Latest news with #Ryu


Hindustan Times
a day ago
- Entertainment
- Hindustan Times
Fortnite brings back Street Fighter skins: Chun-Li, Ryu, Cammy and more characters to return after 3 years
Fortnite is bringing back its iconic Street Fighter crossover skins after years of anticipation and countless fan requests. The update, confirmed via Fortnite's official X account, will see the return of popular characters like Ryu, Chun-Li and Cammy starting June 20, 2025. The crossover, which originally launched in stages throughout 2021 and 2022, had disappeared from the in-game Item Shop in August 2022. Its absence only fueled demand, especially for the highly coveted Chun-Li skin, which became a cult favorite among Fortnite players and streamers alike. According to Epic Games, the Street Fighter skins will be available in Fortnite's Item Shop starting June 20. The in-game shop refreshes daily at 0:00 UTC, and while the return has been confirmed, there is no word yet on how long the skins will remain available this time. Each character comes as part of a themed bundle, including outfits, back blings, pickaxes, emotes and gliders. The full set features six returning fighters: Ryu, Chun-Li, Cammy, Guile, Sakura and Blanka. While Epic Games has not officially revealed updated prices for this relaunch, past bundles were priced at around 2,200 V-Bucks each. Individual outfits typically cost 1,600 V-Bucks, with each bundle offering two fighters, two emotes, a loading screen, and cosmetic gear. Also read: Google's Gemini AI panics while playing Pokémon, takes 800 hours to finish game In total, the full Street Fighter cosmetic set includes 26 items. With the comeback confirmed, fans are expected to rush to the shop for a chance to grab these rare legacy skins. The skins return to the Item Shop on June 20, 2025. Ryu, Chun-Li, Cammy, Guile, Sakura and Blanka are included in the bundle. Based on previous launches, expect bundles at 2,200 V-Bucks and individual skins at 1,600 V-Bucks. Official pricing is yet to be confirmed.


Korea Herald
3 days ago
- Business
- Korea Herald
Now is time for K-sports to lead global stage: KSOC chief Ryu Seung-min
Ex-Olympic table tennis champion hopes to build a stronger sports culture to advance all levels of sports, from professionals to community sports While Korean music and businesses are making big waves internationally, now is the time for Korean sports to lead on the global stage and demonstrate how sports can be more than just a game, said the Korean Sport & Olympic Committee president during a session at the 7th Global Business Forum held in Seoul, Wednesday. The GBF, organized by The Korea Herald and Herald Business, is a 15-week program held every Wednesday that brings together business leaders, diplomats and industry experts to discuss emerging global trends and challenges shaping the future economy. During his lecture, Ryu Seung-min, the head of the KSOC, highlighted that the Korean sports world is at a key moment of influence thanks to the country's strong performance at the 33rd Summer Olympics in Paris last year. "(Last year's Olympics) was a defining moment that showed K-sports as a true global powerhouse. And as a former Olympic champion, I felt a sense of responsibility and wanted to help continue this success," said Ryu, 42, who won the men's table tennis at the 2004 Olympic Games. In Paris, the 16-year-old Ban Hyo-jin made headlines by winning the women's 10-meter air rifle gold medal. The fencing team achieved the valuable feat of winning two gold medals and one silver medal. South Korea exceeded its initial goal with 13 gold medals, tying its record for the most at a Summer Games, and finished eighth in the medal table. To make the leap, Ryu noted that Korea should take cues from the International Olympic Committee, which assists all National Olympic Committees with athlete development programs, as well as refugee athletes. "Korea should also follow the IOC model and build an independent, respected and athlete-centered sports organization that puts athletes and coaches first and creates a healthy environment to practice and play sports," Ryu explained. In his post-athletic career, Ryu served as a member of the IOC from 2016 to 2024 and president of the Korea Table Tennis Association from 2019 to 2024. Ryu also expressed hopes of building a stronger sports culture, calling for more interest and support to advance Korean sports at all levels: from professionals and community sports to the businesses and culture surrounding sports as well. As the evening progressed, Kim Young-sang, president of The Korea Herald, held a special interview session with marathoner Lee Bong-ju, who won the silver medal at the 1996 Atlanta Olympic Games. Lee, who ran long-distance before the sport reached today's popularity levels, said he was glad to see more people taking part in marathons. "Compared to 15 or 16 years ago, there are so many marathon competitions today. The enthusiasm is so high that it's difficult to even register for some of these races because they fill up quickly, and I am happy about the change," Lee said. "A Marathon is about having a goal and running toward achieving that goal. But do not overdo it. I hope that marathons can be something people simply enjoy, help people improve their health, strengthen their mental health and infuse positive energy into their daily lives," Lee noted.


Korea Herald
4 days ago
- Entertainment
- Korea Herald
Interview: In 'Life of Ballerino,' men dance their dazzles and struggles
Male dancers from 'Stage Fighter' step into the spotlight with 'Life of Ballerino' It felt more like a K-pop concert. With every leap and turn, cheers erupted from the audience, applause ringing out as if they were watching their favorite idols on stage. But this wasn't a pop spectacle — it was a ballet. That kind of visceral reaction is rare in the world of classical ballet. Yet a handful of male dancers from Mnet's hit dance survival show 'Stage Fighter' have not only broken through, but in doing so, have drawn renewed attention to the artistry and presence of the ballerino. And at just the right moment, the show's ballet mentor, dancer-turned-choreographer Ryu Hoi-woong, brought together five performers from the show — Kang Gyeong-ho, Kim Kyung-won, Kim Tae-seok, Shin Min-kwon and Jung Sung-wook — all alumni of Korea National University of Arts, also known as K-Arts. Along with some 20 other dancers from the K-Arts Ballet Company, they took the stage in 'Life of Ballerino: Dreamer,' earlier in June at the Seoul Arts Center as part of the Ballet Festival Korea. When most people think of ballet, Ryu noted, they picture tutus and pointe shoes — a ballerina balanced en pointe, held aloft by her male counterpart. But 'Life of Ballerino' challenges that narrative. Here, the men step out from the wings. The spotlight, for once, is theirs. 'When I first created this piece, I simply wanted to tell our story — the story of ballerinos. We prepare for the stage with just as much passion and discipline as ballerinas, and I wanted that to be visible here,' said Ryu, speaking to The Korea Herald. Tracing the journey of ballerinos in pursuit of their dreams, the performance opens in the rehearsal studio, with dancers gripping the barre, then unfolds through a series of loosely structured yet theatrically driven episodes. The storyline is simple, accessible, and crafted with wit and clarity to engage audiences new to ballet. 'My top priority was making the story approachable. I didn't want first-time balletgoers to sit there thinking, 'What is this? What does it mean?' I wanted them to understand intuitively, and to feel, 'Hey, this isn't so different from our own lives.'' The ballet dazzles with a large ensemble of male dancers performing high-energy group choreography, technical solos showcasing a variety of jumps and turns, and a buoyant, energetic tone throughout. Several scenes highlight how a five-minute competition score can determine everything — from university admission to military service. That sense of relatability deeply resonated with the young dancers themselves. '(Dancers) really give it their all. They love the piece because there's no single lead; it's all of us dancing together. Even if someone makes a mistake, we say, 'Hey, that's part of the story too.'' Originally premiered in 2019 as a small-scale production, 'Life of Ballerino' is a rare example of an original ballet that has evolved into a sustained repertory piece with growing popularity, according to BAFEKO. It was restaged as a 60-minute piece at the CJ Towol Theater in 2023 and this year was selected for the festival's official program. Ryu, who had been a member of the Korean National Ballet in his mid-20s, left the company in 2008 when he was cast in his dream role as the magical cat Mr. Mistoffelees in the musical 'Cats.' While performing the role in 2008–09 and again in 2011, he steadily built his career as a choreographer. 'I never imagined ballet would stay with me this long,' he said. 'Honestly, I didn't have a long career as a ballerino — I even quit ballet at one point. But somehow, I keep coming back. I'm choreographing, teaching, working on my own projects. It's a bit amusing how things have turned out.' Ballet, for Ryu, has become like an old friend. 'It's definitely my best friend. Like visiting your parents' house, you might leave, but you always come back. Sometimes you argue, sometimes you drift apart, but in the end, it's always there when you need it.' And from that friendship, new works are born. This October, Ryu will premiere a new choreography with the Seoul Metropolitan Ballet, featured in a double bill alongside Hans van Manen. 'I'm not someone who waits around worrying about the outcome or how people will judge. Instead, I think, 'Let's just try it.' Because of that, I tend to be the type to move forward,' said Ryu. 'Life as a ballerino is short, and the time to shine is limited, which is why taking chances and embracing the moment is so important.' hwangdh@


Geek Culture
5 days ago
- Entertainment
- Geek Culture
‘Street Fighter' And Sushiro Sets Food Skirmish In First Singapore Collaboration
Following a first-ever Monster Hunter X Sushiro collaboration in Singapore, Capcom is back with another culinary knockout — this time featuring its arguably best-known flagship franchise: Street Fighter . The latest tie-in comes as Street Fighter 6 celebrates its second anniversary, treating fans to a limited-time menu and exclusive merchandise starting 18 June. The fight will come to all outlets islandwide, with Suntec City and Perennial Business City transformed into a themed space comprising in-game visuals, photo spots, and in-store experiences. Three special dishes are available for order during the event, each served with a free character food pick illustrated in a 16-bit pixel art style, adding up to a total of 34 random designs. Here's what to expect from the new (if temporary) additions: Giant Cut Fresh Salmon in Yuzu Soy (S$4.50) Shiokoji Scallop with Salmon Roe (S$4.50) Almond Pudding with Strawberry Sauce (S$3.50) Those who spend a minimum of S$20 in a single receipt are eligible to purchase up to three merchandise items per receipt, which feature a different set of characters across two waves. Wave 1, running from 18 June to 8 July, shines the spotlight on Ryu, Jun and Chun-Li, and Cammy and E. Honda as keychains, joining character plushies of Cammy, Akuma, and Ed. The second wave, spanning 9 to 31 July, includes Blanka and Lily, Dee Jay and Kimberly, and Sakura and Dan as part of the keychain lineup. The keychains are available at an additional S$8.90 each, while the character plushies retail for S$15.90. A third exclusive offering, the Street Fighter Canvas Bag, depicts a beefed-up Sushiro mascot standing proudly at the front alongside the game's characters and can be purchased at S$14.90. Released on 2 June 2023, Street Fighter 6 is the seventh and latest mainline entry in the beloved franchise, offering three overarching game modes, three control options, and a real-time commentary system that provides a tournament-style feel and the option to cheer on the player. It has sold over five million units to date, with total sales for the series coming in at 56 million units worldwide as of last December. The Street Fighter X Sushiro collaboration brings the fists and feast to Singapore from 18 June to 31 July. Si Jia is a casual geek at heart – or as casual as someone with Sephiroth's theme on her Spotify playlist can get. A fan of movies, games, and Japanese culture, Si Jia's greatest weakness is the Steam Summer Sale. Or any Steam sale, really. Capcom Singapore Street Fighter 6 Street Fighter X Sushiro Sushiro


Yomiuri Shimbun
13-06-2025
- Entertainment
- Yomiuri Shimbun
Capcom Continues to Attract Video Game Fans at Home, Abroad
©CAPCOM Ryu from the 'Street Fighter' series Capcom Co., a game developer based in Osaka, has enjoyed success with its popular video game franchises, such as 'Monster Hunter' and 'Street Fighter.' With a history of more than 40 years, the firm continues to release a succession of game titles that are popular both at home and overseas. The Yomiuri Shimbun interviewed President Haruhiro Tsujimoto to find out more about Capcom's appeal and strengths. In fiscal year 2023, the firm sold about 45.89 million game software units. Of those, overseas sales accounted for 83%. ©CAPCOM A Palico from the 'Mpnster Hunter' series Tsujimoto said Capcom already envisioned expanding the firm's business overseas at its official founding in 1983, expecting the number of players in Japan would eventually reach a peak. That's why the company aspired to make games that would sell worldwide. The firm's major success during its early years is undoubtedly 'Street Fighter II' in 1991. The game turned out to be a global megahit due mainly to the following factors: It inherited the competitive system pioneered by its predecessor, increased the number of playable characters and diversified the nationalities of the characters and highlighted their individual personalities. The firm's other global strategy was the use of English as the language the characters spoke in the 1996 release 'Biohazard,' also known as 'Resident Evil.' The limited memory of the game software made it impossible to add multiple languages. The firm initially considered using Japanese for the voice acting but eventually decided against it. ©CAPCOM Leon S. Kennedy from the 'Resident Evil' series 'We thought it would be more acceptable overseas if we used English [which is the most spoken language in the world],' Tsujimoto said. Other languages, including Japanese, were used in the subtitles. Investing in movies, goods With the strategy of 'Single Content Multiple Usage,' the company is aggressively advancing into a variety fields, such as movies and merchandise, with its games and featured characters. A good example is live-action adaptations of games. Capcom invested in the production of the 1994 film 'Street Fighter,' which became the company's first Hollywood movie, and made every effort to communicate closely with the production team. In the case of 2002's 'Resident Evil,' starring Milla Jovovich, director Paul W.S. Anderson was a big fan of the game and familiar with its setting. Tsujimoto believes this was a major factor in its success. The live-action film turned out to be a hit, and seven films in the series, including a reboot, have been produced to date. ''Resident Evil' changed the public's perception of live-action adaptations of games,' Tsujimoto said. 'The key is how you recreate the game's setting.' ©CAPCOM Ryuichi Naruhodo (Phoenix Wright) from the 'Ace Attorney' series 'Ace Attorney' and 'Sengoku Basara,' which features warlords from the Sengoku warring states period (late 15th century to 16th century), have been turned into musicals by the Takarazuka Revue Company, and some of the characters have been used for campaigns to raise awareness of elections and prevent juvenile delinquency. Various other games, such as 'Monster Hunter' and 'Street Fighter,' have also played a role in promoting regional economies and tourism. 'Don't set limits' While many game companies are outsourcing parts of their production, Capcom insists on in-house development so the firm can release high-quality games at the right time. This also allows the company to accumulate expertise. Capcom also has a passion for creating the world's top-level games. Development costs continue to rise each year due to rapidly advancing technology, but Tsujimoto does not hesitate. 'I don't want to set a limit on the games,' he said. 'For the future of Japan, it will be absolutely necessary to nurture digital human resources,' Tsujimoto said. 'Capcom attracts game developers who aspire to be No. 1 in the world. Even if they eventually leave Capcom, I want them to use their strengths to their full potential.' The president is not just aiming for 'victory' for his company, but also for the development of the entire industry. Monster Hunter-themed experience at 2025 Osaka-Kansai Expo Capcom has created an immersive game experience called 'Monster Hunter Bridge' in the Osaka Healthcare Pavilion at the 2025 Osaka-Kansai Expo. Wearing goggle-like augmented reality devices, visitors will enter a cylindrical theater that measures about 12 meters wide and 5 meters high and enter the world of 'Monster Hunter.' The theater is equipped with high-tech features, such as 360-degree images, immersive surround sound and floor vibration. The Yomiuri Shimbun 'Monster Hunter Bridge,' an immersive experience based on the 'Monster Hunter' game series, is shown at the 2025 Osaka-Kansai Expo. Visitors can touch Vigorwasp on the prairie or throw rocks at the giant flying wyvern Rathalos that comes to attack them. The floor will shake as the monsters appear, creating a realistic experience that lasts about 11 minutes. Advanced booking is required. Capcom-themed exhibit Fans can visit 'Capcom Creation: Moving Hearts across the Globe' at Nakanoshima Museum of Art, Osaka through June 22 to explore the origins and history of Capcom's production. The exhibition showcases a behind-the-scenes look at game development and the evolution of technology through the company's major game franchises. ©CAPCOM Mega Man from the 'Mega Man' series Visitors are greeted by many characters on a giant screen upon entering. They can examine a timeline of Capcom's history as well as a chart that briefly explains successive and spin-off game titles. This is followed by a lineup of game cases and original artwork for posters. Written proposals for 'Street Fighter II' and other titles are on display near the end of the exhibition. The hand-written documents allow visitors to feel a sense of history. Visitors can also enjoy a corner that enables them to try various hands-on experiences, such as drawing Mega Man by coloring in square dots, comparing the old and new versions of the killer technique Hadoken from the 'Street Fighter' series, and using simulated motion capture that has a game character on screen reflect the user's movements. The exhibition also introduces how 3D computer graphics are created by making full use of projection mapping. 'Hearing stories of hardships and tales of bravery in game development from senior creators was very refreshing to me, since I came from a different industry,' said Yasuyuki Makino, a producer at Capcom. 'I wanted to introduce them to as many people as possible,' he added. 'Visitors will be able to get a glimpse of the greatness of game development, which is completely focused on pleasing the fans.' The exhibition will also tour Nagoya, Tottori, Tokyo and Niigata.