For the second time in 2012, Capcom is going to be porting one of its popular console-based fighting games to the small-yet-lovely HD touch screen of Sony’s PlayStation Vita. First it was Ultimate Marvel Vs. Capcom 3, a launch title port of 2011’s mash-up beatdown simulator. Next up, for a fall 2012 release, is Street Fighter X Tekken, which came to PlayStation 3 and Xbox 360 consoles in March. The Vita version of the game is more than just a straight port, of course; in addition to there being new characters and cross-platform play with PS3 version of the game there are also a few Vita-specific features that feel like an evolution of what was attempted, but didn’t quite work, with UMvC3.
Let’s not go overboard though. To be clear, this is still Street Fighter X Tekken. It’s the same game that Capcom released earlier this year, for all intents and purposes. There are 12 new fighters in all, six apiece culled from the Street Fighter and Tekken universes: Sakura, Blanka, Guy, Cody, Elena, and Dudly on the SF side and Lars, Alisa, Bryan, Jack-X, Christie, and Lei on the Tekken side. If you buy the Vita version of the game and you already own the PS3 version, then you’ll also be able to access those new fighters on the console side using a packed in DLC code. The same fighters will also be available to PS3 players without the Vita release at a cost of $20 for the pack.
While I didn’t get to see the cross-platform faceoffs in action at a recent Sony preview event in New York City, I did have an opportunity to sample the Vita game in a local Ad Hoc versus match. Street Fighter X Tekken will support local wireless match-ups as well as online play over both Wi-Fi and 3G connections. The 3G online play is a first for the Vita, with most games so far using that feature more to take advantage of the content sharing offered by Near. SFxT for Vita will use that as well, and it’ll include some as-yet-unrevealed AR functionality, but being able to actually play a game over your 3G connection is a big step forward for the little handheld.

The only major wrinkle is the addition of entirely optional touch-based fighting controls. The Vita version of UMvC3 made an attempt at this, but it didn’t really work out. You could dominate pretty much any fight in that game by simply tapping the screen, with very little nuance or complexity. SFxT on Vita takes a slightly different approach, dividing the screen up into four invisible quadrants, with each quadrant filling the same role that one of the four face button attacks normally would. So instead of using the buttons to perform attacks and combos, you have the option of simply tapping the screen. It’s definitely a gimmicky thing, but it’s much more well thought out than what we saw in UMvC3.
That pretty well sums up where the Vita version of Street Fighter X Tekken is. It’s a port, but certainly not a half-assed one. The touch controls probably won’t move any copies on their own, but the cross-platform feature and option of playing over 3G connections in addition to Wi-Fi and Ad Hoc certainly will. Capcom still has more to reveal about the game as well, additional modes and features that we haven’t heard about yet. As it stands even now though, Street Fighter X Tekken looks and feels like it’s going to fill the portable fix that fans of the series no doubt crave.
Imagine tapping a Zelda icon on your iPhone and jumping straight into Hyrule. A new open-source project called nxnative makes that possible by repackaging Switch games you’ve bought into apps for iPhone, iPad, and Mac, with no emulator in the middle.
Why does this run so well on Apple devices?
The Call of Duty franchise has held a special place in my heart ever since I played my first Black Ops game back in 2010. That game's campaign was something else, with twists and turns that culminated in a mind-blowing finale. We can all admit that compared to those older campaigns, the recent CODs have been lackluster at best, and a complete and utter disappointment at worst. The reboot of Modern Warfare did give me some hope, as the first two installments were actually quite good, but the third game left such a bad taste in my mouth that I wasn’t exactly expecting much from Modern Warfare 4.
After recently finishing the campaign, I can say that this installment is nothing like the recent releases and instead feels closer to the franchise’s roots. For the first time in a long while, the campaign comes across as well-crafted rather than rushed to hit a release date. It arrives three years after MW3, and you can see exactly where all that time went. It seems the studio finally made listening to player feedback a priority.
Epic Games has just announced the 2026 Epic AI MegaJam, which is looking to see how much game development can be squeezed into a very short window. This is running from November 12 through November 15.
Participants can work alone or in teams of up to five people, build in Unreal Engine or Unreal Editor for Fortnite, and bring along “as many AI agents as you want.” Epic explicitly encourages coding agents, AI-generated assets, audio tools, writing tools, and other AI systems. The official event page literally says "Vibe your way to $50k.”