The first part of the game has surfaced online, showing off HD enhancements.
Ready to play Resident Evil 4 yet again? - the very first part of the game has been uploaded, showcasing HD improvements and utilizing the use of full 60 frames per second gameplay.
Originally released on the GameCube back in 2005, Resident Evil 4 took the series in a different direction, which included tons more action and a departure from the horror-survival elements of the earlier games.
Some gamers saw this as the downfall to the series as it quickly descended into an action series, whilst others would highly praise the game.
The Ultimate HD Edition is to release February 28 for £19.99 / €19.99 and will include Steam achievements, a leaderboard system, trading cards, and controller support. See the gameplay below.
Download-only game will hit virtual shelves February 19 on consoles and PC.
Capcom has revealed the official release date of Strider - a remake of the 1989 arcade classic sporting the same name (or was that too obvious anyway?). When first released, the game became one of Capcom's most successful games and would go on to be ported to the likes of Sega Genesis / Megadrive, Amiga, Atari ST, and so forth.
On February 19, you'll be able to get your hands on the digital-only remake, which will release on Xbox 360, Xbox One, PS3, PS4, and PC. This time around, you'll be able to access two challenge modes known as 'Beacon Run' and 'Survival Mode'.
Beacon Run is described as "a speed run-style racing mode that challenges players to get from checkpoint to checkpoint in record time, slashing their way through enemies all the while."
Survival Mode will "test your combat skills", whilst "taking on progressively difficult waves of enemies while equipped with different ability loadouts."
Other new features include various costumes and a global leaderboard - check out all the latest screenshots on the official blog.
Capcom has confirmed a Dead Rising bundle will be making its way to shelves exclusively to the Xbox 360.
Launching March 7 in the UK and throughout Europe, the compilation will contain a total of five titles including Dead Rising, Dead Rising 2, and the 3 spin-off games; Off The Record, Case West, and Case Zero.
Originally released in 2006, the first Dead Rising became an instant hit with gamers and received positive reviews throughout the industry.
Now players will be able to experience the entire franchise with the exception of the recently released Dead Rising 3, which is an Xbox One exclusive.
A batch of new screenshots has revealed enemies players can expect in the upcoming PS4-exclusive RPG.
Posted online today are a total of three new screenshots showing off impressive visuals as well as two types of enemies players will encounter in Capcom's free-to-play online RPG - check them out below.
The Jackie - professional treasure chest lookalike
Pictured above, the Jackie boasts an ability to deal damage despite the players armour - even with the best equipment in the game, expect to take a considerable amount of damage. These particular enemies disguise themselves as treasure chests, so opening what looks to be an innocent chest could lead to a nasty battle.
They can move very quickly and will attack players using its many incredibly sharped teeth - also note in the picture we can see what looks to be a Great Sword, one of the many weapon types the game has to offer.
The Pooriiz - the not so cute Caterpillars
Typically stuck to the ceilings, these Caterpillar looking creatures are known as Pooriiz and will attack in swarms, and whilst not the most difficult enemy in the game, they can become deadly when their numbers continue to grow - getting surrounded could get messy.
Teleporting to the past... as you do.
The final screenshot shows the player successfully being brought back to the past - something we'll be doing a lot of as all of the game's dungeons can be explored through these devices.
Deep Down will be released in 2014 with no specific date mentioned - however it has only been confirmed for a Japanese release currently, but its safe to assume a western release will eventually take place.
Gaming Till Dawn looks back at the original Resident Evil but does it still stand strong 17 years later?
Developer: Capcom
Publisher: Capcom
Released: March, 1996
Genre: Survival-Horror
History/Storyline
First, a bit of history on how the game originated - back in the mid 90s, a group of novice developers were assigned to create Resident Evil, this new IP would stem influences from the earlier Capcom game; Sweet Home on the Famicom, which when played today, will present very clear similarities - roaming a gigantic Mansion in the middle of a forest, fighting numerous monsters, and so on. It's also worth a play if you haven't already. FEATURE1
The story behind the game is that through various reportings of strange murders surrounding the infamous Raccoon City, a specialist rescue service known as the Special Tactics And Rescue Service (S.T.A.R.S.) are sent to investigate - the first group known as Bravo Team lose contact, so it becomes Alpha Team's mission to both look into their disappearance as well as the grizzly murders that have taken place.
The first ever Zombie to be seen in the series - an extremely iconic moment and very intimidating to newcomers.
Upon investigation, Alpha Team soon discover a series of disturbing events - a severed hand laid in the grass, followed by a herd of Zombie Dogs that are all too keen to sink their teeth into some tasty flesh - dead or alive. Fortunately, this isn't the case as the team escape into a beautiful Mansion where they thought safety would be guaranteed - of course, the house is full to the brim with Zombies, Dogs, Hunters, but more about the game's enemies later on.
See the full intro movie below, which at the time was very impressive despite the awful acting, this was actual real-time footage...in a video game.
The original opening sequence - complete with an introduction to the game's main character's.
The Characters
One of the most unique things about Resident Evil was the option it gave players to choose between two different characters, each of which held different traits as well as the rearrangement of particular items - this often lead to multiple playthroughs. Jill Valentine
Everyone's favourite "master of unlocking", Jill Valentine would provide players with an easier approach to the game's core mechanics - whilst she couldn't endure much damage, she came equipped with a total of eight item spaces and ammo/health would become commonplace. Jill sports an all-blue uniform, which would become an iconic look in the franchise but don't let her innocence fool you, as proved throughout the game, Jill can take care of herself and isn't scared of getting her hands dirty in Zombie guts.
Chris Redfield
Before injecting mass amounts of steroids, Chris was once a humble member of the Alpha Team within S.T.A.R.S. and posed players a more challenging gameplay experience - he would have only six item spaces, less ammo/health to find, and often crucial items were placed somewhere different in order to heighten the game's difficulty. Interestingly enough, Chris would encounter the only surviving Bravo Team member; Rebecca Chambers - Rebecca would often heal Chris' wounds at certain parts to ease the game's often challenging obstacles.
Other non-playable characters included Albert Wesker - an undercover agent for the Umbrella Corporation who purposely lead the remaining S.T.A.R.S. members to the mansion. Wesker would also hold a manipulative trait which can be seen throughout the game. But who can forget Barry Burton? The middle-aged family man who would famously save a certain character from becoming a "Jill Sandwich" - Barry makes his own way through the mansion, often encountering Jill along the way.
Graphics
Like most retro games, graphics aren't their strong point in today's gaming environment, but at the time they were definitely nothing short of incredible - 1996 was introducing more and more 3D games, Resident Evil being a shining example of just that.
The game used pre-rendered backgrounds, which showed incredible detail of the environments - combining this with the character's animations proved to be spectacular, a lot of games used pre-rendering back then but Resident Evil definitely stands out as one of the most memorable.
Wesker, Barry and Jill as they enter the first mansion,
showcasing a pre-rendered envrionment.
Each enemy had a distinguishable look, whether it be the the ripped blood-soaked clothes of a Zombie, the Zombie Dogs that looked as if they a horrible rash had taken over their entire body, or the huge Tyrant at the end of the game - everything had its own look which made the graphics unique and made it a great experience to simply absorb what the game had to offer.
Something that always stands out are those blood particles that spray off of enemies when you blast them - every time you put a bullet in an enemy, you'd feel like your really doing some damage because of the amount of blood shown on the screen, as well as making you feel like a true Zombie killer. Music/Audio
It wasn't so much the music that made Resident Evil that much creepier, although it was brilliant at setting the atmosphere at certain parts of the games - it was a few simple sounds that could cause a situation to become more intense.
An example of this would be when you first enter a room and you can't actually see any enemies, but you can hear those all too familiar footsteps coming towards you, yet you don't want to get closer as the camera angle has put you in a blind spot, which would often give the enemy the upper-hand. More of the camera in the next section though.
Another example are the growlings of the Zombie Dogs as they rapidly run towards you, its still a scary experience if you play the game today, especially if you're low on health - that combined with the fact they're extremely fast can create a bad situation in mere seconds, and its because of the added audio that makes it that more intense.
Aside from the scary music, there were times you'd be instantly relieved and this was due to the track; Safe Haven (see below) - a piece of music that would give you this overwhelming sense of relief as it indicated you were safe for the time being with no threat of anything wanting to eat your brains.
The only criticism has to be the ending theme; Still Dawn (see below) - it doesn't fit the game's themes what so ever, sure its much more calming which is fine as you had just finished the game, but there's something about it that seems to distant itself from the rest of the soundtrack.
Still Dawn
Safe Haven
Gameplay Resident Evil is perhaps the most important game when it comes to the survival-horror genre, it practically created the genre - its influences can be seen in Silent Hill, Fatal Frame, and even Alan Wake. Its safe to say the series has gone further down the action route as opposed to survival horror recently, but that's a completely different feature.
When it was released, gamers were greeted with a style of gameplay they were not used to, and this was something extremely positive for the industry as the genre would promote a new way of thinking in video games.
Right from the start, its up to you where you go in this vast mansion - if only it were as simple as that, whilst exploring you'll encounter an array of enemies and are faced with various puzzles that may seem quite simple now, but back then would pose a genuine bit of intelligent thinking to overcome.
Initially, you'd run into Zombies, which would instantly become a staple in the series - whilst these particular enemies didn't cause much of a threat, there were plenty of them and you'd have to be careful to not waste all of your ammo as it wasn't for the later enemies that would cause any considerable damage.
These include the likes of the Hunter - an intimidating monster that looked as if it came straight from a toxic swamp, if your health was low and one of these were near, they'd happily rip off your head in a heartbeat, and if you didn't save your progress recently, that could cause quite a tantrum.
The Hunter getting ready to rip off Jill's head - definitely an enemy to fear.
Unlike contemporary games, you'd find yourself actually being scared for your life (in the game of course), and this was because of the saving system - in order to update your progress, you'd have to use ink ribbons at typewriters dotted around the game, the option to save where ever you please went straight down the sink.
And it was gameplay mechanics like this that would make the concept of survival really mean what it meant, you'd have to cleverly use your ammo and health-regenerating items in a way that would enable you to advance further into the game without being killed in a gruesome and horrible way.
Camera angles played a pivotal role in the game's gameplay, Capcom did an incredible job at keeping players in suspense because of the way certain angles were set - you would often enter a room with hardly anything to see except yourself, yet you'd know there were monsters lurking ready to tear you apart, but the camera wouldn't allow you to see those pesky monsters, which could lead to some entertaining and frightening moments.
Players might complain that the controls seem a little awkward - that it's difficult to turn around, but its because of this that made the game that much scarier, there's nothing worse when your health is low and you're having trouble escaping an oncoming Zombie Dog for example, its this kind of gameplay that adds a level of depth to the horror genre which makes Resident Evil so unique and at times, terrifying. Terrifying in the best possible kind of way.
Highlighting the success of its long-running franchise Resident Evil, Capcom have detailed the series' history and its future.
In a new feature on theofficial Capcom website, the company have spoke in-depth on the Resident Evil franchise in terms of why it's become such a success, origins of the very first title, and much more. Also included are insights from icons of series including Yasuhiro Ampo and Jun Takeuchi, among others.
Capcom talk about the difference between developing a game like Street Fighter compared to Resident Evil:
"While many veteran creators were brought together for "Street Fighter", which was highly anticipated within and outside the company, only young creators were assembled for the unproven "Resident Evil."
"They included many novices creating their first game. Therefore, despite some feelings among employees assigned to "Resident Evil" that it was a kind of demotion", going on to say these new developers "were not worried about that kind of environment."
When asking themselves how the series has become so successful, Capcom said:
"The secret lies in its elaborate settings and world. Horror is a common entertainment genre around the world, but "Resident Evil" adopted the setting of "epidemic disaster" that could be a reality rather than a wild fantasy in order to make horror convicing.", then going on to talk about the sense of realism, which according to Capcom "is smoothly incorporated into the story as well as feeding the fear as horror."
Other reasons behind its success are the "attractive characters", Capcom states.
"The main characters have made many appearances spanning all the titles and get older and more mature as the series goes on. A character who was a rookie police offer when he debuted is a member of an organization under the direct control of the president in the latest game. Rather than fading away over the 17 years, they have become even deeper characters. This character appeal has also helped to win firm fans."
Eventually, Capcom do speak on the future of the series, which first started 17 years ago - "The environment surrounding "Resident Evil" has changed significantly over the past 17 years. However, the "Resident Evil" identity is constant. In the future, it will discover new possibilities and progress as a title that can compete globally without disappointing any expectations."
Very strong words at the end there, lets be honest - Resident Evil 5 and Resident Evil 6 disappointed a lot of core-fans, most claiming the origins of the series have been stripped away. Are you one of those people? Or do you believe the series is going in the right direction? Leave your comments below.
Whilst both games offer players an incredible gaming experience, which will come out on top in this brutal bout?
VS.
Its safe to assume each of these games are well known for something that defines them both as different games, yet sit comfortably together within the fighting genre. Mortal Kombat (MK) impressed gamers back in 1992 with its real-life actors who were then digitized into the game itself, MK was also the first game ever to receive a mature rating by the Entertainment Software Rating Board (ESRB), due to its generous amount of blood and violence.
Street Fighter II (SFII) on the other hand would expand on the core mechanics of the first Street Fighter, and improve them immensely offering one of the most memorable and unique fighting game experiences to date. During the early 90s, these two games stood as the biggest rivals within the fighting genre, and are still compared to this day, not just in terms of these older games, but new releases too.
Graphics
Please keep in mind this retro showdown is based on the console ports of these games, not the original arcade cabinets.
Mortal Kombat features impressive sprites, which was due to the real-life actors who portrayed each fighter - as mentioned earlier, each character has been digitized into the game which was an astonishing thing to be able to pull of back then, especially on a home console such as the SNES. There is an old behind the scenes video showcasing the different actors performing their trademark moves, as well as demonstrations on how the digitizing process actually works. Check it out below.
A total of 7 stages make up for some very memorable environments, this game spawned the infamous 'Pit I' - the stage in which upon defeating an opponent, you can uppercut that fighter to a pit of spikes below, covered with blood and skeletons leftover from previous battles.
Well, that actually depends on which version of the game you're playing - the SNES port got rid of all the blood to ensure the game would suit Nintendo's 'Family Friendly' policy, replacing blood with sweat. It wasn't all bad though - the MegaDrive/Genesis version would let players use a code to allow blood in the game, also known as Blood Mode.
Each stage had its own unique look, like most fighting games do, for example 'Warrior Shrine' - statues of all the fighters in the game could be seen in the background, reminding you that you'll have to defeat them all eventually, although neither of the statues look particularly intimidating, still an incredibly detailed and illustrative stage though.
Home console versions lacked much of the mature content the original arcade cabinets contained.
Although SFII didn't use digitized fighters, it's graphics were nothing to be mocked - they were and still are quite impressive, considering the time it was released. Each fighter is highly detailed, creating a unique identity throughout the roster - all of the sprites are generally sharp and crisp, making for not only an enjoyable gaming experience but something that was really nice to look at - if you take the time to really observe a SFII character, you'll see the amount of sheer detail put into them.
Like MK,SFII had its fair amount of stages which were unique to a certain character's personality, narrative, and so forth - for example Dhalsim's stage was set in India, showcasing huge elephants and indian imagery on the walls in the background, things like this made for exceptional graphic design and shows Capcom put a lot of thought into how the game would look.
A perfect illustration of the graphics - vibrant with a lot of personality.
MK may have impressed us with the new technology of using real life actors, but the sheer charm of SFII's visuals take this one.
Mortal Kombat - 0 | Street Fighter II - 1
Music/Audio
Both games have their moments when it comes to the music used, MK had that memorable 'Select Your Fighter' track, which would set the tone for what the player could expect in the actual game, it was exciting and put you in the mood to beat down Johnny Cage over and over again. Of course, each fighter had their own respective themes, which were good enough and did the job at differentiating the roster, but in general these tracks always lacked energy and excitement.
Select Your Fighter (SNES version)
As for the sounds, every attack would give off this certain noise letting you know that whatever move you just did definitely did some damage to the opponent, this combined with the fighters grunts and groans as they fight makes for an awesome fighting game, which really utilizes different sounds to give players full satisfaction during a battle. On the other hand, there's 'Guiles Theme' in SFII - there's just something about this track that instantly puts you in the mood to play SF, it sticks in your brain like a pop song (then again, is that a good thing?). Take a listen to the song below.
Guiles Theme (SNES version)
Just like MK, SFII had its fair share of sound effects which were used when beating down your opponent - whether it be a simple punch to Blanka's electric-fuelled attacks, no matter what you were doing, you'd always get this incredible audio to aid the game's entertainment value. The rest of the roster had their own songs too, and although Ryu was essentially the game's mascot, his music was not on par with Guiles in the slightest.
SFII takes another point, the music is much better and enjoyable to listen to, its really as simple as that.
Mortal Kombat - 0 | Street Fighter II - 2
Storyline
You could argue that games within the fighting genre don't really need to rely on a good storyline to make the game good, what with the often quick playthroughs of the typical arcade mode - you choose a character, fight numerous opponents and it's game over. However, the narratives in both MK and SFII are nothing to be brushed aside, each character has their own unique backstory which if properly looked into, should improve your overall experience of the game.
Let's look at Scorpion for example - a resurrected Ninja who is now a hell-spawned undead who's goal is to avenge those who destroyed his clan and family members, things like this almost give you an extra reason to play the game as this certain character as you might want to find out more by beating the game to unlock further narrative.
The storyline throughout MK in general is that the original tournament named 'Shaolin Tournament' would promote healthy competition with the best fighters around, this was until the four-armed beast Goro invaded the tournament. From here, Goro would rule the competition for the next 500 years, not for bragging rights, but to aid Shang Tsung's thirst to conquer the Earth Realm.
The iconic logo symbolising the Mortal Kombat Tournament as well as the Elder God's in their dragon form.
SFII however, didn't contain such an exciting story - there's the on going battle between Ryu and M. Bison which is medicore at best. Before the events of SFII, M. Bison was defeated in the headquarters of his own criminal organisation Shadaloo, which leads to much rage and a need for revenge, so Bison re-enters the tournament in order to defeat his enemies and possibly take on new members to rebuild Shadaloo. It's all a bit wishy washy and doesn't promote much imagination for players. It does the job fine, but that's all it does.
The game centres around a tournament simply known as 'Street Fighter Tournament' - similar to MK, participants would have to prove their strength and abilities through a number of battles, and whoever came out on top would be crowned the winner and the best fighter around.
Participants would travel around the world to take on various opponents.
MK takes the point here due to its ability to immerse players into each and every character's storylines, which are all extremely interesting and bring more life to the game, as well as an extra reason to finish the game with all the characters to reveal the complete story.
Mortal Kombat - 1 | Street Fighter II - 2
Gameplay
Like practically every fighting game, a player usually chooses their desired fighter and utilizes various moves to deplete the opponent's health bar, often with a timer included. SFII and MK did just that, however each are significantly different, both providing a unique sense of gameplay that would define these games to what they are today.
The overall style of MK was generally quite slow-paced, often allowing yourself to tactically decide what your next move will be - there wasn't much variation either, each fighter would all share the same standard moves such as the classic upper cut, high kick, and so forth.
Saying that, a special set of moves would be applied to each fighter too, whether it be Sub-Zero's 'Ice Ball' or Scorpion's simply named 'Spear', which would drag an opponent over in a dazed state, using a spear attached to a rope which would disperse from his hand.
Whilst these special moves were extremely inventive and imaginative, the real focus had to be on the game's Fatality system - at the end of a bout, players could input a combination of buttons which would perform the fighters ultimate finisher if you will
You might remember Raiden's fatality, in which he would electrocute the opponent, leading to their heads simply popping off through the extreme amounts of pressure applied, of course this was followed with a fountain of blood from the now headless corpse.
Who really likes Johnny Cage anyway? Raiden applying his
deadly thunder-based fatality.
There was also the Test Your Might mini-game, which would allow players to take a break from the tournament, and well, test their might. You would have to build up enough power before a timer ran in order to break various materials, including wood right up to ruby.
Now, SFII - also very much like MK, you'd pick your fighter and away you go, it even had mini-games throughout the game, but this time much more fun. These included literally beating up a car, the more it was damaged by end of the timer, the most points you'd receive, another was the pummeling of a pile of bricks, again the more you manage to break, the larger the bonus score will be.
The pace in SFII was incredibly exciting, you'd always have to think of what to do next in mere seconds as the opponent would often come back even with very little health, proving for intense fights which would really test your ability of the game, something MK lacked a lot.
Each character would have their own distinguishable move set, for example E. Honda's 'Hundred Hand Slap' or Blanka's 'Electric Thunder', these types of moves were often very deadly and would consume much of a players health bar.
E. Honda performing one of his signature
moves - arguably a cheap way for an easy win.
Whilst SFII didn't contain the illustrative and very entertaining move sets contained in MK, the gameplay was much more fierce and competitive, offering lots of replay value - things like mastering the perfect combo's to quickly defeat an opponent, and so on. SFII takes this point.
One of the more unique games Capcom have released of late - Remember Me is definitely one to remember.
Developer: Dontnod Entertainment | Publisher: Capcom| Genre: Action
PS3 | Xbox 360 | Windows PC
This game utilizes a combination of exciting combat and an interesting narrative that will quench your thirst for the rest of the storyline.
Set in Neo-Paris in the future; 2084 - you are put in control of Nilin, who wakes up one day in a compound known as the Bastille Fortress, here she's played victim to having her memory wiped, most of it anyway. This strange facility already gives of the impression something's not quite right here, leading to lots of unanswered questions.
Nilin is part of the errorist group, an organisation who's mission is to fight against the Memorize corporation - this company created Sensen technology, which can be used to remove certain memories of an individual, retain memories, amongst other functions. However, Memorize has created a society that's addicted to Sensen, which has ultimately played perfectly to Memorize themselves as they are now one of the world's most powerful corporations.
Before taken by Memorize, Nilin was a highly skilled memory hunter, one who was known for her great talents in the errorists cause. Now she remembers hardly anything, except her name - its your job to progress through the game to put the pieces of her memory back together.
In terms of the game's music, it's nothing to shout about, there's rarely a moment you'll find yourself thinking that a certain piece of music worked well - most of time, you won't notice it even being there, however the sound effects themselves are great, when you punch or kick an enemy, you know you've just dealt some damage because of that satisfying combat sound.
There are 3 difficulty settings, the easiest being 'script kiddie', to the hardest 'memory hunter' - the game is generally easy despite which setting you might choose, although there is the ability to alter the difficulty level at any time during the game. Remember Me is essentially a third-person action game with a very interesting narrative - whilst the combat is generally exciting, at times it can be a bit of a drag, it's thanks to 'Pressens' that the fighting can be mixed up in a variety of ways.
Pressens are special abilities that allow you to put combat combos together, there are four categories available; power, regen, chain, and cool down - if each are used tactically, you can make some extremely useful combos, for example you might use a few power pressens, combined with regen and cool down, which will also give you health back upon utlizing, and the cool down will also decrease waiting time to use your 'Special Pressens'.
S-Pressens are different to normal pressens - they allow Nilin to perform a number of unique moves, the first one being Fury, which lets you attack enemies in a free flow state, allowing to deal more damage than usual. The best is the Logic Bomb, which when used causes an explosive virus in the air that breaks nearby enemies shields, proving very useful when you're surrounded by a group of advanced enemies later in the game.
More pressens can be unlocked as you progress through the game, using procedural mastering points (PMP) to actually purchase these new abilities - PMP can be obtained through defeating enemies. There are numerous collectibles in the game, there's SAT patches, which when collected enough will increase your maximum health capacity, items known as Mnemist Memories are pieces of information that aid the game's narrative in some way or another, and with 40 to collect in total, much of the environment's should be searched thoroughly if you're planning on getting them all.
Speaking of envrionments, this game is absolutely beautiful - each location has its own personality and character, for example the slums near the beginning are filled with trash, do it yourself housing, and so fourth, whereas the Bastille Fortress is extremely clean and tidy, offering a much more relaxed atmosphere, which is kind of ironic as it's the last place you'd want to be. Everything is highly detailed, whether it be a wanted poster of Nirin herself or a backdrop in the distance, and it's because of this it's a pleasure to roam the game's various locations.
You are able to use the environments to your advantage - to get to a certain waypoint for example, whether it be climbing walls, jumping over gaps on rooftops, vaulting over an unsettling floor, and so on. This type of gameplay is very much like Uncharted, which is definitely not a bad thing, and it's because of this the game plays very fluently.
Overall, this game will last you about 10 hours at the most, which doesn't seem very long - and it isn't really, but the time spent will keep you entertained, whether its by performing an advanced combo you've created yourself, defeating one of the many quirky bosses, or just revealing the core narrative itself. REVIEW1
Ever wanted to kill hordes of zombies dressed as Mega Man? Now you can.
A newly released trailer for the upcoming Xbox One exclusive launch title Dead Rising 3 reveals players will be able to get their hands on one of the most popular Capcom characters in history; Mega Man himself. Sort of.
The costume can be found in-game and will sport the Mega Man X look, complete with the X-Buster weapon, which allows for single individual blasts of energy or one big charged up shot for increased damage.
This new video showcases main character Nick Ramos in the costume blasting away at masses of zombies, which proves to be something a lot of players are going to enjoy doing. Dead Rising 3 will launch alongside the Xbox One on November 2. Check out the trailer below, it's a blast...
A strange advertisement promoting 'Hadouken Cabs' could well be a teaser for a new Street Fighter game.
Sony have released a short video showing a parody of fan favourite Ryu and his ability to pick up possible customers in under 99 seconds, what with his 25 years experience in the field.
In true Sony style, the video contains little messages that indicate a possible Street Fighter related announcement, using the hashtag '4ThePlayers', sound effects and music from the series, and brief imagery of the DualShock 4 controller along with the triangle, square, circle, and X formation.
Check out the video below - could it be Street Fighter V? A remake of the older games? Leave your thoughts in the comments.
Until now, Street Fighter II held the record for the best selling game within Capcom, however that has changed.
In a recent sales report, Resident Evil 5 has officially become Capcom's most sold game. Released back in 2009, the game was an instant success - carrying on the action-oriented gameplay of RE4, players took control of Chris Redfield to take on Umbrella Corporation once again.
Since then, the game has sold 6.5 million copies - 200,000 more than the extremely popular SNES game; Street Fighter II.
Capcom Japan shows detailed stats of their best-selling games, including other titles such as Resident Evil 2 and Monster Hunter Freedom 2. See the top 10 most sold Capcom games below.