a fighter, they’ll have more reach but your opponents’ pokes will connect much easier.
I made my character look like me and wasn’t concerned about whether or not he was competitively viable. And really, I don’t think anyone should. Make your weirdest little guy, or make a big beefy lady who can swing Zangief up by his ankles. Or make a character who looks like you. Do what your heart desires, but do keep in mind that your character’s size does affect spacing and other things worth considering in a fight.
Drive Gauge moderation is key
One of Street Fighter 6‘s big additions is the Drive Gauge, which is used for things like Overdrive Attacks (the equivalent to EX moves) and your parry. The Drive Gauge is abundant and will fill up pretty quickly as you parry and block damage, but it’s important to not rely on it so much at the expense of your other tools. Sustaining your parry will nullify most attacks, but it will leave you open for a grab or Critical Art ability. If you run out Drive Gauge, whether by overuse of Overdrive or by keeping parry active, you’ll enter a “burnout” state that will not only deprive you of Drive Gauge skills, but also increase your blockstun and open you up to chip damage when blocking your opponent’s specials. Drive Gauge takes a lot longer to recover when you’re in this state, and you won’t be able to use any associated abilities until the bar is full again. So while you might want to go HAM on all the fun Drive Gauge moves, using them with reckless abandon will inevitably bite you in the ass.
Screenshot: Capcom / Kotaku
Don’t rush to your master of choice in World Tour
For story reasons, your character in World Tour will start out with Luke’s moveset. As you meet other characters from Street Fighter 6’s roster throughout the story, you can ask for them to be your master and teach you their fighting style and special moves. As tempting as it might seem to rush through the game to find your main and learn their moves, World Tour mode’s balance isn’t really scaled for you to do that.
As I mentioned in Kotaku’s review, World Tour can be a real grind. Even when you’re leveled up to a comparable level to your opponents, their HP pool will often be higher than yours and their damage output will be, too. If you try to bulldoze your way through it trying to find Cammy or Ryu, you’re going to run headfirst into walls as the story missions escalate in difficulty. I spent more time than I would’ve liked using Chun-Li’s style as my base before finding my main to study under, but putting in that time helped make reaching the subsequent masters easier.
Use items in World Tour
While a competitive player may groan at the notion, performance-enhancing items are baked into how Street Fighter 6’s World Tour mode balances fights. These consumable boons range from healing items to damage and defense buffs, and you can use them in World Tour fights with no restrictions. If you want a challenge, you can certainly try and force your way through big fights without healing or buffing your character, but broadly, World Tour scales fights with the expectation that you’ll have items on hand with which to heal and power up. You have to pause the game during a match to use them, so it’s easy to forget about. But get into the habit of buffing up your attacks and healing when you’re in a pinch.
Grinding isn’t just fighting
One of the most important resources in the World Tour mode is Miles, Points you acquire through actions like doing quests and just walking around. These are important because they act as your continues throughout the game. For standard fights you encounter throughout the world, continues might not be necessary, but they’re a godsend in story segments like tournaments, where losing one fight without a continue means you have to restart an entire boss rush from the beginning. Earning Miles through side-quests and walking is another part of prepping for big fights that’s just as important as grinding character experience and buying items.
Screenshot: Capcom / Kotaku
Do not sleep on the social elements
I can’t overstate how good Street Fighter 6’s social elements are. Each master you meet has a relationship meter you fill up by using their attacks, facing enemies who also use them, giving them gifts, and doing their dedicated quests. The higher the meter goes, the more special moves you’ll learn. But more importantly, you’ll also unlock new interactions in which each character will tell you about their life, their training, and their future. These exchanges were my favorite part of World Tour, and while the fighting game grind might be what appeals to you most, don’t sleep on the social aspects. The writing is silly, fun, and helps make these characters feel like more than their moveset, which is something Street Fighter 6 excels at.
To say Capcom fumbled Street Fighter V is an understatement. SF5 launched in an incomplete state, going all-in on “esports” to the point that it shipped without even basic single-player modes, and the flat, offense-heavy combat came off so canned, so rote, that it almost felt turn-based. (Also, Ken had bananas for hair.) Years of patches corrected some of this (the bananas remain), but SF5 will always be a wounded animal in a series of apex predators. So Capcom had its work cut out for it with Street Fighter 6.
Thankfully, Capcom’s latest take on the classic fighting series feels like it’s learned the right lessons from the last game’s drubbing. Street Fighter 6 both sets a stellar foundation for the next decade of Street Fighter’s competitive scene and gives the button-mashers among us something robust, if sometimes frustrating, to sink our teeth into.
A return to first-class fighting
Street Fighter 6 is a return to form, but the most pronounced upgrade is in how much it captures the spirit of its characters, both in and out of fights. Personality and swagger practically drip from this game. Consider the bumpin’ intros before versus matches. They create some striking and often hilarious contrasts, such as Ryu stoically walking toward the ring with determination while Blanka does cartwheels down the runway. Each character feels fully realized through their moveset, voice lines, and often-charming win screens—witness newcomer Manon’s, in which the elegant dancer smiles and waves for a photo as she’s deemed the victor. Where oftentimes Street Fighter V could feel sanded down and sterile, Street Fighter 6 oozes confidence, which helps make it as entertaining to watch as it is to play.
Image: Capcom / Kotaku
It would be easy to dismiss that confidence as style over substance, but it also bleeds into the way Street Fighter 6 plays. The game is flashier than ever, but its new mechanics make old characters feel fresh and new ones feel like meaningful additions. The most fundamental change comes in the new Drive Gauge system. Now the Super meter is just for your powerful Super Arts, and the Drive Gauge governs everything else. It fuels a number of tactics and maneuvers both old and new, and is central to every fight.
For example, you can spend your gauge on a wind-up blow called Drive Impact, which is great for creating openings, and has armor to push out of endless corner combos. Drive Gauge also fuels Overdrive attacks (the new term for EX moves), which are more powerful versions of special attacks, like a fireball that can beat other projectiles or a faster lightning kick. You can also perform a Drive Parry, Drive Reversal (like an old Alpha Counter), and Drive Rush (cancel moves to extend combos). The Drive Gauge regenerates over time, but be careful not to let it fully drain, as that puts you in a devastatingly vulnerable “Burnout” state.
Screenshot: Capcom / Kotaku
On paper, the Drive Gauge making so many strategies universal—in contrast to the hyper-specialization of SF5’s V-Triggers—might sound like a flattening of Street Fighter’s diverse roster. For example, Ryu and a small handful of other warriors no longer have a monopoly on parries. Instead, I found it freed up design space for the aspects of each character that actually make them special to rise to greater prominence.
The new characters are fresh, and so are the old ones
I’m a long-time Ryu main (I’m a sucker for the beard, okay), and his Street Fighter 6 incarnation has the most filled-out moveset in quite some time. Changes like Hashogeki (a close-range, energized jab) no longer being tied to a counter, or the Denjin Charge (which powers up his fireballs distinct from any use of meter) opened my mind to new strategies after playing the character for years. Even after hundreds of matches in Street Fighter 6, I’m still learning new things about my main, and how foes I’ve faced plenty of times in other games are now different, and often more dangerous.
Screenshot: Capcom / Kotaku
On top of reimagining old faces, Street Fighter 6’s new additions are all forces to be reckoned with, some of whom I’m curious to see how the community reacts to in the coming months. Manon’s grappler moveset is complimented by a mechanic which makes her grabs more powerful with each successful use. (As you’d expect, you’ll want to keep your distance and rely on ranged attacks, lest you end up being used as an unwilling dance partner.) Kimberly’s a student of Guy, and not only is her spray-paint-enhanced ninjutsu playstyle vicious and agile, she’s a style icon who I want to be like when I grow up. JP, who steps into the main villain role now that M. Bison is gone, commands a fight with space-manipulating moves. While I’m still getting used to facing him, I always feel like I’m playing defense and reacting to how my opponent uses his incomprehensible magic to attack me from all angles.
This is the kind of game I want to take online for months or even years to come, and thankfully, Street Fighter 6‘s online has been an effortlessly enjoyable experience thus far. Running around lobbies as my custom avatar, sitting at cabinets with friends, and welcoming passersby to join our queue makes online feel like as communal an experience as you can get in a digital space. Getting in and out of matches is pretty simple, and you can make menu-based private rooms with friends rather than entering the 3D public lobbies if you don’t want to deal with a rando interrupting you and your friend’s sessions. It’s also easy to spectate other players’ matches, and watch replays of the greats. Between both the beta and the final game, I’ve put over 20 hours into Street Fighter 6 online without much of a hitch. I had a few matches against players with worse internet than others, but broadly, my experience online has been pretty great.
Screenshot: Capcom / Kotaku
I can’t wait to watch pro players take advantage of these new characters and max out their potential, but I’m also interested to see how casual players take to them, because Street Fighter 6 does a lot to try and court the casual audience, from a simplified “modern” control scheme (specials come out of single button presses, at the cost of lower overall damage) to a surprisingly deep RPG-like mode that gives you a story to go along with all the punching and kicking. However, I’m not sure just how much a casual player who button mashes their way through arcade modes will jive with what the game has to offer unless they’re willing to put in time for the grind.
We all live in a Street Fighter world
One of the headline features of Street Fighter 6 is single-player World Tour mode, a story mode that lets you create your own character, interact with the primary cast, and run around its silly little world solving silly little problems. As far as fighting game stories go, it’s no Mortal Kombat or Injustice, but I can’t deny I was absolutely sucked into Capcom’s attempt to make Street Fighter feel like a world that actually exists, rather than just backdrops you fight in.
World Tour’s character creator is one of the most robust I’ve ever recreated myself in, and as a short king, I loved how it let me not only be that in the game, but recognized it mechanically. My character’s a little guy, which means my kicks don’t have as much reach but my hurtbox is smaller. More often than not, character creators can feel like everyone’s dressing up the same two mannequins, but Street Fighter 6 really commits to letting you create who you want and letting them take up real space, literally and figuratively. You can create some real weirdos and the game doesn’t bat an eye, but you can also faithfully recreate yourself and have it be recognized.
The actual story World Tour is built on top of is pretty light fare; you get your anime fighting rival and there’s some drama and talk of what “strength” means. That’s all fine and well, but I was genuinely surprised and delighted not by the story, but by the social elements in the gaps.
World Tour lets you meet and train with each character in the main cast, and on top of learning their moves and grafting them together to make your own moveset, there are also social elements that let you develop a relationship with them. Straight up, this is the best part of World Tour. Some of my favorite Street Fighter 6 moments have been listening to Ryu recount old stories and learn how to text (he didn’t know smartphones were a thing). In general, most of the characters don’t have a ton of involvement throughout the main story, but the smaller stories that I passed through remain highlights of World Tour given that I’m not really enamored with its structure beyond that. (After you complete the story, there’s still side-quests and leveling up to do so you can take your character online, but getting to that point feels like a bit of a chore.)
Screenshot: Capcom / Kotaku
Rise and grind
For a while, I found World Tour frustrating because I was naturally trying to play it like a fighting game. You can run around a small open-world area and meet NPCs with their own problems and missions to send you on, but you can also challenge them to fights, and that part is where World Tour goes from a fun jaunt through the streets to a weird, often grindy and tedious exercise in button mashing. While World Tour’s fights are real-time action affairs they’re heavily governed by RPG-style stats. There are levels to gain and stats to juice, but even when you’re at or around the same level as a major boss, they still have more health and hit harder than you can.
Whereas playing as the main cast online offered balanced fights that were quick affairs of outsmarting one another, World Tour fights often felt like wars of attrition in which I would have to laboriously wear down enemies who had bigger life bars and could cut mine in half with a quick combo. Instead of playing to my character’s strengths, I was spamming hadokens just to chip away at their giant health pools. The stakes often feel high, as retries are limited and only replenished by spending time walking through the world, making them a precious resource. You can use items to boost your power and heal during these fights, but it sure sucks if you burn the precious items and then lose anyway.
Screenshot: Capcom / Kotaku
Across the board, World Tour’s combat felt arduous, whereas it felt effortless and rewarding in any other mode. I loved putting myself into Street Fighter’s world and interacting with characters I’d loved for years, but every time a big story moment came I dreaded having to confront another OP boss. World Tour contains some of my favorite things to come out of Street Fighter in years, but the unfair-feeling fights felt like vegetables I had to power through to get back to dessert.
It’s a shame that the actual fighting is the worst part of World Tour, because it has so many cool ideas. Making a customized moveset full of different character’s attacks (à la Ace from Street Fighter EX3) feels like I’m keeping pieces of the people I’ve met throughout my journey. I love the idea of players creating their own builds and pitting their avatars against each other in the online lobbies, I just feel like World Tourleans so hard into the RPG framework that it loses a lot of the skill-based satisfaction that comes with getting better at a fighting game.
If you’re the type who loves a grind and enjoys the prospect of wailing on a bunch of civilians to make numbers go up, this mode has that. If you want to play through some really fun stories featuring your favorite Street Fighter heroes and villains, that’s one of World Tour’s biggest draws. But if you’re interested in a tight, satisfying fighting game experience, World Tour isn’t quite that, and it sucks because a mode geared toward people who don’t want to be FGC experts shouldn’t so often feel frustrating and insurmountable for reasons that go beyond how fighting games typically play. I wonder if World Tour will put more casual fans off at least as much as it draws them in.
Screenshot: Capcom / Kotaku
Despite my frustrations, I left World Tour with a greater appreciation for all the best parts of Street Fighter 6. It’s a sublime fighter that makes smart changes that honor what makes the series great. It’s also a full, complete game from the start, that won’t need to be fixed and extended with endless updates later. The game’s energetic street fights, bolstered by a filthy visual flair that feels down and dirty in a way the series hasn’t in years, makes it as fun to watch as it is to play. It’s style and substance. It’s depth and spectacle. Street Fighter got its soul back, and I can’t wait to see where Capcom takes it as the next generation of fighting games kicks off.