[UPDATE] Kaiju Combat? Please and Thank you.

photo-full

**UPDATE 12/18/2012: Despite the large donations backing out, Kaiju Combat was still able to reach AND surpass its $100,000 goal today (for realsies this time). There are a little over 60 hours left into the project and the production team has revealed the details of the Stretch Goal plan. So once again, congratulations to the production team and all the fans who banded together once again, to get this project funded**

*UPDATE 12/16/2012: So it turns out that the two of the larger donations to the project were complete hoaxes and Kaiju Combat is now about $15,000 shy of its complete funding. However, there are still five days left in the campaign and hopefully the fans are able to rally once again to get this project funded for real. You can read more about the incident HERE.*

What’s good, everyone? Joshua Evo back again with a bit of an update from a story I wrote a week or so ago. On December 3rd, I highlighted a Kickstarter project called “Kaiju Combat” which (if funded) promised to be the ultimate fighting game experience for fans of the Kaiju (or Japanese giant monster) genre. It was a tantalizing prospect but at the time, was $40,000 or so shy of its total goal. Thankfully, with the help of generous fans, a spotlight piece on Joystiq and designer Simon Strange doing a reddit IAmA, the project crossed into its goal of $100,00 today at around 5pm Pacific Time. 

Achievement

The design team is obivously very excited but have promised to “be back in a few hours to lay out our stretch goals, and next steps!  WOOT!” so it goes without saying that all fans and contributors are very excited to see where the project goes from here. I know for a fact that I certainly am. At any rate, big congratulations to the Kaiju Combat team and thanks much all the fans and fellow contributors. Let’s go about making good on that promise and making it the ultimate monster fighting game!

Once again, you can get more details on game details, backer rewards and generously contribute to the campaign HERE.

Sign up for an account Sunstone Games community forums to interact with the makers and designers and other fans of the project and genre. Definitely stop by and have a look at the Kaiju Combat online design wiki for more in-depth details and to really get an idea of the tremendous potential this game has.

– Evo out.

Gaming News – Street Fighter x Megaman announced

Capcom announced at the Street Fighter 25th Anniversary Grand Finals in San Francisco, CA today that on December 17, 2012, to commemorate the 25th Anniversaries of both the Street Fighter and Megaman franchises, they will be releasing for Street Fighter x Megaman for PC download at the extremely affordable price of “Free”.

The game is a crossover that is done in the retro 8-bit style of the Megaman games of the past, as well as the more recent MM9 and MM10, except that instead of the usual robot masters the Blue Bomber usually faces, he’ll be squaring off with 8-bit renditions of favorites from the Street Fighter universe like Chun-Li, Dhalsim, Rose and of course, Ryu. In true style, Megaman will acquire the powers of his fallen enemies and use them to tackle the next combatant that stands in his way. Additionally, this is a fan-collaborated game and features an amazing mash-up soundtrack by A_Rival.

Source > Brelston’s Blog

Wow. What an amazing way to close out the Street Fighter 25th Anniversary Celebration and bring in the Megaman 25th Anniversary Celebration. I can’t wait for this game on a personal note, it shows that Capcom hasn’t completely given up on the Blue Bomber just yet and maybe has some great surprises in store for fans!

- Evo out.

Darkstalkers Resurrection Details

Reblogged from linksaveszelda:

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Capcom is releasing a package deal of arcade games for the Xbox Live Arcade and PlayStation Network. This package is called Darkstalkers Resurrection and it includes Night Warriors: Darkstalkers Revenge and Darkstalkers 3. It will be available in early 2013.

Costing $14.99 or 1200 MSP, Darkstalkers Resurrection includes:

  • GGPO-enabled online game play
  • HD graphical filtering with multiple viewing options
  • Replay sharing…

Read more… 18 more words

Thumbs up since ANY Darkstalkers news is welcome. Hopefully, the interest that this re-release will spur will be enough to galvanize Capcom into making that long awaited NEW addition to the series.

Gaming News – Microsoft renews trademark on Killer Instinct

For those who don’t know, back in the ’90′s, there was a popular fighting game franchise called Killer Instinct that was developed by Rare, whom you may know from such other hits as Goldeneye 64, Conker’s Bad Fur Day and more recently, Kinect Sports. The game developed a rather healthy following and enjoyed a lengthy span in arcades as one of the top fighters of its time. It also spawned a sequel, Killer Instinct 2, which while not AS popular, was still a fantastic game in its own right. In 2002, Microsoft acquired Rare as a third-party developer and the KI franchise has since become completely silent with no news of it at all. That silence was broken today though, as  Microsoft announced via PlayXBLA.com that they had renewed their trademark on Killer Instinct.

Source > IGN.com

So what does this mean for the franchise? Could we be seeing the fabled and long awaited follow Killer Instinct 3 or maybe some XBLA based HD remakes of the previous titles? The fighting game market AND community are running at all-time highs right now and excitement for something like the return of Killer Instinct would be an incredibly hype-inducing event. Or is this simply Microsoft’s way of keeping a hold on the trademark just to block other developers from acquiring it and really have no plans of doing anything with it? It’s all pretty much speculation right now but it’ll be interesting to see how this develops if it does so at all.

– Evo out.

Review – Persona 4 Arena

Hey everyone, James B. Boss here with my latest game review. I know it has been awhile since I have done one, but let’s put that aside for now and get to my review. This time, my review is about the game Persona 4 arena, which is the latest entry in the popular JRPG (Japanese Role Playing Game) series. Usually, entries in this series are played in a traditional RPG-style of gameplay but this time, it is presented in the form of a fighting game.

Review was done on the PS3 version.





PRESENTATION: 4/5

Persona 4 Arena takes place two months after the events of the previous game and is a direct sequel in a way, so once again, the protagonist Yu Narukami and his friends have to jump into action. As you play through the game, you will experience some of it’s great features, such as a great soundtrack with remixed songs from the last game, anime-style graphics and new and old characters to use in battle. Though this game is technically a sequel to Persona 4, it is graced with the appearances of three characters from Persona 3. You can also change the language spoken in the game from English to Japanese, so if you are a hardcore fan and you like the original voices, then you don’t have to worry. Also, the story mode in this game follows the paths of each of the characters and is told in the style of a visual novel, with the inclusion of cutscenes.

 

GAMEPLAY: 4/5

Persona 4 Arena’s gameplay is unique in it’s own way, but as you dive deeper into its mechanics, you’ll find that it is very similar to Blazblue. You have four buttons to use for attacking. Two of them are used basic attacks, while the other two, are used to summon your persona. When it comes to combos, the game mainly points you in the direction of using persona in mid combo, to deal an enormous amount of damage. Some of the Persona 4 Arena’s basic actions contain, super jumping, guard canceling, super canceling and bursting. These skills can be used to give yourself an edge in your fight, so learn to use them to their fullest extent. If find that you may have trouble learning a characters moves, then the game’s challenge mode will be able to help understand the characters combo timing with ease and a lot of hard work. Considering that the source material would probably appeal to not only to fighting game fans but also fans of the Persona series who may not have as finely developed technical skills as fans who primarily play fighting games, combos have an “Easy” mode built-in so that mashing the [A] or Light attack button will go into a full combo that ends in a super. The game also has an online multiplayer feature, that of course, allows you to play against others worldwide. Aksys/Arc System Works Games are also famous for having fantastic Netcode, so playing online is smooth as silk. You can also play multiplayer locally with a friend.

 

OVERALL: 4/5

In the end of it all, Persona 4 Arena is a decent addition to the series and to the fighting game genre. The fact that it decided to take step into the fighting game world from the rpg world, is indeed an unexpected turn of events, but it still did fairly well. People who have played Blazblue, will probably get used to the games mechanics in flash, seeing as how both share a similar play style. While it is not trying to be the next best fighting game in the world, it has the potential to leave its mark on the wall, with other memorable fighting game titles and fits into the Persona universe nicely.

FINAL SCORE: 13/15

 

- James B. Boss

Review – The Fighting Edge Arcade Stick by HORI

What’s good, everyone? Joshua Evo back again with another spiffy product review for you guys. If you remember your history, you’ll know that one of my first reviews was for an up and coming arcade stick company called eightarcSince then, they’ve made quite a name for themselves as one of the top makers of arcade sticks in the fighting game community (FGC) as well as the industry as a whole. That review also established me as a pretty serious fighting game fan so you’d come to expect that more than a few of my product reviews would be of similar products in that vein and while I have much love for eightarc and the fantastic quality products they produce, there are a few other top companies in the community who will every once in a while, put out a product that changes the game. In the case of Mad Catz, it was the Tournament Edition sticks and their ilk. In my opinion, today’s subject is noted peripheral maker HORI’s contribution. Today, I’m reviewing The Fighting Edge arcade stick by HORI.

HORI is a Japan-based company that has been around since 1969 and has been working on gaming peripherals since 1983, so they’ve got a pretty good bit of mileage on them and definitely know their stuff as they were one of the first third-party peripheral and accessory manufacturers in the world. If you’ve been in the gaming scene for a least 10 years, chances are good you’ve either seen or used a HORI product. A while back, they started manufacturing arcade sticks for home consoles but in the early days, arcade sticks weren’t very reliable and in some cases, would actually short out the consoles they were connected to. After several years, HORI, Mad Catz and the other companies stepped it up and began setting the standards for how these sticks should be made with products like the Real Arcade Pro EX, VLX and the Tournament Edition sticks, respectively. Recently, HORI unleashed The Fighting Edge arcade stick to the public and with it, several innovations that separate this stick from the pack.

The first and most striking thing about this stick is its appearance. It’s one of the shiniest and unique looking controllers of its kind that’s ever been released. The picture to the left also provides a decent view of the touch panel on the right side of the stick that comprises the START/SELECT/Tournament Mode and Remap touch buttons that illuminate when the stick is powered. Also noticeable is the long LED strip that lies on either edge of the stick that glow and flash while active. Other noticeable features include the wrist rest which is actually very comfortable for long term play. The case also sports two compartments, the standard one to hold the cord and a second one for storage of things like extra parts, a cleaning cloth (which is included) or anything of that nature. Keep in mind that NEITHER of these compartments are padded in any way, so if you place anything into the storage, it will clatter about a bit as you carry it around. However, the tough ABS case can take a good beating if necessary (let’s face it, even the most skilled players mash it out sometimes) and is also lightweight. The top panel is just as durable and made of high quality acrylic, giving the stick a very slick appearance. My only problem with this is that it pretty seriously collects fingerprints after while and can start to feel a little on the grimy side. Thankfully, this is very easily remedied with a quick wipe down from the cleaning cloth. The bottom is a metal panel that has two non-skid pads on it (which has a feel similar to the stuff that they sell as shelf liner) so placing the stick on a table will keep it steady and in place. It works for lap-based play as well but it doesn’t lock in as tightly. The non-skid material is pretty decent but I feel like it would start to degrade the more the stick gets used. 

Here, the stick is currently plugged into the console and the START/SELECT/Tournament Mode and Remap buttons are active. Again, this is the Playstation 3 version of the stick because I primarily play on the PS3 and am just NOT a fan of those four-colored buttons and particularly on a stick that looks like this. The Home button is clearly seen at the top left-hand side of the controller and another design tweak that can be seen here is the increased distance between the stick and the buttons. As a big, ham-handed player, I give HORI kudos for this decision. Looks aside though, let’s talk about how the stick handles. From the initial announcement, The Fighting Edge got a lot of press for not using the standard Sanwa OR Seimitsu parts. HORI went the extra step to develop and utilize original parts (which was something that many were concerned about as past HORI parts hadn’t been the most reliable). The controller utilizes new buttons referred to as “Kuro” (or Black in Japanese) buttons that feel like a happy medium between the sponginess of a Sanwa with the firm click of a Semitsu button. These buttons are a joy to use and incredibly responsive. The stick itself is another brand new innovation and is called “Hayabusa” (or Falcon in Japanese).  I didn’t want to take mine apart to get TOO detailed a look, mostly because it was a present and a super nice stick but what I CAN tell you is that this stick as as responsive as the ANY of the leading JLF’s on the market. There were a few things I had to get used to in using it though. For example, it’s not as (again) spongy as a Sanwa stick and the throw distance is a LOT smaller. Additionally, if you would like more information on Throw, Deadzone and any other arcade stick terms and mechanics, click here. Movements are very tight and responsive and I was able to pull off all my favorite combos and moves without a hitch.

Here, you can see the stick set into Tournament Mode, which activates the LEDs and disables the touch panel and home buttons so as to avoid accidental DQ in tournament. Also, the lights just look really cool. When playing a game that supports vibration feedback (a la Street Fighter IV or Street Fighter x Tekken), the lights will flash red when being hit (that is, when a Dual Shock controller would normally vibrate). Activating Tournament Mode is as easy as holding down the Tournament Mode touch button (third from the top) until the touch panel buttons disappear and the LED’s illuminate. You can also deactivate it by doing the same thing. The top two buttons of the touch panel are of course START and SELECT but the bottom-most button is by far the most interesting one, as it allows you to remap your buttons on the fly. By holding down this touch button until it activates, you can hold down any of the Kuro buttons and then tilt the stick up or down to select from the available remap options. So if you want Square to function as X, you would simple put the stick into Config More by holding down the Config touch button until it beeps, then tap and hold the Square button and then scroll to and highlight X from the displayed options (which will display in red LEDs along the touch panel) and release the Square button. Now you’re set! The stick will also remember your individual configurations until you change them back. Hold the Config button down again until it beeps to finalize any changes. My only real nit pick with this is that I wish the confirmation beep would be two or three beeps instead of just the one. 

To sum up, The Fighting Edge stick from HORI came out of the gate boasting a wide array of innovations and has done well to deliver on all of it promises. Unfortunately, at current time, HORI has said that they will not be selling their unique parts separately, which is a pretty serious bummer for people who want to mod or who have a button that doesn’t work. Thankfully, you can always swap in Sanwa parts but for me at least, part of the appeal of this stick was the specially engineered parts. That aside, this gorgeous looking stick has a BIT of a learning curve with it but once you get it down, it’ll be a very welcome addition to any fighter’s arsenal. 

- Evo out.

Day 29 of 31: Soulcalibur

Hey everybody and welcome to Day 29.

 

 

Considering that this is my brother’s blog, we OF COURSE have another fighting game. SoulCalibur has got to be, one of the most unique and beautifully made fighting game (for it’s time of course). Instead of using fists and fireballs, SoulCalibur decided to take the weapon wielding style of fighting games. Every character in this game had their own style of fighting, depending on the weapon they used and I found that to be pretty cool. When in combat, the objective of the game is to either deplete your opponents life gauge to zero, or if you would think of yourself of being an @$$h0le, you can knock them off the stage instead. The thing that stood out the most in this game, has got to be the awesome levels that you get to fight in. Some of the stages took place in historical places, which I found to be quite awesome and creative (I personally loved the Venice/France level). Soulcalibur was and always will be, one of the greatest titles to ever be created. Even though we have a lot of games to choose from, but in my opinion, the best game in this series, has got to be the first Soulcalibur. It had simple and addicting gameplay, memorable characters, beautiful stages and an awesome story. So if you guys have already played this awesome game(s), then I praise you all for your awesomeness, but if you have yet to play this game, then I suggest you do.

– James B. Boss

 

I picked up a Sega Dreamcast SOLELY for this game and before I knew that the console had any other games on it. I played it endlessly whenever I got a chance to and I was always drawn in by the diversity of the roster and the whole weapon-driven combat mechanic. The Dreamcast port of the game improved that graphics and added a ton of game play options, like the phenomenal Mission mode where players conquered portions of a map to earn points towards purchasing unlockables in the game. I happen to think that this game holds up extremely well even now and gladly play it whenever I can. 

- Evo out. 

Day 12 – Street Fighter III: 3rd Strike

What’s good, everyone. Day 12.  Welcome to the world of Street Fighter III. Prepare to battle.

 

 

I’m not sure what else I can say other than that I love the holy hell out of this game. We’re a couple of generations away from this game in terms of fighters that have come over the years but 3rd Strike has SUCH an appeal to me even now and it’s not because of some bizarro characters or gimmicks. 3rd Strike is (to me) one of the most technical and skill dependent fighting games out there. High level 3rd Strike play really is something to behold and the becoming good at this game is not something that comes easy to newcomers. It hearkens back to the days when things like tutorials and comeback mechanics were nowhere in sight and the only way to get your stripes was to earn them from other players and to do that you spent countless hours pumping quarters and tokens into arcade machines in an attempt to power up and up. This process ultimately created a familiarity with the game’s solid mechanics and combat and made the whole thing not just feel like a mindless grind but a real challenge. I still play 3rd Strike pretty actively to this day and the fact that I’m not all that great at it aside, it’s still one of the most solid and engaging fighting games of the last several years. 

Also, it’s on PSN AND Xbox Live so the modern generation of fighting gamers have no excuse to check it out… unless they’re afraid of getting blown up. Awww, you scared? We await your return… warrior.

- Evo out.

 

OK, so I’m gonna go ahead and say that it’s no surprise that we are reviewing this. Street Fighter 3: Third Strike, is and will always be one of the most successful fighting games in existence. I remember many years ago, when I first played this masterpiece and enjoyed every second of it. It offered a new and improved feeling to the fighting game genre with it’s deep combat system and memorable characters. At first I was a little judgmental about the title, because I only recognized four of the characters (Ryu, Ken, Chun-Li, Akuma), whereas the entire roster was filled with a fresh set of new characters but after a lot of time with the new guys, they started to grow on me and I was able to accept each and everyone of them (except Gil, that cheating b@$t@rd). This game has been out for about thirteen years now and it’s still going strong. For awhile, it was the go to game for all fighting gamers back in the day, alongside MVC2, CvS2 and Tekken but with the release of Street Fighter 4 and many other hit titles, you would expect this game to finally retire but instead it sticks around and lives on to this day to show gamers an example of what it’s like to be a legend. It’s like it takes it’s own quote after the game is over and talks back to the player. “We await your return, warrior.”

“Hah return, what are you talking about? I never left.”

- James B. Boss

Review – Blazblue Continuum Shift EXTEND

What’s good, everyone? Joshua Evo back again with another game review for you all. If it hasn’t been painfully obvious to everyone, I am a fighting gamer. Now I’ll give you guys a second to let that sink in. We good? Ok. Going back to the matter at hand, the game I’m covering is the most recent installment in a quirky but solid fighting franchise that is simultaneously popular and  overlooked. On a personal note, this is a pretty special one since it’s happens to be the series that first inspired me to enter the fighting game community. Today’s review is on Blazblue Continuum Shift: EXTEND

Review conducted on the Playstation 3 version of the game.

PRESENTATION: 4/5

Blazblue, Guilty Gear and King of Fighters are a handful of marquee titles that fall into a category that is becoming rarer in recent years; hand-drawn 2D. This hearkens back to the days of games like Marvel vs. Capcom 2 and Street Fighter III: 3rd Strike. While the trend seems to be leaning more towards the usage of 3D character models over 2D hand-drawn sprites on account of factors like more fluidity in movement, the older styles have their own charm and in the case of BBCS:EX, are showcased exceedingly well. The appearances of the cast hasn’t changed too much in the three or so years that the franchise has been stateside, but they remain the same otherworldly looking, memorable characters they always were.  The sprites move about and battle one another in the same crisp and striking fashions that’s to be expected from the franchise. The 3D rendered backgrounds are also striking, as they offer a sharp but refreshing contrast to the comparatively crude character sprites. Environments are range from lush and inviting to dark and foreboding and each stage complements its corresponding character very well. The animated cutscenes are superbly done, serving their purpose as both attractive eye candy and story telling device. The brilliantly rock-heavy soundtrack by Guilty Gear mastermind Daisuke Ishiwatari does as much to add personality to the characters as their backstories and  appearances do. From a presentation standpoint, BBCS:EX more or less offers the same things as its predecessors but has enough small changes peppered throughout to remain fresh and interesting.

GAMEPLAY: 5/5

While the core game play and its elements and mechanics remain largely untouched, there have been a considerable amount of additional modes game options added to enhance the experience. Of course, there is the traditional Arcade and Local and Online VS modes, but the game as a whole is bolstered with the addition of new modes like Unlimited Mars and Abyss mode and the continuation of Blazblue’s “surprisingly-detailed-and-engaging Story Mode. Unlimited Mars is an extension of Score Attack mode from the first two games. In Score Attack, the player is pitted against AI controlled characters of a much greater difficulty setting than normal. Unlimited Mars expands on this by using the overpowered or “Unlimited” versions of several characters as forms of opposition. This mode can be both frustratingly hard and very compelling as it forces you to develop your game to keep up and complete the challenge. Abyss Mode is a carryover from the handheld versions of Blazblue: Continuum Shift II. In this take on the game, the player must quest to the bottom of Kagutsuchi, battling several characters, boss characters and unlimited characters across increasing levels of difficulty. As you progress, you are able to increase your characters’ attributes in battle and are able to accrue money to spend in the Shop, where more power-ups and abilities are available to aid you in your quest. Story Mode is also given new enhancements in the form of extra dialog and cutscenes to drive the story along. Additionally, the four previous DLC characters have been incorporated into the Story Mode flow. Finally, a retooled version of Calamity Trigger’s Story Mode has been included for consistency and to offer new players the entire experience up to the current point in time. As if to tie the individual games in the series together even further, the game will ask new users if they wish to import their saved data files from the previous game, at which point the game will continue on from there. Even though the Blazblue franchise has had a good record of great netcode, online game play was gziven some performance tweaks for a better overall online play experience. 2v2, 3v3 and 2v4 Team Battles have also been included  for a little more variety and thanks to the robust connectivity, these new features can be experienced freely and without too much fear of lag or rampant disconnecting (ragequitters notwithstanding).

OVERALL: 5/5

Even while in the shadow of titans like Street Figher IV, Soul Calibur and Ultimate Marvel vs. Capcom 3, a largely niche game like Blazblue is still able to shine through with its enhanced single player features, exceptional online play and unique cast of characters and robust-for-a-fighting-game story mode. Add to this some very solid mechanics and what you have is an absolute “must-buy” for fans and followers of the genre and certainly the franchise.

The standard and limited collector’s editions are available now and I’ve posted a video detailing and unboxing at the DRE YouTube channel and as always, thanks again for all your support!

FINAL SCORE: 14/15

–Evo out.

Review – eightarc Arcade Sticks

So depending on whether you may know me in person or not, it may or may not come as a surprise that I’m a fan of fighting games. As such, I’m always on the lookout for news updates concerning the overall fighting gamer community, be it news on new releases or exciting new products that come out. This is one of the latter. Today, I have a review for you guys of the PS3 Pearl and PS3/360/PC Fusion arcade sticks by eightarc.

eightarc is a company that is based out of the San Francisco Bay Area, which makes them close to my heart really since that’s where I currently reside and naturally have a soft spot for the home team. The location is one thing though, as you can tell immediately from looking at the PS3 Pearl model that there are some definite differences between eightarc’s arcade sticks and the more prevalent Mad Catz TE’s and Hori sticks. This model clearly wears its “Pearl” moniker proudly with an all white coloring with the exceptions of the mirrored parts, logo and button labels. The case is made of a combination of plastic and Medium-density fibreboard (or MDF), which gives it a sturdy, durable feeling without feeling heavy at all. It also comes in the Ebony and Onyx models. One of the most easily noticeable differences between this and other sticks is the placement of the Start/Select/Home/Turbo buttons. Most other sticks have them on the face but the Pearl and its ilk have them placed on the side of the stick. It looks a bit odd at first but I assure you, they’re recessed enough that you won’t accidentally push anything in the heat of battle and, you know, disqualify the hell out of yourself in a tournament setting.

Another innovation that this stick bears that most others don’t is the detachable USB cable. As you can tell from the picture, a player is able to conveniently remove the cord and put the whole lot if it in their pocket or bag or what not and doesn’t have to scramble to wind up how ever many feet of cable after finishing a round at a tournament and jam it back into the dedicated compartment. It’s also a good, solid connection so you don’t have to worry about accidentally or suddenly jerking the connection free from the stick. A lot of attention to detail was clearly put into the engineering of this and I personally like this feature a lot and applaud its inclusion in the controller’s design. My personal favorite feature this stick offers is the felt-lined bottom base. While most sticks only have rubber feet and smooth metal or plastic bottoms, the eightarc sticks all have a felt lining that keeps the stick in place when it’s being heavily used in the one place most players rest the controller while using it: their laps. This is a brilliant feature that contributes to the already quality performance of the stick by removing the whole “readjustment” factor while in game or even by helping prevent executional errors by someone just trying to keep the stick still. Also as a side note, I have a lot of friends who are on the shorter side that really appreciate this feature for obvious reasons, so once again, good on ya, eightarc!

Now of course, the most important factor of all: how does the stick handle? Well, its multitude of innovations combined with excellent construction and the inclusion of Sanwa parts make it look amazing on paper and I’m happy to report that it definitely lives up to the high quality standards that the stick has set for itself just by LOOKING the way it does. The stick is very responsive over a multitude of games (tested on Super Street Fighter IV: Arcade Edition, Marvel vs. Capcom 3 and Tekken 5) and displays and is comparable to the various Mad Catz TE sticks. Special moves, combos, supers, FADC’s, DHC’s, links, P-Links and every other nuance and subtle command can be executed seamlessly and smoothly (barring extreme user error or in my case, ineptitude, haha).

The multi-console-ready Fusion stick is equally as impressive looking with a few differences. Firstly, it has an all plastic case construction, making this one feel more akin to the TE Stick. It sports a slick, mirrored finish and as you can see, all the buttons are on the face and well out of the way of being mistakenly hit. The other thing of note is that the cord IS attached to the Fusion stick and is hidden away in a compartment not on the front of the base but one the left (joystick) side of the case. This placement seems kind of strange but there’s enough slack in the cable that it’s not a problem in the slightest. The system selector switch is just as responsive as all the other parts on the stick and seamlessly transitions between one platform to the next. Additionally, there’s a headphone jack on the bottom left part of the base that easily accommodates any of the popular headphone models that come with microphones, similar to the Qanba Q4-RAF, which is unsurprising since eightarc has partnered with Qanba. Despite the differences, this stick retains the quality internal parts, felt base and high performance that are bound to become eightarc trademarks.

eightarc has also introduced new arcade sticks to their inventory in the form of multiple new Qanba sticks and the Pearl and very limited Sapphire versions of the Fusion; the latter of which is constructed with Seimitsu parts over Sanwa parts, which offer customers a choice of parts. This Sapphire has long since sold out but the eightarc website still has several options for console specific and dual-modded arcade sticks. Overall, I’m very impressed with the incredible amount of options in the various lines of eightarc arcade sticks. The company is definitely on the mark and is quite poised to become a serious contender in the industry. Make sure to stop by http://www.eightarc.com to see the other products they offer, from replacement buttons and joystick tops to t-shirts.

And for the curious, you can check out my video review of these sticks on my YouTube channel right here. I also put up other random odds and ends on there and I usually update the blog and the channel at the same time so stay tuned.

– Evo out