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Strider HD

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Capcom is bringing the original developers of Strider and Strider 2 back to work on this new Metroidvania take on the series.

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It's coming to Xbox 360, Xbone, PS3, PS4, and PC in early 2014.
 
Yes, please. If this game is true to form, it should be hard as hell. :D
 
This is awesome. I love Strider from the MvC games, never played one of his solo games. I hope Final Fight comes back next
 
Oh man, that's awesome. I played Strider 2 for the PSOne and it was great. Always like him in the MvC games.

Can't wait for this.
 
Well, it's pretty interesting. I guess I sort of imagined Strider returning in an action hack 'n slash akin to Ninja Gaiden. Looks fun, though. Not a huge amount of console games like this get made anymore. I'll check it out probably.
 
Played the hell out of the 1st one on the Amiga. That was a long time ago! Bought it because there were dinosaurs on the cover art/screenshots and never looked back. Was very hard in parts if I remember.
 
I used to love this series back in the day....back when I used to love Capcom
 
Strider Starts Out With All Of His Core Abilities And Has Touches For MvC Fans. July 26, 2013 . 6:31pm

Capcom also promised that Strider won’t start off strong and suddenly lose all of his powers like Samus does in Metroid. We also talked about Strider’s backstory, his plasma scarf, and why they decided to revive Strider.




Capcom is reviving Strider with a new game in development for PlayStation 3, Xbox 360, PlayStation 4, Xbox One, and PC. Double Helix is developing Strider which blends explorative gameplay with the high speed action the series is known for. When Siliconera spoke with senior producer Andrew Szymanski he promised that Strider won’t start off strong and suddenly lose all of his powers like Metroidvania games and explained how he was able to get a new Strider game in development.

How did you get started on Strider? It feels like fans have been requesting a new Strider game for a long time, but it finally got the greenlight.

Andrew Szymanski, Senior Producer: I was working on [Lost Planet 3], as you know. That’s been a three-and-a-half-year project. During the ups and downs, when we first get a project kicked off there’s a lot of work that goes into it. There’s a lot of work in the backend, like times like these when we are doing interviews and things like that, preparing before the game comes out. But during that in the intervening span, I obviously wanted to get some kind of pet projects, if you will, off the ground. Strider was really a labor of love for me because a lot of people of my generation grew up playing it. My first exposure was the Genesis version, which is a port of the first arcade game.

It was a perfect storm of different factors. I was looking to try to bring back some of the Capcom feel in terms of doing side-scrollers. You know there’s a bunch of great digital side-scrollers titles out there right now that marry modern graphical techniques with more an old-school gameplay style. I’m looking at these and thought these are a good fit for a lot of our IPs, and I’m thinking “Where should we go with that?”

Obviously, being a personal fan of Strider, but also we did a lot of research amongst our fans, on our Capcom-Unity community pages, and forum posts. I looked at replies we are getting from people what kind of games they wanted and what kind of characters they wanted to see. For me, personally, I could easily envision a concept to bring it to modern consoles. That concept was marrying the fast-paced old-school gameplay, the jumping, the acrobatics, the Cypher, with a more of a non-linear map design. To me, that concept came together very easily and organically. That’s why, it’s not super easy, but it was relatively low impact in order to get the game off the ground and get people to sign off everything inside Capcom.

For Strider, you don’t need Capcom to sign off. You also need Moto Kikaku to sign off too, right?

AS: We have a great arrangement with the manga artists that helped with the initial development of character. Capcom actually owns the rights of all the characters. When the first game came out in the arcades they actually ran a manga alongside it. Basically, you can even see it down there, it’s copyright Moto Kikaku. It’s just a courtesy and a thank you to say “Hey, they played a part” in doing this. They are always receptive when we go to them and say we want to do things with them, whether is Marvel vs. Capcom or it is a new game. They just love having these characters out there.

Huh, I’m a little surprised because I thought for Marvel vs. Capcom 3 Capcom needed to get licensing rights to Strider which is why he didn’t appear until Ultimate [Marvel vs. Capcom 3].

AS: Well, it’s easy in the fact that it’s a standalone title. In other words, it either works or it doesn’t. Obviously, I wasn’t directly involved with Marvel vs Capcom, but that’s one characters of many. Everything is going on parallel. For us, we have to get permission. Assuming we get permission, we move on. This has been in the works for 18 months or so before we announced it.



When I saw the gameplay my initial impression was Strider meets Shadow Complex. Since you had the acrobatics Hiryu is known for with exploration and the 2.5D perspective.

AS: I think that is a compliment. I love Shadow Complex. Our biggest goal with the gameplay execution on Strider was figuring out how to create this golden ratio between the combat and the speed and sort of the exploratory elements. And the reason why this is a little bit challenging is because most games that sort of have an interconnected map like this don’t move as fast as this one.

The movement speed of Strider in this game is 8 times as fast it was in the original arcade game, just in terms of the actual physical movement speed covering ground. Trying to find that sweet spot between we want him to be constantly in motion, be fast, be jumping, and climbing up ledges and everything, we want to be slicing up enemies left and right, but we also want to have those exploratory moments. That really formed the level design and formed the overall game design. That’s going to be a constant tuning challenge to make sure that there’s enough speed and it feels like Strider, but you’re also going be able to extend it out to full-fledged experience.

The first two games, they were quarter munchers right? If you play them start to finish they are about half an hour, maybe. Strider 1 is probably even shorter. The difficulty is jacked way up. It’s all about trying to kill you and get you to put more quarters in. The question was how did we take that and turn it into a six hour experience on consoles, which is what people are going to expect for a game of this type. That’s really were the balance between the speed and combat, and that sort of fast-paced frenetic ninja style combat with exploration came about.

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What kind of things will Hiryu be able to find? He’s pretty powerful already, so what kinds of things will I find if I go through that exploratory route?

AS: You saw some of the stuff at the show where you got the ability to get powerups that both affect combat and also affect traversal. A great example of that are the different plasma affinities for the Cypher. One of the concepts behind the game is the idea of the Cypher being a plasma weapon. Why don’t we actually extend that out to encompass all of Hiryu’s ability being plasma based. That’s actually the impetus behind to make his scarf to be made out of plasma instead of fabric.

The idea is actually a vent, an exhaust vent of plasma trailing behind him as he’s running. When James was doing the demo yesterday, and you saw when he got the explosive plasma. When you change to that, it actually changes your Cypher to an orange color as well as turning the scarf to orange. That’s the UI element to indicate that you’ve switched a plasma type. It allows us basically to ground the Cypher weapon with multiple abilities. The Cypher is part of the silhouette, if he’d change to use a different weapon, his character silhouette would be broken up. But, obviously you can’t play a six hour experience with only the same attack pattern. So the idea being is keep the silhouette and keep the actual physical Cypher attack, but change what it can do. We showed the explosive one, and there’s other that he’s going to be able to do as well. Do you want to add anything to sort of the cypher background?

James Vance, Producer: I can just give some background on the characters, if you are interested. As Andrew explained, there is a jet coming out from the back of him and the lore behind of the Hiryu character is if you are a normal man and you are to swing the Cypher sword, it will just be a plain sword. However, he’s being able to build up his psychic energy such that when he swings it, it actually affects the plasma that comes out of the sword. The setting of the character is he’s a super A-ranked strider. He’s so powerful that basically his plasma energy is an excess. He doesn’t actually need all of it, that’s why it comes out of his back of the scarf. A little background for you there.



Will we see Hiryu’s allies like the robot panther and hawk?

AS: Before you get any additional powerups, his core ability set is the same as it was in the first two [games]. Actually it’s even more. You got the climbsickle that allows you to climb on any surface. You got your standard jumping both straight up. You got you cartwheel jumping, sliding. All of these are his basic move set. His move set at the beginning of this is his classic move set. Every upgrade that you get actually adds on to that.

One thing we didn’t want to do that’s kind of common in games like this is have him be completely powered up at the beginning and then in like five minutes, he loses everything. We didn’t want to do that. We want to show that he was at his peak at the beginning and he gets even strong through the course of this game.

To answer your question, I don’t want to give away too many details. Because we have a lot of cool things we want to show. But, we will be seeing return of a lot of those classic sort of companions that everyone is familiar with. The one that we showed in the panel and in the gameplay video is the bot.

The little two-legged bot. It’s a little two legged mushroom-looking mechanical thing. In the old Strider games, it will walk along the environment and you could slice it open to get powerups. In this, it actually orbits an acts as a combination of both the shield, and it also sends out a projectiles to the environment. So it’s a great way to extend the reach and attack power of the Cypher. And you can engage it at any time. You have a life gauge and a sort of a power gauge. As long as you have remaining energy in that power gauge, you can engage it at any time once you obtain it.

Will Strider be able to use multiple companions at once like the panther and the bot?

AS: Stay tuned. But there’s definitely more than one. And once you get them, you’ll be able to engage them.

Strider has some very memorable music and sound effects. Like I still remember that sword slashing sound. How are you going to stay true to that part of Strider?

JV: To Andrew’s point about Double Helix understanding the IP, that carries over into the music as well. Some of the music you’ll hear in the video is a homage to the classic theme. We have that kind of music in there. We also want to take the game a little step forward in the future for modern gamers, so we added a modern twist to these soundtracks so it’s not playing back the same BGM you heard before, as well as original ones. We always want to keep the what we call "analog future" design of the Strider world, it’s this strange mix of high technology and low technology, we want to carry that into the world as well.

[Laughs] The same for the sound effects. I mean, you probably heard in the demo we put in the Meio laugh. That was an overt reference, but there are all kinds of little references like that throughout the game. If you’re a real hardcore Strider fan you can see that in there. We definitely made sure the sound that when he swings his sword, the sound that he makes when he jumps, some of the things the soldiers say when they are coming at you are a direct replica of the previous one or a reference to evoke the same emotions that old school players had when they played it back in the day.



What about people who only know about Strider from Marvel vs. Capcom? Do you have any references there?

AS: I know there are a lot of questions of why were calling it Strider, why isn’t it something else. It’s not a remake. It’s not a reboot in the strictest sense. Every Strider game has the exact same setting which is Grandmaster Meio has taken over the world and Strider is sent in to kill him. And that’s it. The second game takes place a 1000 years after the first one and Strider is cloned or resurrected or something… there’s not a continuity.

What we said is there are these core components of Strider. This is the first Strider, by the time it comes out it will be fifteen years since the previous game. This is Strider. It’s Grandmaster Meio and Hiryu has to come in and kill him. Along the way a bunch of stuff happens and there are a lot of references to the old games. This is a retelling of the same story, retold in a new game.

For fans that never played the old ones and only played MvC, we actually went through quite a bit of trouble to incorporate little touches from MvC as well. Some of the animations are directly inspired by the old side-scroller games and some of the animations are inspired by MvC. We wanted him to play as fast and fluid as he does in MvC. We wanted to have that side-scroller gameplay like the old games, so the design is kind of a marriage of the old and new [Strider]. His character design has been completely redone, but contains elements from everything. In the first one he didn’t have his facemask. It also contains a couple of touches from Marvel vs. Capcom.

JV: I think the way the robots move as well, as you saw in the demo, is a specific reference to Marvel vs. Capcom. Where the robots shoot out the circular blasts like they do in the hyper combos. They don’t move that way in Strider 1 or 2.

AS: Also his lifter is from MvC. His straight up jump, not the cartwheel jump that was from Strider 1, is from MvC. It’s what we can take from the history of the character so he feels like he’s been built up in the course of 25 years.






Source:Siliconera
 
Why Double Helix Was Picked For Strider And About The PS4/Xbox One Versions. July 30, 2013 . 2:51am

“We needed somebody who’s going to be able to take that and bring it into a multi-platform, 2.5D polygonal world. Double Helix had not only the engine tech and the expertise, but also the passion for the project.”





Capcom could have picked a number of developers to handle the new Strider game, but selected Double Helix Games. The Irvine, California based studio is currently working on Killer Instinct and also made Silent Hill: Homecoming, Front Mission Evolved, and some movie tie-ins like Battleship. We asked Andrew Szymanski, Senior Producer, about working with Double Helix and what’s different in Strider for PlayStation 4 and Xbox One.

Why did you guys pick Double Helix as the studio to develop Strider? I remember you said you met with a lot of different developers for Lost Planet 3, but decided on Spark so you know a lot of different teams.

Andrew Szymanski, Senior Producer: Double Helix, first of all, is a great group of guys and they are highly motivated. Obviously from the consumer’s perspective, it doesn’t matter until the game is out. All I can tell the readers is to check out the gameplay videos. Check out the game when it comes out to see the work, because ultimately the game has to speak for itself. I can tell you that they are the best developers in the world, but if you don’t like what they make it, then there’s no point.

But if you want to know the personal background behind why I chose them, it really comes down to the passion for the IP. We needed somebody who can work very closely with our Osaka team. Our Osaka team is not only comprised of guys who did all of the artwork for Strider 2. They know the franchise in and out. We also have game design gurus in Osaka like the guys who did Super Ghouls ‘n Ghosts and guys who worked on the original DuckTales games, basically guys who know hard core side-scrollers have been worked with Capcom since late 80s early 90s.

We needed somebody who’s going to be able to take that and bring it into a multi-platform, 2.5D polygonal world. Double Helix had not only the engine tech and the expertise, but also the passion for the project. When they came to us and we said, “Hey, what would you do with the Strider?” They came with just an amazing amount of background research, amazing amount of love. Again, knowing what to pull from the old games, what things to sort of hint at and what homages to put in but also what to make new, and that was just incredibly compelling pitch to get from them.

Couple that with the fact that they are really turning the studio around, I mean they made a big splash at E3 last month with Killer Instinct. And again, I don’t blame anybody for looking at the pedigree and say I’m a little dubious on these guys. They are making a huge effort over the past couple of years to change what their studio does, to change what their studio is known for. Microsoft saw it and saw fit to give them Killer Instinct. We saw it when we originally approached them with Strider. And I’d like to think that both games have shown how much the studio has improved in the past few years.

You personally seem to do that a lot like the way you selected Spark for Lost Planet 3. Are there any studios out there that you see have great potential that’s been underutilized?

AS: I can’t speak to any other studios personally because I need to work with somebody before I can really say that. I mean I visit studios all the time. I talk to them all the time, but it really takes at least a two to three-month concept, kind of a honeymoon phase before you can really say for sure.

I will say this is a general point, I don’t want to discount the developer’s track record. That’s very important. I mean this is how this industry runs and how it builds is you have to establish a track record of making great games. That being said, you also have to throw in a little bit of optimism and skepticism in there as well. You have to take everything with a grain of salt. Just as an individual who has good years and bad years, high points and low points, so also do studios.

Particularly now with the advent of new hardware coming out and the number of studios in the industry sort of shrink, you got a lot more indie guys coming up, but the kind of old-school larger development houses are folding or getting absorbing things like that. A lot of developers out there are trying to reinvent themselves in order to reach the quality bar that they need to because, you know, there is not as many of them left.



Are you thinking about releasing Strider 2 as a PsOne classic or re-releasing some of the old games leading up to the new Strider?

AS: We are definitely looking at what we can do. I can’t make any promises now, but we are looking into it.

How are the PS4 and Xbox One versions different from the PS3 and Xbox 360 versions?

AS: Content-wise they are the same. In terms of the actual levels, enemies, bosses, and all that kind of stuff. What you’re going to see are a lot of graphical improvements. Whether its physics tweaks, resolution tweaks, framerate stuff, particle effects – basically all of the eye candy stuff you’re going to see at a higher level on next-gen. The same thing for PC because our PC version will run on [Direct X] 11.

Is the PC version the same as the PS4 and Xbox One release?

AS: Not exactly the same, but they share a very similar hardware base. With the PC version running DX11 you’re going to see a lot of the same improvements on the PC version, assuming you a video card that supports all of those things.



Why did you skip Wii U since it seems like most of Capcom’s games are on all platforms like DuckTales Remastered or Dungeons & Dragons.

AS: I don’t necessarily make all of the platform decisions. We try to match the right platform to the right title. Sometimes that’s purely a strategy decision. Sometimes it has to do with technology. Sometimes it has to do with the expertise of any given developer. For this game, we started out on PS3, 360, and PC. As we got more information and actual hardware from next-gen, we saw we would be able to leverage those. Given our release timing is soon after launch we decided that would be a good way to bring it to even more people and add in more bells and whistles.

When I remember the arcade game I played way back then, Strider was a lot bigger in comparison and there were these immersive backgrounds.

AS: We have a dynamic camera system. It actually zooms in and out depending on the best approach for any different area. Sometimes it’s scripted sometimes its procedural. Basically, how do we make Strider look badass and how do we make sure you have enough viewpoint of what’s going around you. One of the advantages of going with a 2.5D view opposed to a sprite based system is to have that camera.

If you go back to the gameplay video, the very first 30 seconds or so is a homage to Strider 1. We got the camera way up and he’s as big on the screen as he was on the first one. Then we reach a point after 30 seconds where we pull the camera back and say actually this world is much bigger than you thought and it’s not a linear experience.

The camera is designed to show you what we feel is the best angle for any given section. The opening section is a linear section so we keep you up close to the action to show off Strider’s character model as much as possible. And then when it opens up and there are platforms above you and places to drop down, we pull out a little bit. When you get to the midboss fighting which is a small room with just you and the boss the camera comes in again. For a large scale boss that takes up an entire level, the camera pulls out. If it’s a human size boss that’s a similar scale to Hiryu, the camera zooms in and you have a kind of intimate one on one feel.



You mentioned that Strider moves 8x faster in the upcoming game. The NES and arcade games had tight controls since you’re moving so fast how did you adjust this to make sure the controls are just as responsive?

AS: Speed isn’t directly related to responsiveness. In fact, speed makes it more responsive, so that wasn’t a concern. The concern for us was the faster he moves the more real estate you have to cover. So, you have to make levels that much larger because he can cover so much ground in such a short amount of time. The larger challenge is how do we set things up with the pacing in terms of he’s moving so quickly with platforms, drops, and jumps. When you’re moving at such a breakneck speed you might miss some of that. That has been one of our biggest challenges and what we focused on most.

The speed contributes the responsiveness. It contributes to the feeling of the character because you’re running through mowing down guys, especially in the beginning when it’s mostly cannon fodder guys. That makes you feel like a badass and the game is supposed to make you feel like a badass. We introduce the challenge as you get further along in.

What we showed in the gameplay video is basically the opening couple of minutes of the game. Of course, it has some tweaks unique for the demo. Like some of the powerups in there you won’t get until later on in the full game. For the most part, in terms of the map layout, that is the opening few minutes. The enemies you saw were the cannon fodder, two hits to kill kinds of guys. Later on, even your standard enemies will take multiple hits. But, you also get powerups that make you stronger as well. It’s a constant arms race where the enemies get more powerful, but so does Hiryu as well.

We talked a lot about homages, what’s brand new that we’re never going to see that’s brand new? Tell us more about the stuff that happens in the middle before you get to Grandmaster Meio.

AS: I think the two biggest things that are going to feel brand new, besides the gameplay being a mix of combat and exploration as well as the interconnectedness of the world where you uncover the map as you go along, are going to be the abilities. We’ve talked about the Cypher abilities. There is stuff we haven’t talked about yet that are brand new. There are movement abilities and things that we’ve got that he’s never had in any game previously that totally change how he moves around in space. All I can say is for the readers to look forward to when we can show that to you which won’t be too far away.

Also, the bosses. All of the Strider games have been about completely over the top bosses. Not only over the top in how you fight them, but over the top in their design. Like, who thought of this stuff? We want to take that and bring it back. There are going to be a bunch of bosses like the dragon that we showed briefly in the demo that reference the old ones. That references the Oroboros from the first game and the second game that where it was more Chinese inspired from the Hong Kong level. We’ve got bosses in there that are brand new. The best hint I can give is most people know one of the plot devices in the Strider games is when Meio takes control he establishes his multinational army of generals that you have to fight. We have a nice eccentric cast of characters that we will be showing over the coming months.


Source:Siliconera
 
I remember one bit on Strider where I died a tonne of times and was scared every time I took a hit. Pretty brutal. Think it was some kind of giant centipede-type thing repeatedly circling very quickly around the screen (partly off screen) and I had about 3 health bars to kill it. Hope they're not including anything like that or I'll need to buy a load of extra controllers to get through.

And I remember the beginning of the game referred to a year in the distant future which I think might be right about now. If so I'm bloody old!
 
Strider Hands-On: Faster than Ever. September 19, 2013 . 7:00pm

Hiryu is fast. Faster than he was in Strider 2. It’s not just his speed that gives this impression, but the fact that certain things that felt a little bit jarring about older Strider games have been smoothed out.





The very first thing I noticed in Strider worried me: I couldn’t use the D-pad to move. It was analog only. I checked the pause menu for a toggle, and even asked the attendant, but there was no way to move digitally.

However, when I started moving Hiryu around, my worries melted away. He’s fast. Faster than he is in Strider 2. It’s not just his speed that gives this impression, but the fact that certain things that felt a little bit jarring about older Strider games have been smoothed out. For instance, the time between the end of Hiryu’s slide and his return to quick movement has been decreased. Whereas a slide would lead to a brief stop in Strider 1 and 2, that delay is gone.

As soon as the slide ends, you can keep running. That sounds like such a little element, but it adds lot more fluidity to this new Strider.


Appropriately, Hiryu’s starting moveset was practically the toolset he was given inStrider 2. Hiryu can double-jump, slash in any direction in mid-air, and even jumps off of walls at the 45 degree upward angle that made leaping between two walls so much fun in Strider 2. However, the new game adds a couple of new tricks.

For one thing, Hiryu can now toss out three knives with either R2 or circle. They didn’t seem to do as much damage as a slash from his sword, but they did a decent job of stunning or killing machinegun-using enemies from afar. I’m curious to see how these might get upgraded further along in the game.

He also has a launcher, which can be performed with either up and attack or triangle. Unfortunately for me, most of the enemies I had a chance to fight against would be sliced to bits by the launcher itself, so I didn’t really get to play with anything the launcher leads to.


Of course, the other element at play here is the more open-world approach to stage-design. While the game’s design shuttled me into two different upgrades. The first one was the “Assault Slide,” which added a bit of damage to the already seemingly-invincible slide attack (which becomes even more destructive if you keep slashing your way through it) and allows Hiryu to kick through red hatches that lock him out of certain rooms. The second was the “Reflect Cypher” which will knock bullets back in the general direction of the person or robot who shot them with a well-timed slash. Given how many bullets people shoot in this game, it was pretty handy.

The map always has an arrow on the Strider marker that shows him where to go next, but even with my limited playtime and the station attendant constantly reminding me that I should follow the arrow, a bit of platforming and recognition of a platform I could drop through led me to a health upgrade that increased my HP from 100 to 150. Given that I found two weapon upgrades and one health one in under 10 minutes, I’m curious as to how things will be spaced out across the game’s final map.


Finally, the demo’s mid-boss, a human-sized enemy with an electro-polearm, was a tad underwhelming given the Strider franchise’s history of bizarre bosses. His attacks were easily readable and avoidable with a slide, and although he would teleport every time I landed a launcher, I didn’t take a single hit. While my demo ended here, I could see things being interesting if that kind of enemy was added into groups of others (which mostly took one or two hits to kill).

Food for Thought:
1. Try as I might, I couldn’t perform the multi-directional aerial slash from Strider 2 in this game. It doesn’t seem like they kept it.

2. Even though the first footage of the demo showed Hiryu’s locked at 40 points, regardless of the damage he took, it was possible to die in the TGS demo. Bullets do more than you’d think if you’re not paying attention… like when I was trying to do the multi-directional aerial slash from Strider 2.







And here's what GI had to say about it.





source: Siliconera & GI
 
Dated

Strider Bundled With Strider 1&2 PsOne Games On PS3, Coming On February 22. November 19, 2013 . 8:43pm

In Japan, Strider for PlayStation 3 will be both a packaged and digital release priced at 3,990 yen ($40). The PlayStation 3 version has extra content like the PsOne version of Strider 1&2, a custom theme, and a special movie.


Capcom will release Strider (2014) on February 22, Famitsu magazine reports. Double Helix is developing the reboot, but Capcom has not forgot about classic Strider.

In Japan, Strider for PlayStation 3 will be both a packaged and digital release priced at 3,990 yen ($40). The PlayStation 3 version has extra content like the PsOne version of Strider 1&2, a custom theme, and a special movie.

Strider will also be released for next generation consoles like PlayStation 4. The PS4 version will cost 2,000 yen as a digital release. This version will run at 1080p and at 60 frames per second. Check out our hands-on impressions of Strider here.

The new Strider will also be released for PC, Xbox 360, and Xbox One. No additional details about those versions yet.

source: Siliconera
 
Strider PS3 And PS4 Comparison Screens, But Only PS3 Has The Original Strider. November 21, 2013 . 2:35am

Capcom has a Strider reboot and it’s in development for current generation and next generation consoles. Here’s a glance at the PS3 and PS4 versions.
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Capcom has a Strider reboot and it’s in development for current generation and next generation consoles. Here’s a glance at the PS3 and PS4 versions.

PlayStation 3 (3,990 yen in stores or on PSN)​

PlayStation 4 (2,000 yen PSN only)​

The PlayStation 4 version runs at 60 frames per second in 1080p, but I think Strider fans might still opt for the PlayStation 3 release since it includes a bonus video plus a code to download the PsOne game Strider 1 & 2 from the PlayStation Store.

Capcom also has an e-Capcom limited edition that includes the PS3 game, a code to download Strider 1 & 2, a special theme, a visual chronicle illustration book, three disc soundtrack CD, instruction card & sticker set, mask, crest, clear file, spacer, and a limited edition box for 12,000 yen ($120).

Strider comes out for PlayStation 3 and PlayStation 4 on February 22, 2014. Capcom will also release the game for Xbox 360, Xbox One, and PC in 2014 too.

source:Siliconera
 
Strider’s Ouroboros Boss Fight Has A Shadow Of The Colossus Feel To It. November 28, 2013 . 3:34am

Ouroboros Mk-? is a gigantic enemy you can climb on. While you’re clinging to the robotic snake there are electric traps that can damage Strider.



You can’t have a Strider game without the snake-like Ouroboros as a boss. Strider brings the Ouroboros back and you can do more than ride it in the new Strider.

Ouroboros Mk-? is a gigantic enemy you can climb on. While you’re clinging to the robotic snake there are electric traps that can damage Strider. Jumping on Ouroboros Mk-? is another way to reach its head, but that doesn’t look much easier since Strider will have to dodge incoming missiles.

Strider comes out for PlayStation 3, PlayStation 4, Xbox 360, Xbox One, and PC next year.

source:Siliconera
 
New Strider Screenshots Show The Return Of The Mecha Pon Boss And More. December 8, 2013 . 5:00pm

Capcom have shared a new batch of screenshots from the upcoming Strider game, showing off a number of Hiryu’s moves, such as the charged slash, star jump and launcher.
Capcom have shared a new batch of screenshots from the upcoming Strider game, showing off a number of Hiryu’s moves, such as the charged slash, star jump and launcher. The screenshots also reveal the Mecha Pon boss, who will be making his return.

As previously reported, the Snake-like Ouroboros and rival boss Solo will also be making their return in the game. Strider is in development for PC, Xbox 360, Xbox One, PlayStation 3 and PlayStation 4.


source:siliconera
 
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The Tong Pooh Sisters Return In Capcom’s New Strider Game. December 19, 2013 . 4:03am

Grandmaster Melo is back for Strider and he is bringing the three Tong Pooh sisters in the game too. These martial arts masters are enemies in earlier Strider games, but the team is a little different.

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Grandmaster Melo is back for Strider and he is bringing the three Tong Pooh sisters in the game too. These martial arts masters are enemies in earlier Strider games, but the team is a little different.



Tong Pooh is still the leader of the group and she uses a sword.

Bei Pooh is actually the oldest sister. She’s armed with two small blades.

Nang Pooh is the youngest and fights with a spear.

What’s interesting is Nang Pooh replaces Sai Pooh as the youngest sister in the other Strider games. Players will also fight Xi Wangmu, the master of the three sisters.

Strider comes out for PlayStation 3 and PlayStation 4 on February 22, 2014. The retail PS3 version includes a code to download the PsOne version of Strider 1 & 2 and a theme as bonus content. Capcom will also release Strider for Xbox 360, Xbox One, and PC in 2014.


source:Siliconera

a few more images in the same article
 

Strider’s Option A Has New Moves For The 2014 Game . January 9, 2014 . 2:10am

Strider always travels with friends like a robot panther and two tiny robots that fire projectiles in Marvel vs. Capcom. The spinning robots are called Option A and they have three different uses in the upcoming Strider game.




Strider always travels with friends like a robot panther and two tiny robots that fire projectiles in Marvel vs. Capcom. The spinning robots are called Option A and they have three different uses in the upcoming Strider game.



Summon Option A and two robots circle around Strider like satellites. When Strider swings his Cypher, these robots fire plasma balls.


Option A will also protect Strider from missiles and you can use Option A to hack doors open in Kazakh City.

Kazakh City has nods to the NES game since he goes underground. In Strider (2014) you’ll fight bugs including a giant Millipede.

Read more at http://www.siliconera.com/2014/01/09/striders-option-new-moves-2014-game/#lBMHHoK3Z52YaL4l.99

source:Siliconera
more images in the article
 
So we can now finally how this plays like.




Strider

Dev Walkthrough (Stream)

Take a 20-minute stroll through Strider in this dev walkthrough.
Views: 9,249 | Posted: 01/16/2014



source:GT
 
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Dated, if your in japan that is.

Strider Set For February 26 On Xbox 360. January 22, 2014 . 11:42pm

Xbox 360 gamers, at least in Japan, will be able to get Strider on February 26. While Capcom has not announced a North American release date, it’s rare for an Xbox Live Arcade game to get a release in Japan before the rest of the world.


Xbox 360 gamers, at least in Japan, will be able to get Strider on February 26. The game will cost 2,000 yen ($19). While Capcom has not announced a North American release date, it’s rare for an Xbox Live Arcade game to get a release in Japan before the rest of the world. Usually, XBLA titles have a worldwide launch.

Strider will also be released for PlayStation 4 and PlayStation 3 on February 22. The PlayStation 3 version will be available in stores too and bundled with a code to download Strider 1&2 as a PsOne Classic.

Strider is scheduled to come out on Xbox One and PC sometime in 2014 too.

source:Siliconera
 
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