Editions Pix’n Love – Pix’n Love Editions, a French site where you can buy in euros (above) those sweets and probably out of stock in 4 seconds, deluxe editions for the Neogeo Pocket Color Selection vol.1, so it will have a vol.2 too, nice!! preorders begin tomorrow morning.
And also those ones ready for spring that you can preorder too:
A Golden Wind is set to howl across the Jump Force battlefield when JoJo’s Bizarre Adventure‘s Giorno Giovanna, the progeny of DIO by way of Jonathan Joestar’s body, joins the game’s playable roster this spring. Opponents who come face-to-face with Giorno’s seemingly invincible Gold Experience Requiem Stand are forever reminded that their attacks are simply useless.
Giorno is the fifth and final member of Jump Force “Characters Pass 2,” which also features the currently available Shoto Todoroki, Meruem, and Hiei, and the upcoming Yoruichi. Players who purchase Character Pass 2 for $17.99 will immediately obtain Todoroki, Meruem, and Hiei, as well as gain early access to Yoruichi and Giorno upon release. Each character is also available separately for $3.99.
Giorno is a teenage boy of average height and slim yet muscular build, far smaller in stature than previous JoJos. He has golden hair of moderate length tied back in a short, braided tail, with three distinctive oversized curls arranged in a row over his forehead. His hair was originally black and unkempt but transformed upon awakening his Stand. His eyes, especially present in earlier depictions, sharpen at the ends similar to those of his father’s.
Giorno wears a two-piece suit with a checkered coat tail and several ornate features, including wing-shaped emblems on the collars and a heart-shaped opening in the chest area. The most distinctive feature on his suit are the three ladybug emblems located on either side of his chest and directly below his zipper, matching the appearance of his Stand. Later on, his shoes also have the same ladybug emblem on them. The color scheme for his suit often changes in different depictions, but the most common colors are blue outlined with gold and pink outlined with green.
Giorno’s childhood was filled with unhappiness and loneliness due to bullies and the abuse by his stepfather. During his early childhood, he was initially cold and uncaring towards anyone and believed himself to be scum just for the way people treated him. Those that knew him easily thought he’d grow up to become a twisted individual. This changed when he befriended an injured gangster he saved. As the man protected Giorno from those that did him wrong in return for his aid, he learned that he could trust people. Since then, he has become a more confident and solicitous person.
A defining characteristic of Giorno, and shared among his peers through him, is his resolve (覚悟 kakugo); something that can be described as his ability to make important decisions without hesitation and seeing them through to the very end, even in the face of pain, sorrow, and tragedy. Throughout Part 5, Giorno’s resolve is such that in the heat of battle, he is frequently willing to allow himself to be injured if it leads to an advantageous situation. An ambitious individual, he readily takes any occasion to achieve his final goal of becoming a “Gang-Star”. Upon beginning to cooperate with Passione gangster Bruno Bucciarati, Giorno wastes no time in infiltrating the gang, and steadily works his way up the ranks. His assassination of Polpo was partially a way to get a promotion for Bucciarati. Later, Giorno also tried to personally approach the Boss of Passione, and planned to plant a tracking device on him.
“I am not Pyra. I am Mythra. Pyra… She’s a different self that I constructed.“ – Mythra Mythra (Japanese: ヒカリ, Hikari; English dub: /ˈmɪθrə/) is a main character in Xenoblade Chronicles 2. She is the Aegis, a Legendary Blade who can grant tremendous power to her DriverRex, and his allies. Since Pyra is another personality Mythra created, they can freely switch places. Rex is able to freely use this ability both in and out of battle upon starting Chapter 5. Mythra’s powers have a focus on light-element attacks. Some of her other powers include near light-speed movement and Foresight, which allows her to seek into the immediate future. However, after Pyra shares her life force with Rex, Mythra becomes subject to the same limitations in regards to her healing capabilities and immortality. Mythra is also a central character in Torna ~ The Golden Country. She is a Special Legendary Blade who can grant tremendous power to her Driver Addam and his allies.
“Rex, I have a request. Can you…take me to Elysium?” – Pyra
Pyra (Japanese: ホムラ, Homura; English dub: /ˈpaɪ(ə)rə/) is a main character in Xenoblade Chronicles 2. She is the Aegis, a Legendary Blade who can grant tremendous fire-elemental power to her Driver, Rex. Pyra and Rex embark on a journey to search for Elysium, and Rex is devoted to protecting her.
Due to sharing her life force with Rex, Pyra is not able to recover from injuries like other Blades, and is as vulnerable to damage as any other human. If any of the two were to die, the other would follow.
Pyra was designed by Masatsugu Saitō, the lead character designer for the game.
Those with the Character Pass 2 will get the Jump Force Yoruichi DLC on January 29, 2021.
The character pass runs at $17.99 and includes five characters total, while purchasing Yoruichi individually will set players back $3.99 but won’t allow them to use characters during early access periods.
TheThe late ’90s weren’t kind to arcade fighting games.
When Street Fighter director Takashi Nishiyama left Capcom for SNK in the late ’80s, he set in motion a series of events that built the fighting game genre and gave a much-needed jolt to the amusement industry. For a few years, everyone forgot about the business’s gradual downward trajectory, thanks to games like Street Fighter 2 and Mortal Kombat.
By the late ’90s, though, the industry’s momentum caught up to it. While games like Tekken 3 and Marvel vs. Capcom kept up appearances, the business was changing. Console games were exploding, the fighting game boom was over, and Capcom and SNK’s arcade divisions were left trying to scrape the last pieces of candy out of the piñata.
Fortunately for Capcom, it had managed to grow its console game division in the meantime, finding success with the Resident Evil series, among others.
SNK failed to find the same level of success outside of fighting games, trying its hand at a CD version of its Neo Geo home console, new 3D arcade hardware, and a Neo Geo Pocket series of portable game machines. Nishiyama, who served as the head of SNK’s development group, says this marked a tough time for him personally, in part because he was opposed to the release of the Neo Geo Pocket, which SNK invested in heavily.
Soon after, SNK got acquired and filed for bankruptcy, and Nishiyama left and started his own independent studio. But before departing, he left behind a parting gift — one that neatly tied a bow on his past decade.
Often friendly. Occasionally contentious. Rooted in executive frustration yet resembling a playground flirtation, the rivalry between Capcom and SNK played out in many forms throughout the ’80s and ’90s. Privately, many spoke of a feud between Capcom CEO Kenzo Tsujimoto and SNK founder Eikichi Kawasaki, while publicly, fans saw the companies trying to top one another while constantly referencing each other in their games.
“Capcom and SNK spent the ’90s in a kind of call-and-response dance,” says veteran fighting game developer Seth Killian. “Capcom had Ryu, so SNK made Ryo,” he says. “Street Fighter added a parry; SNK introduced the Just Defend. You got T. Hawk? We got a Tizoc.”
Nishiyama sat in the middle of this, having developed the original Street Fighter at Capcom before joining SNK and overseeing the Fatal Fury and King of Fighters series. While he didn’t directly participate much in the back-and-forth, he couldn’t help but notice it. And in the late ’90s, he hatched an idea to bring his franchises together:What if the two companies put all this history to good use?
Capcom vs. SNK
With an initial agreement in place, both companies planned out their crossover games.
SNK kicked things off in 1999 with two titles for its Neo Geo Pocket Color: card game SNK vs. Capcom: Card Fighters Clash and fighting game SNK vs. Capcom: Match of the Millennium. Both earned critical acclaim and fleshed out the portable console’s library to help it compete with that of Nintendo’s Game Boy, though some players wondered why SNK didn’t initially produce an arcade fighting game. In 2001, SNK followed with a Card Fighters Clash sequel, which ended up being the final Neo Geo Pocket Color game, as SNK gave up its portable console ambitions.
Capcom, meanwhile, went straight to its bread and butter in 2000 with Capcom vs. SNK — a 2D arcade fighting game running on the same hardware as Capcom’s hit Marvel vs. Capcom 2. The concept proved popular around Capcom’s offices, with some staff like planner Itsuno begging to work on it. To accommodate multiple styles of play, Capcom developed a ratio system — where players could build a team of fighters of different strengths — and a groove system, where players could choose between Street Fighter and King of Fighters playstyles.
It was the game fans expected from the Capcom/SNK collaboration, with a few caveats.
Capcom Fighting All-Stars
As SNK went through changes in the early 2000s, its employees spread throughout the industry. Some started new teams, like Nishiyama, who formed development studio Dimps. A group even joined Capcom, bringing things full circle from when Nishiyama and the Street Fighter team had gone to SNK a decade earlier.
By the time it canceled Capcom Fighting All-Stars in 2003, Capcom had been slowing its fighting game output for years, dropping its custom CPS-3 hardware, canceling games such as a fourth entry in the Street Fighter 3 series, and pulling resources away from its arcade division. It continued to port existing titles to consoles, and snuck out a couple of new games with Hyper Street Fighter 2 and Capcom Fighting Jam — both built to capitalize on existing games and assets — but the genre was on borrowed time.
Throughout the ’90s, Capcom had pushed its arcade fighting game concepts into nearly every conceivable format. It had defined the genre. Spun off upgrades. Gone back in time. Created new worlds. Negotiated key licenses. Hired external studios. Tried new art styles. Shifted hardware. Combined franchises. Twisted its franchises into other genres. Joined forces with its enemies. And built some of the best video games of the decade.
At a certain point, it was time to say goodbye.
The future is now
The mid-2000s marked the end of an era for Capcom fighting games. Priorities had shifted. Key figures like Okamoto and Funamizu left Capcom and started their own studios. Capcom Japan sold the Street Fighter IP to Capcom USA.
It marked a clean break, at least until 2008, when Capcom rebooted the series with Street Fighter 4 — developed by Nishiyama’s team at Dimps.
In the decade-plus since then, Capcom has produced fighting games at a measured pace and primarily focused on known quantities: mainline Street Fighter and Marvel vs. Capcom entries, and ports of old games. But for Itsuno, who currently works as one of Capcom’s most successful directors, that doesn’t mean we won’t see anything else in the future.
Fraymakers is a full-featured modular platform fighter from McLeodGaming, the creators of Super Smash Flash 2, the most popular Smash Bros. fangame on PC. It features a main cast of beautifully sprited and hand-animated characters, detailed stages from their worlds, and a massive selection of assists from a broad selection of indie titles!
We’ve spared no detail or expense: the members of our playable cast feature full platform fighter movesets with no cut corners (that’s over 80 high-resolution custom animations per character!). We even developed our own rollback netcode implementation for the best possible online multiplayer experience. We’re making the game we’ve always wanted to play: the ultimate celebration of everything that we love about the indie game community and everything we’ve learned from over 13 years of making platform fighters!
If that’s not enough for you, Fraymakers will be released simultaneously with FrayTools, the robust custom tool we’re using to build the core content of the game itself, at no extra charge! Using FrayTools, not only can you build your own characters, you can also create assists, stages, menus, modes and more using a program that’s designed to make the experience as efficient, user-friendly and versatile as possible. Your options for new gameplay experiences are limited only by your imagination…or for the less creatively inclined, by your download speed.
Fraymakers currently has six playable characters revealed with more available through stretch goals with Welltaro (Downwell), Orcane (Rivals of Aether), Ultra Fishbunjin 3000 (Slap City), The Watcher (Slay the Spire), Octodad and CommanderVideo (BIT.TRIP series).
The game will also feature assist characters that pull from even more indie titles including Aine (Renaine), Captain Viridian (VVVVVV), Josef (Machinarium), Peppino (Pizza Tower), Lea (CrossCode), the Bard (Wandersong), Nikandreos (Apotheon), the Ape (Ape Out), the Shopkeeper (Downwell), Rockman (FTL: Faster Than Light), Tankman (Newgrounds), Lady Luck (Dicey Dungeons), the Silent (Slay the Spire), Fancy Pants Man (Fancy Pants), the Kid (I Wanna Be the Guy), Pizza (Chicory), Birthday (King of the Hat), and Diogenes (Getting Over It with Bennett Foddy).