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My prayers have been answered again! After a week of high anticipation, wrestling video game fans got to rejoice yesterday at the announcement of Fire Pro Wrestling World. The game will be coming to PC and PS4 later in the year but will first arrive on Steam Early Access in the 2nd quarter of 2017 in order to fix out the kinks.
The last time Fire Pro fans received a proper installment in the cult wrestling video game franchise was way back in 2005 with the release of Fire Pro Wrestling Returns, then considered the proper swan song for the series. Since then, the franchise has lay dormant save for two very less-than-stellar spinoffs: a bland 2011 mobile game only made available in Japan and the infamous Xbox 360 digital game in 2012 where the beautifully made sprite work was replaced by Microsoft's Avatars.
For those that need some context, the Fire Pro Wrestling games are known for their amazing 2D animation, large cast of characters based off real Japanese and American wrestlers, early integration of hardcore and MMA matches, and a grappling and A.I. system that helps recreate real match psychology. To give you an example of how innovative the series has been, popular wrestling maneuvers such as the Styles Clash and the Canadian Destroyer were animated and featured in Fire Pro Wrestling Returns way, way before there were included in WWE and TNA video games. Most general video game fans will be well aware of the wrestling game series due to the popularity of video game creator Suda51 (Goichi Suda), who got his start in the gaming business via this series and who infamously directed the dark and depressing story mode of Super Fire Pro Wrestling Special.

The hype for Fire Pro Wrestling World first started a week ago on February 23, when Spike Chunsoft created a Twitter account and posted a tweet with a YouTube link and a screenshot of two wrestlers and a referee standing in certain noteworthy positions. The Twitter account was named "GDC 3/2", referring to the presentation that Spike Chunsoft would be having at the Game Developers Conference the following Thursday.
The world got to see what exactly Spike Chunsoft has planned for Fire Pro Wrestling World thanks to them uploading the official promotion video yesterday night. The art style will be nearly exact to what was present in Fire Pro Wrestling Returns and that cage and hardcore matches will return. However, as hinted by the grapplers in the video, potential intellectual property issues has led to the removal of wrestler clones.
Henry Gilbert on Twitter had more to reveal about what was said at the presentation. The game will start off with 30 original wrestlers, leaving the rest of the roster to be crafted or shared by the online community. Online multiplayer will be present for the first time (if you don't count the Xbox 360 game) and will be 4 player only at the start; the developers wish to implement the option for 6 man matches. Edit mode returns but is updated so you can have up to nine layers for every part and you can finally have a clear look at the front and backside of the create-a-wrestler. Given the 12 year gap in games, a ton of new wrestling moves will added, with the first reveal being Kenny Omega's finishing maneuver One-Winged Angel, though of course it will be renamed due to obvious reasons.
Fire Pro Wrestling World director Tomoyuki Matsumoto told Gilbert of his intense passion for the series, as he has been doing presentations for the game for over five years. It wasn't until the international success of Danganronpa and Zero Escape for Spike to finally give him a chance at making a new entry. Additionally, just to make the Spike Chunsoft presentation even more phenomenal for video game fans, the company also surprisingly revealed that 428: Shibuya Scramble will finally come over to the States thru PS4 and PC as well.
I may not write a lot of video game reviews and articles on this site as I initially tried to do but I just had to express my adoration for this announcement and nerd the hell out at the return of Fire Pro.

Though Veteran's Day would best be served to celebrate the living and the fallen who fought for our freedom, I like many thousands of people instead spent the day trying to locate Nintendo's NES Classic Edition. One of the hottest products this holiday season, it was destined to be sold out come the end of the day but all of us were thrown off by the severe lack of supply across the nation and online. Alas, my early trip to Target was for naught as I was #15 in line when my local brick-and-mortar store only possessed 12 boxed copies. I'm pretty chill about my predicament, as I expect to snag one once Nintendo gets their act together and flood the market by January next year, but I have to contend with a lot of salt being thrown online and egregious scalpers plaguing eBay and Amazon.
The clear successful gamble of this product has caused many video game fans to ponder what Nintendo will do next. Most people and myself agree that a SNES Classic Edition is the natural course of action, followed close behind with a Nintendo 64 version and/or an upgraded NES Edition. Since we have plenty of time to dream one up before Nintendo continues their "license to print money" aspirations and make it a true reality, I decided to come up with my interpretation of the machine. As with the game quota in the NES Classic, I will choose only 30 video games, all of whom were released in North America and only ones that would plausibly be bundled in.
1. ActRaiser
We kick things off with the system's most underrated game. New players can enjoy playing God on the ground and in the sky with this part platformer, part simulation gem.
2. Breath of Fire
The first of several (!) RPGs on this list. Though I vastly prefer the sequel also on the SNES, I can guess that Capcom would rather shine the light on its unsung role-playing series with the original iteration. Hopefully, they fix it up and give it a better translation.
3. Contra III: The Alien Wars
Since Super C is on the NES Classic, why not have the Contra series continue holding it spot and fill it with its most acclaimed work. Filled with awesome action sequences and giant bosses, this is a sure-fire bet. However, the overhead levels will have new players squirming in their couches.
4. Donkey Kong Country
Rare couldn't add this classic on to their Xbox One exclusive Rare Replay due to Nintendo's ownership of the Donkey Kong character. What better way to stick to them then to release the 1994 platforming masterpiece.
5. Donkey Kong Country 2: Diddy's Kong Quest
Looking to keep the streak going and have another featured trilogy be included, Nintendo would logically have DKC's much improved upon sequel.
6. Donkey Kong Country 3: Dixie Kong's Double Trouble!
Sadly, due to the obligations of featuring a trilogy, this black sheep of the DKC franchise would also have to be programmed in. Dixie is always great but no one, and I mean no one, loves Kiddy Kong.
7. Earthbound
Oh boy, what a rush it will be if this makes it on the real list. The internet will be aflame and fanboys will be more overjoyed than when it was released on the Wii U Virtual Console. They would still complain about the lack of Mother 3 though. Anyway, Nintendo has been desperately trying to push this magnum opus on to the public ever since its less than stellar reception in 1994. What better way to have it the most human hands imaginable than including it on the SNES Classic.
8. F-Zero
It's sadly dormant today but this futuristic racing game with its Mode 7 graphics revolutionized console gaming and made the title a worthy pick among the first five of the SNES launch.
9. Final Fantasy II
Oh yes, I'm going with this pick under its awful original North American name. Actually the forth entry of the series, this game may not be the very best among the FF titles released on the SNES but it is still popular among gamers and would easily fill the spot the original Final Fantasy has.
10. Final Fight 2
Capcom better include this specific beat-em-up title on to the list. The first Final Fight sold helluva lot more on the SNES but was rightfully lambasted for its lack of 2 Player Mode and the inability to play as Guy. The first console-only sequel fixed the former problem and helped keep the legacy of Mike Haggar and his crime-busting antics.
11. Gradius III
Another one of the First Five. Never played it personally but I know it has a lot of admirers. Plus, its history as one of the original launch titles and the inclusion of Gradius on the NES Classic makes this pick a wise choice.
12. Kirby's Dream Land 3
I bet Nintendo will be a massive troll and have this Kirby game make the cut instead of Kirby Super Star. It's fine by itself and has 2 Player Mode but again, it's no Kirby Super Star.
13. The Legend of the Mystical Ninja
My dark horse pick, this game was one of those titles you and your friends had a lot fun renting out all the time but never owning a copy. It's very hard but Goemon really deserves some attention.
14. The Legend of Zelda: A Link To The Past
Nothing really needs to be said.
15. Mega Man X
The Blue Bomber was going through some tough times on the dying NES but this spin-off game was a huge shot of adrenaline to the franchise. One of the most replayable games of all time and featuring one of the very best gaming soundtracks.
16. Pilotwings
Ugh. Another pick simply just for historical sake. I've never been personally keen on this flight simulator game nor its Nintendo 64 sequel.
17. Secret of Mana
I think Square will continue to troll the hardcore gamers and have this be one of their picks instead of more popular RPG fare. Regardless, this real-time action RPG is a heavy hitter and an artfully made classic.
18. Sim City
Four for four with the First Five SNES games. It might have to be cleared through EA but the Nintendo developed version of the classic city simulator game is a worthy inclusion.
19. Star Fox
Good Luck! We already have a shoot-em-up game on the lsit but not the one that really made the system stand out. This blew a lot of minds at the time thanks to its 3D Super FX graphics.
20. Street Fighter II Turbo
I will forever have the Sega Genesis' Special Championship Edition firmly attached to my heart but then and now, I will always have to say that this updated version of the mega-successful fighting game is the best one from the Fourth Generation.
21. Super Castlevania IV
The only good SNES Castlevania to come to the States in this specific era of gaming. The dark production design, unique usage of Simon Belmont's whip and the Mode 7 graphics help make this a big hit.
22. Super Ghouls 'n Ghosts
Many new players will loathe the experience of playing the NES version of Ghosts 'n Goblins on the NES Classic. If Capcom retains a spot for this series, they can immediately change hearts and minds with this upgraded take. It's still incredibly hard though.
23. Super Mario Kart
Out of all of these games here, this is the very one that will have the casuals come out in full force for. The perfect party game and the best reason to own a SNES Classic.
24. Super Mario World
This is a no brainer. It helped sell the Super Nintendo when it originally came out due to its then advanced graphics and music and the sheer fact that it was packed in with every console.
25. Super Mario World 2: Yoshi's Island
Much to the detriment of video game journalist and noted hater Jeff Gerstmann, the infamous sequel to Super Mario World is an easy pick to be included. Now newer generations can see and hear why everyone hates Baby Mario with a passion!
26. Super Metroid
Samus does not receive a lot of love anymore from Nintendo nowadays but everyone should have a chance to play her finest hour in gaming.
27. Super Punch-Out!!
Swap out the original Punch-Out!! for its graphically superior sequel. Makes perfect sense.
28. Super R-Type
Not well known at all today but Super R-Type is a classic shoot-em-up and a big SNES title to get in the early days of the system.
29. Tetris Attack
The lack of Tetris on the NES Classic had a lot of people perplexed. Hoping to make up for the snub and fill in the gap left by Dr. Mario, I can see Nintendo including this fun puzzle game. Too bad it has absolutely nothing to do with the game of Tetris and is actually Panel de Pon, aka the first game of the Puzzle League series.
30. Uniracers
And we end with the most joyous and exhilarating racing game on the SNES. Trust me, you and your friends will be going crazy for these insanely fast and stunt friendly unicycles.

Since plunking down ten dollars for this game on Friday, I have been playing Fire Pro Wrestling on my Xbox 360 constantly. That is both a good thing and a bad thing. Here are my observations after three days of play:
It certainly isn't a Fire Pro game. I'm aware that it wasn't supposed to be since its inception, but it must said again, especially since the hardcore fans won't shut up about it. As many fans seem to forget, the Fire Pro series hasn't always stayed with the same gameplay formula, such as the arcade-based Blazing Tornado, and this entry is no exception. However, it does kinda feel like it needs to be called something like Avatar Pro Wrestling instead.
The Famestar element does help with the game's replayability, with weekly and bonus challenges and special rewards, but it highlights how this game is part of a bigger corporate element instead of its own identity as a wrestling game.
You only have six CAWs, which frankly sucks, except there are bigger character creation problems to address. You can't create characters with different genders. The only gender you can use is what your avatar is set as. Even if you adjust the sex outside the game, upon start-up, the game recognizes the change and your characters automatically change back to this new default look. Your moves, levels, and stats stay the same but you lose all articles of clothing. This is horrible, especially if you want to make someone of the opposite sex, such as joshi stars like Manami Toyota or someone from AAA.
Many players have gone into the game with bought avatar merchandise, such as WWE attires, costumes, and props. If you say want to create lucha John Cena, again, the avatar defaults out.
You unlock moves through the campaign or multiplayer. Some require a specific stat rating before being able to use, so make sure of who you want to create. For instance, if you want to make a lucha wrestler, build up speed and technical. You unfortunately can't re-adjust your stats, as they are final after hitting "Accept".
The moves are very fun. They are more toward the lucha and spotfest style, so expect a lot of opponents with Canadian Destroyers and running Deja Vu. All of them are highly over-the-top, often leading to the sight of seeing players fly in and out of the ring. One instance, I was outside with my opponent. I gave him a Dragon Suplex and he literally flew not only inside the ring but to the right side of ropes.
Gameplay can be an unnerving mess at times. Melee attacks seem to miss often and can be ineffective simply because the opponent turtles up behind blocking. There is a special ability to get a "melee break", where you guard at the exact moment the attack hits you, allowing you a free hit or grapple. This will drive you nuts when facing cheap A.I. in the campaign. The grappling system is fine, more focusing on cat and mouse and psychological warfare than precise timing. If you pick the same grapple button as your opponent, you will counter the move. This gets better if you upgrade your luck stat, which can negate your opponent and allow you to perform a maneuver. You can also hammer throw, i.e. irish whip, the opponent but it is never really effective to use. Running grapples are awful, as you have to bounce off the ropes before using them. Even if you do, your opponent will most likely move out of the way. Ground attacks can be crappy if you have more damaging moves like the camel clutch or German suplex attached; your character will just slap the opponent over and over again, to no effect, until they are in the right position to deliver the move. Stick to sentons and feet stomps.
Finishers, both for singles and tag, are awesome but infuriating to pull off. You can't set any move as the finisher, only a few extremely over-the-top ones, like a giant swing around the world and a vicious ballet routine. To do one, you must successfully pull off moves, then use your taunts. The taunts unleash your stored up offense, allowing the spirit bar to hits its peak. Then, you have tap up on the d-pad, which does your finisher taunt and sets you on fire. Grapple the opponent and watch the show. The problem is that if your enemy hits anything on you, even a little kick, you instantly lose your opportunity and your bar drops back down. Wrestling game logic would stat that the best course of action is to just pick up your downed opponent, as they would be stunned and vulnerable, especially when their health is down. None of that applies here, as once you kick up the opponent to a standing position, they become fresh as a daisy, ready to ruin your shining moment to end the match. I understand being fair, especially for younger gamers, but this is beyond horrible.
The campaign mode consists of nothing but match-ups. You have a cute little story element at the beginning, where your character fights in a dream battle for the world title and you are completely overpowering, unleashing finishers with just the B buttton. After the tutorial, there is no plot to speak off, just a series of matches. During loading times, you have a ticker at the bottom telling you about the other characters, including your so-called rival. Beating them unlocks them for exhibition mode, including copies of the same character with different levels and outfits. Talk about padding out the roster. You will be switching between the three settings (Casual, Champion, Underground), as some stages will have higher leveled opponents than the others. Towards the end, the game gets super-cheap, as it pulls the cardinal sin of handicap matches. You have to fight several 1 vs. 2 matches and one god awful 1 vs. 3 match in order to progress. Only one is okay, as one of the two has low health and doesn't fight at all, but the majority are taxing on the brain and near game-breaking and ruining. Once you defeat everyone, you unlock the title match, where you fight a walking punching bag, who is also your forced-upon tag partner throughout the mode, and that's it.
Online is terrible right now. Pre-Match-ups are handled well but can often fall apart due to connection problems. Once the battle starts, atrocious lag problems surface up. This greatly impacts the grappling, causing you to pick the wrong button or win through flukes. Take your time when playing. Then, there's the usual suspects, like trolls, cheaters, and players who pull the plug once they are about to lose.
The game is $10, though it really is $15; Day One DLC is already out. From what I can gather, the Legends pack is just 20 more characters and 12 more matches, just like the rest of the campaign. You do get more moves and costumes though.
I will say that the game is ultimately dumb fun and a bit addicting, even with its major, major errors. I'm always a sucker for action-RPG type games and the whole colorful and bombastic violence is delightful. It is sure to be good for the casual crowd and kids. It would be better off as a $5 game, unless the extra money will either lead to patches and fixes or the possibility of a future traditional Fire Pro game. If you don't like it or hate the trial version, nothing is stopping you from replaying the older games.
Every gamer has a few video games selected to be their deserted island treasures, the type of games that they can play through multiple times without ever feeling exhausted. One of my selections is Fire Pro Wrestling Returns, a game that arrived during the last legs of the Playstation 2 era. Released in Japan in 2005, it took two years and the publishing company Agetec to finally come here as a budget title with a laughably generic and ugly box cover. This frivolous window dressing couldn't keep the game from being one of the absolute best professional wrestling video games of all time.

The Fire Pro Wrestling series started all the way back in 1989, paving a way with advanced features and important elements that would become standard of the industry and the wrestling sports genre. Able to skid past copyright laws, the games serviced gamers with the opportunity to play as their favorites, mostly Japanese stars with some "gaijins", against one another without the restrictions of promotions. Wanted to see The Ultimate Warrior team up with Tiger Mask to battle with Mitsuharu Misawa and The Great Muta? You could do that. The later games brought the ability to create your own wrestlers, customize their attires, movesets, and even the CPU logic, allowing your Stone Cold Steve Austin CAW to fight exactly like the Texas Rattlesnake. The gameplay was sophisticated and not very user-friendly but it felt closer to real professional wrestling, as you start off with simple maneuvers, working your way to unleashing your finishers. The majority of the action rested on a special grappling system, where once two characters begin to lock up, you need to input your button combination as soon as the arms interlocked. And finally, the franchise would feature the humble beginning of one of the auteur of the current generation; noted-crazy genius Goichi "Suda 51" Suda worked on several games, and has been linked to one entry's truly shocking nihilistic ending to its special story mode.
The series was created and developed by Human Entertainment and was later taken over by its successor, Spike. The latter company helped bring the series overseas and gave the franchise multiple chances to survive after sinking sales and a general downturn in Japanese wrestling during the mid 2000's. The supposed final entry was to be Fire Pro Wrestling Z, only to have another grand finale with Returns. Since then, the 2D series laid dormant as many 3D graphical games took up the market. Fans didn't give up hope, as seen in the continuing popularity of Fire Pro Club, a site where edits, formulas, fake federations, and general wrestling talk are shared with everyone on a daily basis.
A new chance for the series came in 2010 as news of a revival was revealed to the public, to be released as an exclusive on Xbox Live Arcade. But two words stood out and remained in the collected fan consciousness under a harsh negative light: avatar support. See, as an alternative/rip-off of the successful "Mii" creatable characters with the Nintendo Wii, each Xbox 360 user were later given an "avatar", a simple 3D character that can be shaped into their image. The gimmick also was a marketing strategy, allowing Microsoft and other companies to sell special clothing and accessories for users to buy with real money. Arcade games would later be developed using your personal avatar as the main player. Some were good, some were awful, but they all had a casual tone to them. If there is one thing that Fire Pro has not been throughout its series, it is casual.
Fans were furious, growing worst once early video footage showed up online. In place of the expert grapple timing were simple, quick button pushes. Characters bumped like beach balls around the ring, as if everyone was a cocky indie flyer or Shawn Michaels at Summerslam 2005. And the avatars, oh the avatars. This early derision proved to be lasting legacy of the game, as it just utterly disappeared from public view. Designed to come out in 2011, the release date flew by without any news or updates. The game seemed to be dead in the water.

Several weeks ago, the game popped up out of nowhere on official Xbox Live sites. It's new release date was set for September 21st, with a price tag of 800 Microsoft Points, the equivalent of ten dollars under the company's craptastic currency system. And I might be doing something I hardly ever, ever do nowadays: I might buy it instantly without waiting for the reviews.
I am still not very happy that a 2D Fire Pro can't be created for the current systems. There is so much potential for online trading, downloading other people's characters, and fun multiplayer for Fire Pro that the WWE games are doing right now but under heavy restrictions, such as the intolerable online passes. I may not be completely won over with this new Fire Pro Wrestling but I understand the mindset of both Spike and Microsoft. They want to the keep the fire burning, so to speak, as they see the opportunity of using avatars as a possible gateway for new and other gamers. Sure, they may not appear, due to the stigma pro wrestling still has today, but it is a nice college try.
Some new videos have been appearing very recently, including this special preview broadcast on Twitch.tv that show off what the game will feature. The gameplay still looks odd and discomforting but the presentation is kinda nice and the animation, particulary single and tag finishing moves, is fun and eventful. The CAW/Edit mode is interesting, with a lot of freedom and inventiveness, such as the ability to enter the arena with the animation of becoming a werewolf. However, there are still some big questions unanswered until release; The campaign mode consists of a ton of match-ups, which your avatar/created character embarks on, unlocking new items and moves, gaining experience and able to be upgraded. Do I only have one CAW character? Do I have to unlock all of the moves for each and every character or do I gain them all through one playthrough? What about the stats? Do they come into play in exhibition mode?
The internet may come down hard on this entry but I at least want to give it a fair shot. Even if the game turns out to be bad or even the worst in the entire long series, at least it is a wrestling video game of a different mode. The market has consisted of nothing but WWE games, a monopoly that has suffocated the flavor of the wrestling genre. Fire Pro fans should at least give the game some cheers, in the hope that it succeeds and may lead to a new hardcore fan-friendly entry in the franchise.

The bad news has hit all around the web. Nintendo Power, one of the longest and most popular video game magazines of all time, will cease its publication. The Nintendo Company did not want to renew its licensing agreement with Power's owner Future Publishing, thus dooming the magazine.
For kids during the reign of the NES, and then later with the Game Boy and the SNES, Nintendo Power was their always informative best friend. It revealed cheat codes, easter eggs, game maps, previews, and even comic book adventures. Subscribing to the magazine also gave the benefit of special VHS sent to your mailbox.
I was a fan of the magazine when I was young, even though I was a Sega kid. The magazine was one of the reasons why I kept begging my parents for a second video game console. Once I saved up my allowance for the Nintendo 64, the next thing on my special checklist, other than actually getting a game to play, was to obtain a subscription.
The magazine will release only a couple more issues, hoping to make them memorable for all of their fans.