Ash's E3 2003 Coverage: Part 5 - Konami
Many a gamer is proud to call Konami their favorite third-party developer. After all, they alone created Castlevania and Metal Gear, two of gaming's most popular and revered franchises. And besides that, they've gone on to create and maintain other series as well that are extremely popular today, such as Silent Hill and Dance Dance Revolution. So you can imagine that E3 goers had much to be excited about when it was discovered that their booth this year saw the unveiling of the next major installments in all of these franchises, plus more. It's also no secret that, in an E3 that will be most likely be remembered as "the show with few surprises," Konami was the one third-party that had more surprise/just-barely-announced games than anyone else (though that doesn't necessarily make them better). In all, it was a spectacular E3 for Konami, and they had a plethora of extremely solid titles on display at various kiosks for booth-goers to peruse. Here are the experiences of just one of those booth-goers...
a. Metal Gear Solid 3: Snake Eater (PS2)
b. Metal Gear Solid: The Twin Snakes (GCN)
c. Castlevania: Lament of Innocence (PS2)
d. Silent Hill 3 (PS2)
e. DDR MAX 2: Dance Dance Revolution (PS2)
f. Dance Dance Revolution Ultramix (Xbox)
g. Teenage Mutant Ninja Turtles (PS2, GCN, Xbox)
h. Teenage Mutant Ninja Turtles (GBA)
i. Boktai: The Sun is in Your Hands (GBA)
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a. Metal Gear Solid 3: Snake Eater (PS2)
Release Date: Fall 2004
Something tells me that maybe, just maybe, a few people were waiting for this one to be announced. And something
else tells me that perhaps another couple of people (maybe two or three, you know) couldn't wait for it to be
officially unveiled at E3. smile.gif All kidding aside, the third installment in Konami's legendary Metal Gear
Solid series certainly was unveiled at the show, and it was unveiled with a bang at that. Actually, a snippet
of the trailer was leaked before the show began, and some thought it was a hoax; after the rather dramatic and
flowery "Sons of Liberty" subtitle for Metal Gear Solid 2, many thought that the new subtitle "Snake Eater"
sounded sort of corny and just plain stupid - too stupid for it to be real. But real is exactly what it is, as
the massive crowds that gathered around Konami's giant projection screen for every scheduled showing of the
trailer found out. I don't know what I can say here that will be news to any of you, as I'm sure that everyone
who even remotely cares about this title went out and downloaded the trailer the nanosecond it was released by
Konami of Japan on their website. In the trailer, several key elements of the game seem to be revealed; MGS 3
will apparently focus on survival in a harsh environment. In this case, the harsh environment - or at least one
of them - is a Russian jungle. Solid Snake (or someone that looks a whole lot like him - more on that in a
second) is shown eating snakes and fish and wearing jungle camouflage to survive as he sneaks his way around
enemy guards and troops, attempting what looks to be an infiltration of their base. Snake uses a bevy of new
moves to sneak his way around the jungle, some of which include hanging from and grappling across tree limbs,
hanging from limbs with one arm and shooting guards with a silenced gun in the other, and shooting at guards
while in the water, underneath a wooden bridge. During the trailer, several strange, intriguing, and downright
goofy bodies of text flash across the screen briefly, such as "Battle of Ideologies," "Survival of the
Snakest!," "Eat or Be Eaten," and "Eat or Die." One other particularly confusing thing we see is a collage
of Snake against text in the background that reads "1960s." This reference to the 1960s is made more than once
throughout the trailer, which has led many to believe (and, I believe, rightly so) that MGS 3 is actually a
prequel to the "previous" two and that the story (or at least a part of it) actually takes place in the 1960s.
Another popular rumor going around right now is that the "Snake" in the trailer is really not Snake at all;
rather, it's Snake's "father" (genetically speaking), Big Boss, and this could very well be true if the story
does indeed take place in the 1960s. But at the same time, it's also possible that only a part of the story
delves into the past, and that Snake Eater will still continue the story from where it left off in part two,
with Revolver Ocelot escaping back to Russia with Metal Gear Ray in tow (which makes the jungles of Russia
being one of the settings in part three a much more interesting fact) and Snake finding out some unsettling
facts about the Patriots (and Raiden and Rose watching King Kong movies in their apartment). Let's hope that
this is the case, as many fans will undoubtedly cry foul and stage riots if MGS 3 doesn't continue the
riveting, complex story and explain that cliffhanger ending that's been nagging at them since they finished
it all those months ago. Or maybe all Konami needs to do to ensure MGS 3's success is not include Raiden...
b. Metal Gear Solid: The Twin Snakes (GCN)
Release Date: November 2003
Coming as one of Konami's biggest pre-E3/E3 shockers was the official announcement of their project with
Nintendo, Metal Gear Solid: The Twin Snakes. Metal Gear Solid producer Hideo Kojima and Nintendo/industry
god Shigeru Miyamoto have both been quoted as saying that they've been corresponding very heavily on this

GameCube-exclusive Metal Gear Solid game to ensure its success, and so far the correspondences seem to have
been working. For the absolutely none of you that don't know, The Twin Snakes is a GameCube-enhanced remake
of the original Metal Gear Solid. It's basically MGS with MGS 2-style graphics, music, sound, and menu
interfaces, etc... in other words, an orgasm on a very small disc. The core story of the game and script will
remain unchanged, but it has been reported that extra story scenes and lines for the characters will be added
to more successfully flesh out and make clear the entire tale. Most of the voice actors who worked on the
original MGS have returned for repeat performances and new lines in The Twin Snakes, but there are a few
exceptions. The biggest one that I know of, if you'll allow me to brag for a moment, is the re-casting of
Ninja/Gray Fox/Frank Jaeger as Rob Paulsen, who also happens to be my dad. No, really. That's why I was able
to bring you all news on The Twin Snakes (via Games Are Fun) long before official word on the project was
ever leaked. But getting back to the normal coverage, judging from my hands-on time with The Twin Snakes,
the game appears to be a faithful remake of the original and the enhanced graphics and character models -
especially Snake himself - look superb. The only slight problem I noted was that the framerate tended to

drop at times, but this usually only happened in cutscenes and it was very uncommon. And controlling Snake
with the GCN controller proved to be somewhat confusing and awkward at first, but I can't fault the game for
that, and after a little time it became second-nature (and it's not like the PS1 version's controls were
exactly simple). So I can officially say that this GameCube-exclusive remake is coming along very nicely, and
that fans have nothing to worry about. This is MGS enhanced in every technical and aesthetic way for a next-gen
system, and that's not something anyone can complain about, especially when it's done so well.
c. Castlevania: Lament of Innocence (PS2)
Release Date: November 2003
The third and last of Konami's big pre-E3/E3 surprises was Castlevania: Lament of Innocence, the
hotly-anticipated next-generation installment in the Castlevania series. Like Metal Gears Solid 3: Snake
Eater and The Twin Snakes, we all knew the game was coming; we just didn't have any official information
on it. But now we do. Subtitled Lament of Innocence, it seems that Konami has finally satisfied their craving
for subtitling almost every Castlevania game with a musical term (first there was Symphony of the Night, then
the utterly ridiculous Harmony of Dissonance, and then finally Aria of Sorrow). To the inevitable disappointment
and chagrin of some, this Koji Igarashi- (the developer of the indomitable 2D masterpiece Symphony of the
Night) developed installment is fully three dimensional and does away with any traces of traditional 2D
Castlevania gameplay. But Igarashi himself has confirmed in interviews repeatedly that he himself detested
the 3D Castlevania games on the N64 (he didn't produce them) and is taking great pains to ensure that his
project is a masterpiece by comparison and truly deserving of the Castlevania name. In any case, think of
this game as a sort of cross between Castlevania and Devil May Cry; the game's protagonist, Leon Belmont,

can unleash smooth and stylish combo attacks on his enemies and the combo system is fast-paced overall. Also
like DMC and more akin to the series' roots, the game is mission- and level-based, unlike the more freeform
and nonlinear gameplay style of the last four Castlevania games (which, incidentally, many fans seem to prefer).
Fear not, though - the RPG elements that have enhanced the Castlevania experience so much in recent years are
still in full swing in Lament of Innocence; damage to both the hero and his enemies are dealt in HP, and
spells and techniques are limited in use with MP. Leon can also gain experience and level up as well as find
items, though I'm not yet sure to what extent he can equip different weapons and armor (in other words,
whether only an upgradeable/changeable whip can be used like in Harmony of Dissonance or a variety of weapons
can be equipped and used like in Symphony of the Night). Story-wise, this installment is the ultimate prequel
to all the Castlevania games; that is, it takes place even before Simon Belmont's adventures in the first
Castlevania for NES and tells the story of Leon Belmont, the forefather of the vampire-slaying clan. The
tale beings when Sara, Leon's fiancee, is kidnapped and taken to Dracula's castle. Determined to win her
back, Leon storms the castle in search of her, unaware of the centuries of events he's about to set into
motion. Ultimately delving into the origins of Castlevania, Dracula, and the Belmont clan, Lament of Innocence
looks like it could answer a lot of long-standing questions about the series' mythos and characters.
Unsurprisingly, this title is extremely nice-looking and features a smooth framerate, superb animation,
and outstanding graphical effects, so lovers of eye-candy will have a field day here. But perhaps more
importantly, the extremely-talented composer of Symphony of the Night returns to grace us with more of
her beautiful, haunting, and shockingly diverse melodies in this latest chapter of the series, and it
may not be so far of a stretch to say that this fact alone might guarantee this title's success with
series fans. Rather surprisingly, this title is currently set for a stateside release this November, which
is a lot sooner than most of us ever thought we'd be playing the next-gen Castlevania. I know I can't wait,
because regardless of the number of dimensions and from what I played of the game at E3, Igarashi and his
team look to be developing another masterpiece that'll have people talking for years to come, much like
Symphony of the Night is still doing now.
d. Silent Hill 3 (PS2)
Release Date: August 2003
Konami's going for a hat trick with its latest installment in their survival-horror (or, to those that have
played the games, just plain horror) series, Silent Hill. The first two games were pretty big hits, and it
seems that Konami just may score that hat trick from the way the third chapter is coming along. Having nothing
to do with and starting completely fresh from Silent Hill 2, Silent Hill 3 puts you in the shoes of Heather,
an all but ordinary young woman who finds herself caught up in a horrific destiny that could be too terrifying
for her to handle. The story begins when Heather makes your usual trip to the mall to do some shopping, but at
some point during this trip, something goes terribly wrong; almost as if she's stepped into another world, the
hustle and bustle of human shopping eventually fades from sight and sound and is replaced with the hustle and
bustle of fleshy, faceless and horrific creatres looking for some fresh meat. Quite panicked, Heather eventually
runs into a mysterious woman named Claudia as she tries to make her escape from the mall. After being questioned
about the existence of those monsters wandering throughout the mall, Claudia tells her that she has been chosen

to "lead them to paradise, which has been bespoiled by mankind, with bloodstained hands." Sounds pretty good to
me. Moving on from the specifics from the story, the main draw about this third chapter in the series is that,
surprisingly, the story is based off and an indirect continuation of the original Silent Hill, which many fans
found to have a much more horrific and complex story than the sequel. Even the E3 trailer that Konami showcased
on its videowall started off with FMVs, cutscenes, and still photos from the original Silent Hill, and if I may
speak personally for a second, that's what draws me more than anything else to SH 3. I found the first game to
be, bar none, the absolute scariest and most disturbing and unnerving game I've ever played, and since the
stories of SH 1 and 3 are related and focus on the same themes - religion, theology, religious cults, drug
use, satanic rituals in which infants are sacrificed, the resurrection of Satan, etc. - this just provides
even more of a draw for fans of the first game to pick up the third. Gameplay-wise, you've played this before:
Heather, an ordinary person otherwise untrained in physical combat, runs and fights realistically clumsily,
and although more weapons than ever will be available in SH 3, the focus is still on avoiding combat to further
stress story-unraveling, exploration, and puzzle-solving. Just as in SH 2, three different difficulties for
both battles and puzzles will be selectable at the start of a new game, in order to cater to all manner of
players. Graphically, this game is astounding: the super-realistic graphics engine produces super-accurate
grittiness and real-world imperfections more than any other game I've ever seen. Of course, this same
graphics engine also helps make the monsters and settings look all the more disturbing as well. But fans
of the series know that these games have always been about atmospheric sound, and though nothing (obviously)
could heard at the show, from what I've read, SH 3 continues the trend of the series' penchant for creating
perfect atmospheric sounds that will slowly get you more tense and scared than any on-screen visual will (and
yes, the ever-popular radio that emits static when monsters, seen or unseen, are shuffling nearer to you, is
back). Additionally, series composer Akira Yamaoka returns once again for music-composing duties and provides
us with another brilliant, moody progressive rock soundtrack (I can attest to that from the song played during
the trailer). In the end, it seems like Konami just can't go wrong with SH 3 at this point, because they've
already done so much right with it. Now it's just a matter of waiting a couple more months until we can
actually play the game and get ourselves lost in the sleepy, but inconspicuously nightmarish town of Silent
Hill once again.
e. DDR MAX 2: Dance Dance Revolution
Release Date: November 2003
Hot on the heels of their hot-selling DDR MAX: Dance Dance Revolution, Konami is bringing us its followup,
DDR MAX 2. Arcade-born DDR fans will recognize this as Dance Dance Revolution 7th Mix in Japan, but just as
our American version of DDR MAX was not their DDR 6th Mix, neither is this version their 7th. Sporting an
entirely original songlist full of songs from a wide variety of DDR mixes plus lots of licensed American
and European dance songs (apparently a lot more than DDR MAX had), Konami appears to be making quite a
focused effort to cater to fans of all kinds of music and to also rope in listeners of mainstream American
music. All this being said, DDR MAX 2 does share a few things in common with the Japanese 7th Mix: the two
share the same menu interface, and this release also sees the American debut of the "Dark" modifier, which
removes the gray arrows at the top (or bottom, if you're playing Reverse) of the screen that help you keep
your feet on beat (rhyme not intended, I assure you). Two new gameplay modes will also be available in the
final release of this title: Endless Mode, which, according to your settings, sets you up with an endless
lineup of songs that keeps on going until you fail or die from exhaustion, and Nonstop Mode (recently debuted
in the arcade's DDR Extreme), which provides you with an assortment of four-song nonstop (no rest in-between
songs) courses to challenge. No word yet on whether the popular, expert-only Oni mode is back (it wasn't in
the E3 demo), but considering Konami included it, albeit in a limited fashion, in DDR MAX, I'd be surprised
and they'd be stupid if they didn't have it return in DDR MAX 2 (hopefully with better designed and
more-balanced courses this time). From the demo songlist, it seems that we can expect a conglomeration of
songs from at least 5th (Still in My Heart), 6th (Twilight Zone), and 7th Mix (D2R, I Feel..., Tsugaru).
Licensed tracks so far include Days Go By (by Dirty Vegas), A Little Bit of Ecstasy (by Jocelyn Enriquez),
and Into the Night (by 4 Strings). Graphically, this game is identical to its predecessor (aside from the
differently-colored and designed interface), which means sharp, high-res menus and FMV backgrounds. Ah, but
there's one exception: speaking of FMV backgrounds, there will be actual music videos for some of the
licensed tracks in the game, a first for the DDR series. No word yet on the total number of songs in the
final version, but seeing as DDR MAX had 71 in all, I think we can expect quite a few. If Konami can strike
a nice balance between DDR songs and licensed tracks (and bring back Oni mode), this could very well be the
best version of DDR to date. As a major DDR player, I can safely say I liked what I played at E3, so keep an
eye out for it!
f. Dance Dance Revolution Ultramix (Xbox)
Release Date: November 2003
What's this? DDR for Xbox? Yes, it's true, and there will even be spiffy green-and-black pads to buy along with
the game once it comes out. Sporting an entirely original interface created specifically for this Xbox-exclusive
mix and a never-before-heard female announcer (no, not the same one from DDR Solo 2000), Xbox-owning DDR fans
are certainly getting quite a treat this November. Unfortunately, not very much is known about Ultramix quite
yet. From my extensive playtesting of the E3 demo, I can say that the familiar Light, Standard, and Heavy
difficulties are in the game, and that the songlist, so far, seems to be more geared towards longtime fans of
DDR and Beatmania songs than those of more local music. Broken down more specifically, the songlist includes
MGS 2: Mission R (a remix of the Dead Cell boss theme, VERY awesome), What is Love (Tomosuke), Mind Parasite
(also by Tomosuke), Keep Your Body Movin' (Thuggy D), On the Jazz (from 6th Mix), Quickening (DJ Taka),
Electro Tuned (from 5th Mix/Beatmania), Overblast!! (from our DDR MAX), Let's Talk it Over (from 4th Mix),
Kind Lady (from our DDR MAX and DDR Extreme), and Look to the Sky: True Color Mix (also from our DDR MAX and
DDR Extreme). But getting back on track... from the main menu, one can see that not only does Ultramix
include Endless Mode, but it also has a mysterious Gallery Mode, which could prove to add an interesting new
layer to the inevitable unlocks in the game. But that's not even the best part. Get ready for this: Konami
has announced a bevy of Xbox Live support for DDR Ultramix. Not only will new songs and courses (which seems
to hint at the existence of the Oni and/or Nonstop modes being in the game) be available for download each
month to supplement the initial total of 55 songs, but players will be able to compete in Internet rankings
and play against each other directly via the 'Net. Unfortunately, this seems to open up the possibility of
players "cheating" by playing with standard Xbox controllers and challenging the more honest players who go
it the real way with the dance pad, who will obviously be at a major disadvantage in these cases. It remains
to be seen whether Konami or Microsoft can or will do anything to prevent this kind of cross-playstyle cheating.
Regardless, though, Xbox-owning DDR fans look to be in for a major treat when DDR Ultramix is released this
November. For the first time ever, I'm jealous of you Xbox owners! ;)
g. Teenage Mutant Ninja Turtles (PS2, GCN, Xbox)
Release Date: October 2003
This past February saw the revival of one of the longest-running, most successful and just plain cool-ass
cartoons of all time: Teenage Mutant Ninja Turtles. And now this widespread revival is reaching the video
game industry as well, as Leonardo, Michaelangelo, Raphael, and Donatello are set to star in an all-new 3D,
arcade-style beat 'em up that's hitting all three major consoles this October. Fans of Konami's classic
TMNT games for the NES and Super NES will no doubt recognize this new game's style of play: it plays pretty
much exactly like all of the TMNT beat 'em ups that we were graced with all those years ago. Which, if for
some reason you aren't aware, is a very good thing indeed. There are lots of modern updates, obviously: besides
the four turtles having distinctly unique fighting styles and control nuances, you can team up two turtles to
unleash a dual attack, or, once you've gotten far enough in the game to learn one, a super-flashy, four-turtle
attack that deals major damage to Shredder and his minions. Of course, the series has gotten the next-gen

aesthetic treatments and the game looks and sounds awesome on all three consoles. Fully utilizing the
ever-popular cel-shading technique employed in other games like Klonoa 2: Lunatea's Veil and Viewtiful Joe,
the four heroes on the half-shell look like they were lifted right out of their new cartoon (upon which this
game is based, which is good, since the new cartoon is aimed at an older audience than the classic one was)
and animate just beautifully. This game really does look awesome in action and it does the turtles justice.
Even the Purple Dragon street thugs and the Foot Soldiers look great and have detailed animation. The well-done
lighting effects and blur-inducing explosions are also deserve mentioning. Sound-wise, all the voice actors in
the new cartoon are present and accounted for in the game, and the acting doesn't sound forced or "gamey" at
all. It really does sound like you're playing an episode right out of the cartoon itself, as all the turtles'
battle cries, martial arts yells, and grunts sound realistic in the context of the game. Better yet, the game
includes full voice-acting for its story cutscenes, which are made up of a combination of clips from the
cartoon and entirely original animation (in the style of the new cartoon) made especially for the game. In
conclusion, it appears that Konami has gone all-out to give the respected franchise the treatment it deserves,
and the Turtles have never looked better. This game is remarkably solid in all areas, and I'm really looking
forward to playing the full game. Turtle (and just plain beat 'em up) fans, you will not be disappointed. :)
h. Teenage Mutant Ninja Turtles (GBA)
Release Date: October 2003
Okay... now this is a different story. Unless I'm just being too harsh, on-the-go fans of the Turtles may have
considerably less to look forward to. Teenage Mutant Ninja Turtles for the GBA is an entirely different beast
than its console-based brothers: predictably and fittingly, it's a sidescrolling beat 'em up, but where the
game just remarkably fails to impress is in animation and graphical detail. After the brilliant visuals of the
recent Castlevania: Aria of Sorrow, there's no excuse for the manner of remarkably average sprite designs and
animatiion I saw in this game. The game is fun enough to play - it's your standard beat 'em up, but starring
four of the coolest heroes ever - and features some well-drawn cutscenes and in-game martial arts attacks, but
it all just seems remarkably average when you put everything together. Now, admittedly, I didn't spend nearly
as much time with this one as I did the console versions of the game, and perhaps I'm judging it too hastily,
but from what I played it seems to me that unless Konami really polishes this one before release, I don't see
what's going to make it stand out from all the other side-scrolling beat 'em ups out there, besides the
(admittedly considerable) star power of the Turtles. But I haven't yet lost hope; this is Konami after all.
Come on, Konami, give the Turtles the portable treatment they deserve...
i. Boktai: The Sun is in Your Hands (GBA)
Release Date: September 2003
Hands-down one of the coolest video game concepts of all time (and for a portable system, no less), Boktai:
The Sun is in Your Hands really does, in a sense, put the sun in your hands. In the game you take on the role
of a vampire hunter whose job it is to slay all manner of the undead. He does so by using his customized
weapon, the Gun del Sol (Gun of the Sun), which fires charged rays of sunlight at its undead targets. Obviously
this is quite the ideal weapon, as there's nothing undead creatures hate more than sunlight (well, except Holy
Waters and Revivifiers, but this is no RPG). But here's the catch: the weapon must be constantly exposed to
the sun's rays to stay charged and usable indefinitely. But we're not talking about digital rays here: you
need to actually physically expose the game and its small sensor, which will only react to solar light
(artificial light from lamps won't work), to the sun's rays in the real world to keep your weapon charged
and your chances of survival suitably high. But this extremely unique gameplay concept extends farther than
that: enemies become stronger at night and in dimly-lit environments, so you'll want to play this game on
the sunniest, brightest days possible to ensure success. So how do you keep your weapon charged in dungeons
and caves? Easy - there are strategically placed cracks in walls and ceilings that will let you recharge
your sun energy... but only if the game is being exposed to sunlight. Otherwise, no sunlight will shine
through in the game and you'll be stuck with no means of offense, and that's where Boktai's MGS-inspired
elements come into play. All enemies have a direct line of sight and combat can be avoided if you can manage
to stay out of it. Additionally, the hero has the ability to knock on walls in order to get the attention of
and lure enemies where you need them to go. So does all this mean you can't play the game at night? Nope - if
you're resourceful you can "store" extra sunlight at certain locations and go and draw upon it for when you
need it in no- or low-light situations, such as nighttime. But it's no secret that Boktai is a game designed
primarily around the daytime and the physics and behavior of the real world's sun, and as such, the game is
quite strategic as far as when and where are the best times and places for you to play it. Definitely more
than a gimmick, our real-world sun is integral to the game's core gameplay concept and this makes Boktai
stand out among, well, every other game ever produced up to this point. If the solar light-sensing technology
is accurate and efficient in the final release of the game, Boktai could make for one totally unique and
entertaining gameplay experience.
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And so you see that Konami, especially for a show with few surprises this year, had a booth full of
interesting and flat-out surprising games, nearly all of which look extremely promising and seem to guarantee
that Konami is set to be very successful this year. I'd also like to quickly mention that there are two other
games - Gradius V and Cy Girls - that I caught quick glimpses of at the booth, but I didn't seem enough of
them to write up full impressions. All I can say is that Gradius V, in particular, looks like one hell of a
vibrant and fluid 2D shooter, in the vein of past games in the series. Fans shouldn't be disappointed. Cy
Girls looked like a rather typical 3D action game, but I saw so little of it that I wouldn't recommend taking
my word on that. In any case, Konami had a phenomenal E3 showing this year - perhaps the best they've had in
quite awhile, Metal Gear Solid 2's public debut notwithstanding - and gamers have a lot to look forward to
from them for the next year.
Next in Part 6: Capcom, the house that Mega Man and Street Fighter built! Certainly
known (and criticized) for milking their franchises for every penny they're worth, Capcom has nonetheless
remained a powerful force in the industry and their E3 showing this year does nothing to buck that status.
Milked though they may be, Capcom's franchises are still running at full speed, and are showing no signs of
slowing down. This goes especially true for a little blue hero named Mega Man, whom Capcom's booth this year
was predominantly centered around. Stay tuned for full coverge of his and other upcoming Capcom games soon!