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  • Helldivers 2’s Latest Patch: Fire Gets Toned Down, Democracy Spreads Further

    Helldivers 2’s Latest Patch: Fire Gets Toned Down, Democracy Spreads Further

    Helldivers 2 has many weapons and items that fans think need better balancing. It’s been a while since the last balance patch, but Arrowhead, the developer, has confirmed they are working on it.

    They want to take their time to make sure the changes are good decisions. There’s no specific timeframe yet, but the Helldivers 2 community manager mentioned that a fix for one of the most frustrating weapons should be in the “next big patch.”

    One weapon that players think needs a major improvement is the 500KG bomb. Many believe it needs a big buff.

    As for upcoming content, fans are excited about the arrival of the Illuminate alien race. Leaks have shown a first look at the Illuminate gauntlet and a four-armed enemy from the Illuminate.

    There is a lot to look forward to in Helldivers 2. New content is always welcome, but fans are also focused on how to better balance the game. The spear, in particular, has been complained about for months, but a fix is said to be on the way.

    Helldivers 2’s Latest Patch

    Helldivers 2 is PlayStation’s Fastest-Selling Game Ever

    Reddit user uglisaft_ shared a screenshot where Helldivers 2 community manager, Twinbeard, suggested a fix for the spear is coming.

    When asked for an update about the spear, Twinbeard responded, “I believe it is, yes. Fixed in the next big patch, that is.”

    Update regarding the Spear fix
    byu/uglisaft_ inHelldivers

    Fans are happy to hear this, but “next big patch” makes it unclear when the fix will arrive. It might come with the next update Arrowhead is working on, or it could come with a future update before the next Premium Warbond, as some Reddit users have guessed.

    Many fans are tired of waiting and want the spear fixed as soon as possible. Former community manager, Spitz, said two months ago that a fix for the spear was tested and coming soon, but the problem still exists.

    Fans have responded with comments like “believe it when I see it” and “Sure it is. Just like it was fixed last time. It’s been over a month since it was ‘fixed 17 days ago’.” Hopefully, the fix for the spear comes soon.

    If you don’t know what the issue with the spear is, since the game’s launch, fans have complained about its lock-on feature.

    Players have reported on Reddit that the spear lock-on is inconsistent. Sometimes it works perfectly, but many times it keeps switching between locking on and losing the target.

    Fans agree that the lock-on is messed up because it often fails to lock on to things that are stationary and not blocked. This is a big problem because a successful lock-on is essential for the weapon’s effectiveness.

    The spear can “one-shot bile titans,” but only with a successful headshot lock-on. Otherwise, it just removes back armor and deals 30% of the titan’s health.

  • WoW’s Mists of Pandaria Remix: A whirlwind tour of Pandaria’s greatest hits!

    WoW’s Mists of Pandaria Remix: A whirlwind tour of Pandaria’s greatest hits!

    One of the main attractions of WoW Remix: Mists of Pandaria is the opportunity for players to acquire a large number of exclusive or previously unavailable mounts. There are a total of 43 mounts that you can add to your collection in MoP Remix, including those purchasable with Bronze.

    Collecting all these mounts will require more than 500,000 Bronze, but earning Bronze efficiently can be somewhat tedious.

    This guide explains how to obtain the new (or rather, returning) MoP Remix mounts and provides details on how much Bronze each mount costs, helping you plan your purchases accordingly.

    WoW’s Mists of Pandaria Remix

    WoW's Mists of Pandaria Remix
    WoW’s Mists of Pandaria Remix

    World of Warcraft Mists of Pandaria Remix has brought new excitement to WoW. For players getting ready for the next expansion, The War Within, set to release in Fall 2024, this new game mode is a great chance to revisit the Jade Forest once more. Some players are even using an old trick involving frogs to farm resources.

    Blizzard Entertainment has recently added lots of new content to World of Warcraft, bringing attention back to the long-running MMORPG. In WoW Classic, players are eager for the launch of Cataclysm, looking forward to creating new Worgen and Goblin characters again.

    For players in the regular version of the game, Blizzard introduced a new mode called WoW Remix.

    Also Read:

    It brings players back to the Mists of Pandaria expansion, mixing up time and giving a fresh twist to the game. We talked to the WoW developers about what inspired this mode and why it feels a bit like Diablo mixed with WoW.

    Now that players are back in the MoP expansion zones, they remember where to farm for resources.

    In WoW Remix, enemies drop a new currency called Bronze, which can be used to upgrade gear and buy things. Some players have figured out the best spots to farm Bronze, similar to what players did when Mists of Pandaria first came out in 2011.

    One popular method, called Frog Farming, involves going to the Timeless Isle and finding groups of frogs.

    Players group them up and then kill them all in one spot to make them respawn quickly. This method helps players gather lots of Bronze without much effort. And don’t worry, no real frogs are harmed—it’s just a game!

  • Prince of Persia Boss Attack Update Trailer: Face Off Against Deadlier Foes!

    Prince of Persia Boss Attack Update Trailer: Face Off Against Deadlier Foes!

    Prince of Persia: The Lost Crown, this year’s great Metroidvania-style comeback of Ubisoft’s popular platform game series, has just received the second of three free updates announced earlier, adding a new Boss Rush mode and more.

    After installing today’s update, players can access two new boss-related challenges through Artaban in The Haven. The first is Boss Revenge, allowing players to face previously defeated bosses again at any difficulty level, with a statistics board tracking their best attempts.

    While Boss Revenge focuses on individual battles, there’s also the new Boss Rush mode. In this classic challenge, players must defeat all eight bosses in the game consecutively. To help with the challenge, players can change their equipped amulets and use Athra surges between each boss encounter.

    Prince of Persia Boss Attack Update trailer

    Prince of Persia Boss Attack Update Trailer
    Prince of Persia Boss Attack Update Trailer

    In addition to the boss-related content, today’s Lost Crown update introduces a new fast-travel system using wak-wak trees. There are also two new Sargon costumes, both unlocked through the Boss Rush mode.

    One costume is based on the Prince’s outfit from Ubisoft’s 2008 reboot, and the other shows Sargon with most of his clothes missing, according to the render provided.

    Prince of Persia: The Lost Crown’s Boss Attack update, as Ubisoft officially calls it, launches today on Switch, PS4, PS5, Xbox One, Xbox Series X/S, and PC.

    This is the second of three free updates that were previously announced, following the Warrior’s Path DLC in March, which added a Speedrun and Permadeath mode.

    Next up is Divine Trials, which will introduce new combat, platforming, and puzzle challenges, along with new amulets and Sargon outfits.

    It’s expected to be released sometime this summer. Following that will be a paid story expansion coming later this year.

  • Stellar Blade is Coming to PC: Get Ready for Hack-and-Slash Action on Your Rig!

    Stellar Blade is Coming to PC: Get Ready for Hack-and-Slash Action on Your Rig!

    Stellar Blade studio Shift Up is thinking about making a sequel to their action RPG and also releasing it on PC.

    This news comes from a recent announcement in the Korea Composite Stock Price Index, where Shift Up said they are “considering a PC version of Stellar Blade and a sequel.”

    Stellar Blade was released as a PS5 exclusive at the end of last month, but Shift Up isn’t owned by Sony. Recently, we found out the studio is also making a “cross-platform next-gen” game that might come out in 2027 or later. Now, it seems Stellar Blade might be released on other platforms too, not just PS5.

    Stellar Blade is Coming to PC

    Based on Sony’s typical release schedule, we expect Stellar Blade to come to PC sometime between the second quarter of 2024 and the second quarter of 2025.

    Right now, there hasn’t been an official confirmation that Stellar Blade will be released on PC, although Shift Up has mentioned they are considering making a PC version.

    Even though the CEO of Shift Up mentioned a PC port and a sequel in a recent interview, there’s no guarantee that Stellar Blade will come to PC.

    Sony has already brought some of their PlayStation exclusive games to PC this year, like Helldivers 2, Horizon Forbidden West Complete Edition, and Ghost of Tsushima Director’s Cut. Until Dawn is also set to release sometime this year, possibly on Steam and the Epic Game Store.

    Usually, there’s about a two-year gap between when Sony releases their first-party games on PS5 and when they release them on PC. However, games published by Sony, such as Helldivers 2, have come to PC as soon as one year after their initial launch.

    It’s important to note that Sony doesn’t have any plans to release new first-party games this fiscal year. They may try to make up for this by focusing on their multiplatform strategy, releasing PS5-exclusive games like Stellar Blade and God of War Ragnarok on PC.

    That’s all the information we have about whether Stellar Blade will be released on PC. Don’t forget to read our impressions of Stellar Blade to see what we thought about Shift Up’s first game for consoles. We also have a list of upcoming PC games if you’re curious about what’s coming out later this year.

  • Elden Ring DLC Trailer: Descend into the Land of Shadow!

    Elden Ring DLC Trailer: Descend into the Land of Shadow!

    The Elden Ring: Shadow of the Erdtree DLC story trailer is here. It shows The Land of Shadows with amazing CGI visuals, mixing some gore with beautiful scenery.

    In February, Bandai Entertainment and FromSoftware gave us a sneak peek of the upcoming DLC. The short trailer featured fierce bosses and new mechanics, just what fans expected.

    Now, FromSoftware has shared more details about the story in The Elden Ring DLC, making fans even more excited.

    Elden Ring DLC Trailer

    FromSoftware has released a new story trailer for the Elden Ring DLC, Shadow of the Erdtree.

    The trailer is three minutes long and gives us a fresh look at the story, which has mostly been kept secret until now, despite lots of analysis and speculation on previous trailers.

    The narration starts with, “Miquella the kind spoke of the beginning. The seduction and the betrayal. An affair from which gold arose. And so too was shadow born.”

    This seems to set the stage for the story. We see Miquella walking up bloody steps towards an archway of bloodied bodies, likely waking up from his slumber.

    We also see a war with flames and many caged fiery giants from the previous trailer. The narration says, “A purge without grace or honour, the tyranny of Messmer’s flame,” as the villain oversees the battle.

    The camera then shows the battle in the shadow of the golden Erdtree, hinting that Miquella and Messmer are enemies.

    Throughout the trailer, we see a golden symbol, probably left by Miquella, in different places. This might be a new type of site of grace or just a marker for our goal.

    In the final shot, the camera pulls back to show several characters standing at one of these symbols with the golden Erdtree in the background.

    These might be characters we’ll meet on our journey as we follow Miquella. As is common in Souls games, they might not be trustworthy. The narration ends with, “We choose to follow. Will you walk with us?”

    Shadow of the Erdtree will be released on June 21st across all platforms and will be FromSoftware’s largest expansion ever. It will be the only DLC, but it might not be the end of the series.

    Elden Ring DLC Story

    Elden Ring DLC Release Date
    Elden Ring DLC Release Date

    The Elden Ring: Shadow of the Erdtree will take players to a new land that was destroyed by Messmer the Impaler, who seems to be the main villain in the DLC. Messmer, a demigod, started a terrible event called the “purge without grace” for Marika, causing a mass killing in the Land of Shadow, hidden by the Erdtree.

    Miquella, another key character, opposed the purge and sacrificed himself in the same place where it happened. In the trailer, Miquella is shown as a hero, but he’s the older twin brother of Malenia, one of the toughest bosses in Elden Ring.

    Players will continue their journey after the genocide, in a land destroyed by Messmer’s flames. The trailer ends with people gathering to join Miquella’s forces and fight against Messmer.

    The short story trailer for Elden Ring DLC is full of emotion and has got fans excited again.

    We know about a few bosses, like Miquella, Messmer, Queen Marika, and Blue Dancer. More details will be revealed as the DLC’s release date gets closer.

    Elden Ring Shadow of the Erdtree will be released on June 21, 2024, on PC, PlayStation 5, Xbox Series X/S, PlayStation 4, and Xbox One.

  • Kingdom Hearts is Coming to Steam: Get Your Keyblade Ready for June 13th!

    Kingdom Hearts is Coming to Steam: Get Your Keyblade Ready for June 13th!

    A Kingdom Hearts fan waited three years to buy the RPG series on the Epic Games Store, only to give in just five days before the games were released on Steam.

    Square Enix’s Disney-themed RPG series first came to PC in 2021 and was only available on the Epic Games Store until now. Some fans, like the one in the story, didn’t want to buy the games until they were available on Steam. Last week, on May 16, this fan finally gave up and bought all the games on the Epic Games Store.

    The fan said, “I give up. I can’t take it anymore. I’m buying Kingdom Hearts on EGS. You owe me when they confirm it for Steam in like three days.”

    Kingdom Hearts is Coming to Steam

    Kingdom Hearts is coming to Steam
    Kingdom Hearts is coming to Steam

    I’ve been thinking a lot lately… Should I replay the Kingdom Hearts series or not? Square Enix made this decision easy by announcing that the series will be released on Steam on June 13th.

    To celebrate and bring back memories for long-time fans like me, they released a trailer with a new recording of Hikaru Utada’s “Simple and Clean.”

    The trailer is smart, showing clips of the Kingdom Hearts games in order, reminding old fans and new players how to play them.

    On Steam, there will be three main Kingdom Hearts collections: Kingdom Hearts -HD 1.5+2.5 ReMIX-, Kingdom Hearts HD 2.8 Final Chapter Prologue, and Kingdom Hearts III + Re Mind DLC. There’s also a bundle called Kingdom Hearts Integrum Masterpiece, which includes all three collections for one price.

    If you buy Kingdom Hearts III + Re Mind DLC, you get a special keyblade called “Dead of Night” in Steam Logo blue and grey. Each collection includes several games from different platforms and consoles. You can see which games are in each collection on their Steam pages.

    Kingdom Hearts coming to Steam isn’t surprising. The games have been on the Epic Games Store for a few years, so Steam is the next step.

    Square Enix plans to release more games on more platforms. For over 20 years, Kingdom Hearts has mostly been on PlayStation, with some games on Nintendo DS. In 2020, Kingdom Hearts came to Xbox, and in 2022, Nintendo released cloud versions of the games.

    These games are coming to Steam just a week before Summer Game Fest, where there might be news about Kingdom Hearts IV. Getting new players into the series before announcing more about the next game is a smart move.

    Also Read:

    It’s funny that the Steam trailer shows the games in order, but the collections aren’t bundled that way. To play in the order shown, you need to watch the movie Back Cover in Kingdom Hearts HD 2.8, then play Birth By Sleep in Kingdom Hearts HD 1.5, and then go back to Kingdom Hearts HD 2.8 to play Birth by Sleep – A Fragmentary Passage. It’s a bit complicated!

    Hikaru Utada’s new version of “Simple and Clean” brought me to tears. As a teenager, I loved Japanese pop and rock music more than Disney.

    Hearing this new version of a beloved song made me feel both young and old but in a good way. Playing these games again, I hope to relive the emotions and memories that led me to my job today and remember the joy and comfort these games brought me.

  • XDefiant Suffers Server Issues: Launch Day Blues for Free-to-Play FPS

    XDefiant Suffers Server Issues: Launch Day Blues for Free-to-Play FPS

    Is XDefiant not working? Ubisoft’s new shooter, featuring groups from its other games, is now out. You might be excited to start playing but can’t connect. If you’re having trouble, you might wonder if the problem is with Ubisoft or your connection.

    Is XDefiant Down?

    XDefiant Release Date PS5
    XDefiant Release Date PS5

    XDefiant servers are very busy right now, so you might see error messages saying it can’t find a match. If you keep trying, it should eventually work.

    If you see the message “Ubisoft services are temporarily unavailable. Please try again later” before the game opens, try refreshing the Ubisoft Connect client.

    When a popular new game like XDefiant launches, server problems are normal in the first few hours. The XDefiant status page on Ubisoft’s help site shows no major issues, so it’s probably just too many people trying to play at once.

    The XDefiant Twitter account said Ubisoft is looking into the matchmaking server problems after many reports. They know about the issue and are working on it.

    While you wait, you can try some other great FPS games or other multiplayer games we recommend if you’re frustrated with XDefiant right now.

    XDefiant Suffers Server Issues

    Launching a new online game is tough, as many people know. XDefiant is now facing problems like Diablo 3 did when it launched. Many players are having trouble with matchmaking. You can log into the game, but finding someone to play with is the issue.

    It’s normal to expect some problems on the first day of a game launch. Most FPS game fans know there might be issues at the start. Since XDefiant had alpha and beta tests, some people thought the launch would go more smoothly.

    The main problem with XDefiant is the matchmaking. Trying to join a match gives an error message saying “Unable to Find Match.” Some players can get into games, but it’s not consistent. Also, the Practice Zone isn’t live, so you can’t practice while waiting.

    Ubisoft is working on fixing the problem. They posted on Twitter, saying, “We’re aware that some players are unable to join a game- please bear with us while we look into servers and matchmaking. We are all focused on the matchmaking issue and are continuously investigating. We will continue to provide updates as soon as possible.”

    Most fans are not too angry yet, just a bit frustrated or joking about the situation on social media. It’s unclear how long this issue will last. If you want to try getting into the game, you can go to the XDefiant site to download it.

  • Street Fighter 6 Akuma and Season 2 Patch Notes: The Master of the Fist Arrives!

    Street Fighter 6 Akuma and Season 2 Patch Notes: The Master of the Fist Arrives!

    Street Fighter 6 came out almost a year ago, and now it’s getting its biggest update yet. Capcom just shared the patch notes for the Akuma and Season 2 update, which fans have been waiting for.

    In this update, all 21 characters are being changed. Some are getting stronger (buffs), some are getting weaker (nerfs), and some are getting new moves.

    Also, game mechanics like wakeup Drive Reversal and Drive Parry are being changed. New features are being added too, like Character BGM Settings and an in-game music shop.

    Street Fighter 6 Akuma and Season 2 Patch Notes

    Universal Changes

    Input Recognition – Adjustment

    The Input Recognition Frame, which is the number of frames within which you must press the attack button after a special move command is inputted in order for the game to recognize you are performing a special move, has been adjusted per command.

    1. For ↓↘→ or ↓↙← commands while standing on the ground, the Input Recognition Frame has been changed from 11 to 9 frames.

    This means the attack button must be pressed within 9 frames of the final forward or back command being input for it to be recognized and have the special move be performed.

    For ↓↘→ or ↓↙← commands while in the air, the Input Recognition Frame remains at 11 frames.

    2. For ←↙↓↘→ or →↘↓↙← commands, the Input Recognition Frame has been changed from 12 frames to 9 frames.

    Mid-air ↓↘→ and ↓↙← Command Moves – Adjustment

    Considering the fastest possible input necessary for instant aerial commands, the input difficulty has been eased slightly, and ↓↙← + K commands can now be performed using any downward direction (↙ or ↓ or ↘) followed by ↙← + K.

    ↓↓ Button Commands – Adjustment

    If Medium Punch+Medium Kick are input between a double Down tap, no command will be performed.

    This adjustment was made so that if you immediately double tap Down after a Cancel Drive Rush from a crouching attack, a double Down command move will not be performed by accident.

    Jump Landing Hurtboxes – Adjustment

    The following characters have had their hurtbox while landing from a jump moved upwards to match other characters, as it was previously lower and caused unanticipated attacks to hit them: Chun-Li, Dhalsim, Lily, A.K.I.

    Stun Timing Adjustments – Bug Fix

    Fixed an issue where if an opponent in Burnout blocks a Drive Impact a certain distance away from the corner of the screen, and the player performs a technique just before stun occurs, no combo scaling would be applied on the combo after the stun.

    Drive Parry – Adjustment

    1. Throw hurtbox has been expanded while the technique is being performed.
    2. Hurtbox from the 3rd frame and later has been expanded
    3. The shortest possible active parry hitbox time has changed from 8 frames to 12 frames.
    4. Recovery after the active frames has changed from 29 frames to 33 frames.
    5. After absorbing an attack, the time until the Drive Gauge starts to auto regenerate has changed from 60 frames to 20 frames.

    Perfect Parry – Adjustment

    The overall gauge fluctuation from a counter attack after a Perfect Parry has been reduced. This adjustment is not just for the first attack, but affects all attacks until the combo ends.

    1. Super Art gauge increase has changed from 100% to 80% for both the attacker and damage-taker.
    2. Drive gauge increase for the attacker has changed from 100% to 50%
    3. Drive gauge decrease for the damage-taker has changed from 100% to 50%

    A.K.I.

    Assisted Combo 2 – Adjustment
    Combo during Burnout has changed to the following.
    Standing Medium Punch > Nightshade Pulse > Nightshade Chaser

    Assisted Combo 3 – Adjustment
    Combo has changed to the following.
    – Basic: Standing Heavy Kick > Overdrive Serpent Lash > Standing Light Kick > Toxic Wreath > Claws of Ya Zi
    – During Burnout Standing Light Kick > Light Serpent Lash > Claws of Ya Zi

    Gluttony (Backwards Throw) – Universal Adjustment
    Distance increased between characters when the opponent is thrown into the corner.

    Standing Medium Punch – Adjustment
    Hurtbox around the arms during the active frames reduced.

    Standing Heavy Punch – Adjustment
    1. Cancel window into Target Combo delayed by 1 frame.
    2. Disadvantage on block changed from -5 to -4 frames.
    3. Attack hitbox expanded downward.

    Standing Light Kick – Adjustment
    1. Attack startup changed from 5 to 4 frames.
    2. Recovery changed from 11 to 12 frames.
    3. Advantage on hit changed from +4 to +3 frames.
    4. Disadvantage on block changed from -2 to -3 frames.

    Standing Medium Kick – Adjustment
    1. Attack startup changed from 9 to 8 frames.
    2. Overall technique length changed from 28 to 27 frames.
    3. Pushback on hit reduced.

    Standing Heavy Kick – Adjustment
    1. Hurtbox around the front of the feet during the 1st active frame reduced.
    2. Made the hurtbox around the torso anti-air invincible from the 2nd active frame until the end of the active frames.

    Crouching Medium Punch – Adjustment
    Recovery when the attack misses changed from 21 to 18 frames, and recovery on block and hit unified.

    Crouching Medium Kick – Adjustment
    1. Advantage on hit changed from +4 to +5 frames.
    2. Advantage on block changed from -3 to +1 frames.

    Crouching Heavy Kick – Adjustment
    1. Active frames changed from 5 to 6 frames.
    2. Recovery changed from 21 to 20 frames.
    3. Hurtbox on the front of the feet reduced.
    4. Movement distance back and forth during the technique increased.
    Note: Position when the technique ends has not change.
    5. Horizontal blowback on Punish Counter reduced.

    Jumping Heavy Kick – Adjustment
    1. Active frames changed from 5 to 8 frames.
    2. Hurtbox added during recovery to match visual.

    Hun Dun (Light Punch > Light Punch) – Adjustment
    Advantage on hit changed from ±0 to +1 frames.

    Light Serpent Lash (QCF + Light Punch) – Adjustment
    1. Attack hitbox expanded forward.
    2. The horizontal blowback on hit during Toxic Blossom is reduced.
    3. Hit effect on Punish Counter changed to backwards crumple, regardless of whether the opponent is in a normal state or Toxic Blossom has been triggered.
    Note: If Toxic Blossom is triggered, the window for a possible follow-up attack is longer.

    Heavy Serpent Lash (QCF + Heavy Punch) – Adjustment
    1. The timing for when the hurtbox around the head is reduced changed from the 6th frame to the 4th frame.
    2. Input buffer now allowed starting from 10 frames before recovery ends.

    Overdrive Serpent Lash (QCF + Two Punches) – Bug Fix
    During a mid-air combo, the second attack would sometimes miss if the opposite was at a high enough elevation, so the attack hitbox for the second attack has been expanded upward.

    Normal Nightshade Pulse (QCF + Light Punch) – Adjustment
    Can now be canceled into Overdrive Snake Step from the 36th frame of the technique until the end of the recovery frames.

    Overdrive Nightshade Chaser (QCB + Two Punches > + Punch) – Adjustment
    Hit effect when the opponent is not in the air changed from knockback to blowback knockdown.

    Toxic Wreath (QCB + Heavy Punch) – Adjustment
    1. Damage distribution changed from 400+400 to 200+600.
    2. Second attack’s active frames changed from 7 to 9 frames.

    Normal Cruel Fate (QBC + Kick) – Adjustment
    1. Can be canceled into Super Art level 3/Critical Art after landing on either hit or block.
    2. Pushback on block of the heavy version increased.

    Overdrive Cruel Fate (QCB + Two Kicks) – Adjustment
    1. Can be canceled into Super Art level 3/Critical Art after landing on either hit or block when the hit throw version is not triggered.
    2. Second attack’s hitbox expanded downward.

    Venomous Fang (Down + Two Punches > Punch) – Adjustment
    Projectile invincibility extended until the end of the attack’s active frames.

    Heel Strike (Down + Two Punches > Kick) – Adjustment
    1. First attack’s hitbox expanded forward.
    2. Added an attack hitbox to the second attack that is only used when the opponent is in a combo, allowing players to string together combos more easily.

    Entrapment (Down + Two Punches > Light Punch + Light Kick) – Adjustment
    Removed immediate scaling.

    Light Snake Step (QCF + Light Kick) – Adjustment
    Technique now moves backwards.

    SA1 Deadly Implication – Adjustment / Bug Fix
    1. Expanded attack hitbox.
    2. The 1st frame of the technique was completely invincible, and this has been changed to be only strike and throw invincible.
    3. Fixed an issue that caused attacks after the first attack hits to miss in certain situations.

    SA2 Tainted Talons – Adjustment
    Changed final attack damage from 800 to 1000.

    Dhalsim

    Assisted Combo 2 – Adjustment
    Combo changed to the following during Burnout.
    Divine Kick > Medium Yoga Flame

    Assisted Combo 3 – Adjustment
    Combo changed to the following during Burnout.
    Standing Heavy Kick > Heavy Yoga Fire > Merciless Yoga

    Drive Reversal – Adjustment
    1. The first attack’s hit effect changed from a knockback to a blowback knockdown.
    2. Advantage on hit changed from 23 to 24 frames.

    Standing Medium Kick – Adjustment
    Hurtbox around the feet on frame 30 reduced.

    Standing Heavy Kick – Adjustment
    1. Advantage on hit changed from +1 to +3.
    2. Pushback on hit reduced.

    Crouching Medium Kick – Adjustment
    1. Damage reaction from the 8th active frame and after has been changed.
    Note: This was done so that it’s easier to understand when Dhalsim is at a +4 frame advantage or more.
    2. Pushback on hit reduced.

    Yoga Mummy (↓ + Light Punch, during a jump) – Adjustment
    1. Mid-air hit effect changed from mid-air recovery to blowback knockdown.
    2. Combo count upper limit increased.

    Agile Kick (↙ + Light Kick) – Adjustment
    Upward attack hitbox reduced.
    Note: This adjustment was made so that this attack doesn’t hit opponents using an attack with invincibility around the feet.

    Normal Charged Yoga Fire (↓↘→ + Punch) – Adjustment
    1. Attack start up changed from 45 to 43 frames.
    2. Overall technique length changed from 77 to 73 frames.
    Note: Recovery on block has not changed.

    Overdrive Yoga Blast (→↘↓↙← + Two Kicks) – Adjustment
    1. Initial scaling removed.
    2. Combo count additional value reduced.

    Overdrive Yoga Comet (→↘↓↙← + Two Punches, during a jump) – Adjustment
    Projectile no longer disappears before it hits the ground.

    SA2 Yoga Sunburst – Adjustment
    1. Increased the amount of chip damage sustained while in Burnout according to power level.
    Level 1: 750
    Level 2: 850
    Level 3: 950
    2. While using Modern or Dynamic controls, the trajectory of the projectile can be changed via directional input after the move is performed.

    SA3/CA Merciless Yoga – Adjustment
    Attack startup is faster only when canceling from Yoga Flame.

    Jamie

    Assisted Combo 2 – Adjustment
    1. At Drink level 4 Overdrive Freeflow Strikes > The Devil’s Song cancel timing is hard set to the 2nd attack.
    2. Combo has now changed to the following.
    – Basic
    Standing Medium Kick > Overdrive Freeflow Strikes > The Devil’s Song > Senei Kick > Ransui Haze > Medium Swagger Step > Swagger Hermit Punch
    – Super Art gauge is less than 2 bars
    Standing Medium Kick > Overdrive Freeflow Strikes 1 > Overdrive Freeflow Strikes 2 > Overdrive Freeflow Strikes 3
    – During Burnout
    Standing Medium Kick > Heavy Freeflow Strikes 1 > Freeflow Strikes 2 > Freeflow Strikes 3

    Assisted Combo 3 – Adjustment
    Combo has now changed to the following during Burnout.
    Standing Heavy Kick > Medium Swagger Step > Getsuga Saiho

    Wheel Punch (Backward Throw) – Universal Adjustment
    Distance increased between characters when the opponent is thrown into the corner.

    Standing Medium Punch – Adjustment
    Advantage on block changed from +1 to +2.

    Standing Medium Kick – Adjustment
    Advantage on hit changed from +1 to +2.

    Crouching Medium Punch – Adjustment
    1. Advantage on hit changed from +3 to +5.
    2. Advantage on block changed from ±0 to -1.

    Crouching Medium Kick – Adjustment
    Hurtbox on the feet expanded upwards between frames 18 – 27 only when the attack misses.

    Crouching Heavy Kick – Adjustment
    1. When the first attack is blocked, the second attack changes to a high attack.
    2. Recovery changed from 28 to 29 frames when the attack is blocked.
    3. Disadvantage on block changed from -10 to -11.
    4. Reduced combo count additional value for the first attack.

    Jumping Heavy Kick – Adjustment
    Hurtbox present around the feet on the last frame of start-up removed.

    Tensei Kick (↓ + Two Kicks) – Bug Fix
    Fixed an issue where Luminous Dive Kick could not be performed using simple inputs after a jump cancel when The Devil’s Song was active during Drink level 1 – 3 while using Modern controls.

    Drink Level 4 Hermit’s Elbow (← + Heavy Punch) – Adjustment Pushback reduced.

    Falling Star Kick (→ + Medium Kick) – Adjustment
    1. Cancel window for Full Moon Kick extended by 1 frame.
    2. Added 1 frame of hitstop and blockstun.

    Bitter Strikes (Light Punch > Light Kick > Medium Punch) – Adjustment
    1. Expanded the first attack’s hitbox forward.
    2. The cancel timing when using a Drive Rush on the second attack is now 1 frame earlier.
    3. 2 frames of recovery added to the defender on block for the second attack.
    4. Recovery when only the second attack is blocked changed from 21 to 23 frames.
    Note: Advantage on block has not changed.

    Immediate Ransui Haze (→ + Heavy Kick > ← + Heavy Kick > Heavy Punch) – Adjustment
    1. Damage changed from 700 to 850.
    2. Combo scaling of 20% added.
    3. Start-up changed from 17 to 15 frames.
    4. Total technique frame length changed from 48 to 46 frames.
    5. Extended Ransui Haze buffer input grace period.

    Drink Level 0-3 Normal Freeflow Strikes (↓↘→ + Punch > → + Punch > → + Punch) – Adjustment
    1. Drive gauge increase from the three attacks changed from 700 to 1500.
    2. Drive gauge decrease when blocking the three attacks changed from 1500 to 2500.
    3. Input buffer start period when going to the third attack changed from frame 2 to frame 7.
    – Universal Adjustment
    While using Classic controls, attack will not be performed after the second attack if Medium or Heavy Kick are pressed at the same time.

    Drink Level 4 Normal Freeflow Strikes (↓↘→ + Punch > → + Punch > → + Punch) – Adjustment
    1. Hitbox for the 1st hit of the first attack expanded forward.
    2. Drive gauge increase for the first attack changed from 1400 (700×2) to 3000 (1500×2).
    3. Drive gauge increase for the second attack changed from 1400 (700×2) to 1000 (500×2).
    4. Drive gauge increase for the third attack changed from 2100 (700×3) to 1500 (500×3).
    5. Input buffer start period when going to the third attack changed from frame 2 to frame 7.
    – Universal Adjustment
    While using Classic controls, attack will not be performed after the second attack if Medium or Heavy Kick are pressed at the same time.

    Drink Level 4 Medium/Heavy Freeflow Strikes (↓↘→ + Medium/Heavy Punch > → + Punch > → + Punch) – Bug Fix
    Fixed an issue where the input buffer starting frame for the next attack differed from other strengths.

    Drink Level 0-3 Overdrive Freeflow Strikes (↓↘→ + Two Punches > → + Punch > → + Punch) – Adjustment
    1. Advantage when the first attack hits changed from ±0 to +1.
    2. Drive gauge reduction when blocking the three attacks changed from 1500 to 2500.
    3. Hits after the second attack are no longer subject to combo scaling.
    4. Input buffer start period when going to the third attack changed from frame 2 to frame 7.
    – Universal Adjustment
    While using Classic controls, attack will not be performed after the second attack if Medium or Heavy Kick are pressed at the same time.

    Drink Level 4 Overdrive Freeflow Strikes (↓↘→ + Two Punches > → + Punch > → + Punch) – Adjustment
    1. Hitbox for the 1st hit of the first attack expanded forward.
    2. Hits after the second attack are no longer subject to combo scaling.
    3. Input buffer start period when going to the third attack changed from frame 2 to frame 7.
    – Universal Adjustment
    While using Classic controls, attack will not be performed after the second attack if Medium or Heavy Kick are pressed at the same time.

    Normal Freeflow Kicks (↓↘→ + Punch > → + Kick > → + Kick) – Adjustment
    1. Drive gauge increase for the second and third attack increased from 700 to 1000.
    2. Drive gauge reduction when blocking the three attacks changed from 1500 to 2500.
    3. Input buffer start period when going to the third attack changed from frame 2 to frame 7.
    – Universal Adjustment
    While using Classic controls, attack will not be performed after the second attack if Medium or Heavy Kick are pressed at the same time.

    Overdrive Freeflow Kicks (↓↘→ + Two Punches > → + Kick > → + Kick) – Adjustment
    1. Drive gauge reduction when blocking the three attacks changed from 1500 to 2500.
    2. Input buffer start period when going to the third attack changed from frame 2 to frame 7.
    – Universal Adjustment
    While using Classic controls, attack will not be performed after the second attack if Medium or Heavy Kick are pressed at the same time.

    Heavy Swagger Step (↓↙← + Heavy Punch) – Adjustment
    1. Recovery changed from 17 to 16 frames.
    2. Disadvantage on block changed from -5 to -3 frames.
    3. Increased knockdown time by 2 frames on hit.

    Overdrive Swagger Step (↓↙← + Two Punches) – Adjustment
    Increased knockdown time by 3 frames when attack hits a mid-air opponent.

    Light Arrow Kick (→↓↘ + Light Kick) – Adjustment
    1. Initial scaling of 30% added.
    2. Start-up changed from 6 to 5 frames.
    3. Transition attack hitbox after initial hit expanded forward.

    Normal/Overdrive Luminous Dive Kick (↓↙← + Kick/Two Kicks during a forward jump) – Adjustment
    1. Pushback on block reduced.
    2. Hurtbox around the feet now comes out on the 6th frame of the technique instead of the 10th.
    3. Reduced the hurtbox around the feet from the 13th frame of the technique.

    Normal/Overdrive Bakkai (↓↘→ + Kick/Two Kicks) – Adjustment
    Projectile invincibility has been extended until the final attack’s active frames are finished.

    Normal Tenshin (→↘↓↙← + Kick) – Bug Fix
    Fixed an issue where the internal combo count starting value would be added even though the opponent was standing on the ground after the hit.

    Overdrive Tenshin (→↘↓↙← + Two Kicks) – Adjustment
    1. Removed Immediate Scaling.
    2. Added Intial Scaling of 30%
    Note: Tweaked the attack so that combo scaling is applied from the first follow-up attack.

    Normal/Overdrive Swagger Hermit Punch (↓↙← + Punch/Two Punches > → + Punch) – Universal Adjustment
    While using Classic controls, attack will not be performed if Medium or Heavy Kick are pressed at the same time.

    SA1 Breakin’ – Adjustment / Bug Fix
    1. Start-up changed from 10 to 8 frames.
    2. Added a new hitbox from frames 8 – 10 of the technique.
    3. Attack hitbox for the first and second attack that is only applied when an opponent is in a combo has been expanded.
    4. Reduced forward movement when the screen darkens, and increased forward movement after the screen transition is over.
    5. The 1st frame of the technique was completely invincible, and this has been changed to be only strike and throw invincible.

    SA3/CA Getsuga Saiho – Adjustment
    Collision pushbox at the beginning of the technique has been expanded upwards, making it more difficult for Jamie to pass underneath airborne opponents.

    Luke

    Assisted Combo 1 – Adjustment
    Combo has now changed to the following.
    – When Super Art gauge is empty
    Crouching Light Kick > Crouching Light Punch > Overdrive Flash Knuckle > Medium Rising Uppercut
    – During Burnout
    Crouching Light Kick > Crouching Light Punch > Light Flash Knuckle

    Assisted Combo 2 – Adjustment
    1. Changed so that Overdrive Flash Knuckle cancels into Super Art 2 from the second hit.
    2. Combo has now changed to the following.
    – When Super Art gauge is less than 2 bars
    Crouching Medium Punch > Overdrive Flash Knuckle > Medium Rising Uppercut
    – During Burnout
    Crouching Medium Punch > Light Flash Knuckle

    Assisted Combo 3 – Adjustment
    Combo has now changed to the following.
    – When Super Art gauge is full
    Standing Heavy Punch > Overdrive Sand Blast > Pale Rider
    – When Super Art gauge is less than 3 bars
    Standing Heavy Punch > Overdrive Sand Blast > Fatal Shot
    – During Burnout when Super Art gauge is full
    Standing Heavy Punch > Medium Sand Blast > Pale Rider

    Standing Medium Kick – Adjustment
    1. Start up changed from 7 to 8 frames.
    2. Recovery changed from 20 to 19 frames.

    Standing Heavy Punch – Adjustment
    1. Advantage on hit changed from -1 to +1 frame.
    2. Collision pushbox on hit has been expanded upward.
    Note: This adjustment has been made to make it more difficult for Luke to swap sides when hitting an opponent in the air.

    Standing Heavy Kick – Adjustment
    1. Active frames changed from 6 to 7 frames.
    2. Recovery changed from 17 to 16 frames.
    3. Forward attack hitbox reduced during active frames 1 – 2.
    4. Camera shake added if the attack is blocked on the final active frame.
    Note: This was added to make it easier to understand when Luke has an advantage.

    Crouching Light Punch – Adjustment
    Forward attack hitbox reduced.

    Crouching Medium Punch – Adjustment
    1. Initial scaling of 15% added.
    2. Forward attack hitbox reduced.

    Crouching Medium Kick – Adjustment
    The body hurtbox has been expanded forward during frames 19 – 29, only for when the attack misses.

    Crouching Heavy Punch – Adjustment
    1. Combo scaling changed from 10% to 15%
    2. Attack hitbox reduced to make it harder to hit opponents directly above Luke.
    3. Attack hitbox on the 1st active frame has been expanded forward.
    4. Upper body hurtbox during frames 7 – 8 of the technique has been expanded.
    5. The central axis of the character now moves according to the visual appearance of the technique.
    Note: There may be some side effects to this, such as Luke moving forward slightly when canceling into a special move, or finding himself more susceptible to cross-ups.

    Jumping Heavy Punch – Adjustment
    Hurtbox has been expanded downward from the 9th frame of the technique.
    Note: This expanded hurtbox is invincible to projectiles.

    Jumping Heavy Kick – Adjustment
    Hurtbox has been expanded downward from the 10th frame of the technique.
    Note: This expanded hurtbox is invincible to projectiles.

    Outlaw Kick (← + Heavy Kick) – Adjustment
    1. Advantage on Punish Counter has changed from 19 to 17 frames.
    2. Pushback on Punish Counter has been increased.

    Nose Breaker (Crouching Medium Kick > ↓ + Heavy Punch) – Universal Adjustment
    When using Classic controls, pressing Heavy Kick at the same time will cause the second attack to not come out.

    Fatal Shot (↓↘→ + Two Punches > Two Punches) – Adjustment
    1. Damage changed from 700 to 1000.
    2. Super Art gauge increase changed from 400 to 1000.
    3. Drive gauge decrease changed from 2000 to 7000 on Punish Counter.

    Medium Flash Knuckle (↓↙← + Medium Punch) – Adjustment
    Pressing the button rapidly after this attack is performed will make it harder for the hold button version to be performed by accident.

    Charged Medium Flash Knuckle (↓↙← + Medium Punch (Hold)) – Adjustment
    Reduced recovery by 4 frames when this attack hits super armor.

    Perfect/Charged Heavy Flash Knuckle (↓↙← + Heavy Punch (Hold)) – Adjustment
    Increased knockdown time by 1 frame on hit.

    Overdrive Flash Knuckle (↓↙← + Two Punches) – Adjustment
    Increased knockdown time by 10 frames on hit.

    DDT (↓↙← + Two Punches > Two Punches) – Adjustment
    1. Damage changed from 2000 to 2500.
    2. Super Art gauge increase changed from 1500 to 3000.

    Normal/Overdrive No Chaser (↓↘→ + Kick/Two Kicks > Punch) – Adjustment
    1. Active frames changed from 7 to 10 frames.
    2. Recovery changed from 19 to 16 frames.

    SA3/CA Pale Rider – Adjustment
    1. Attack hitbox during a combo on an opponent has been expanded upward.
    2. Invincibility no longer extends when performing the attack from long range.

    Rashid

    Modern Controls – Adjustment
    Changed the move performed with Jumping Light Attack from Jumping Light Kick to Jumping Light Punch.

    Assisted Combo 2 – Adjustment
    Combo changed to the following during Burnout.
    Rising Kick > Heavy Arabian Cyclone > Rolling Assault

    Sunset Drop (Backwards Throw) – Universal Adjustment
    1. Increased distance after hit.
    2. Increased Rashid’s recovery by 3 frames after hit.
    3. Changed input buffer time from 5 to 8 frames.

    Drive Impact – Bug Fix
    Fixed an issue where the hurtbox before and after absorbing an attack with super armor was different.

    Arabian Skyhigh Version Jumping Heavy Kick – Bug Fix
    Fixed an issue where Rashid would be invincible after hitting a mid-air opponent with this attack.

    Arabian Skyhigh Version Blitz Strike (? + Light Punch, during a jump) – Adjustment
    Reduced combo count’s additional value.

    Run (Forward, hold Forward) – Adjustment
    Changed transition timing for Backup and Tempest Moon to be 2 frames faster.

    Backup (Forward + Punch, during Run) – Adjustment
    1. Will now hit mid-air opponents.
    2. Second attack can be canceled into a Super Art.
    3. Reduced combo count additional value.

    Tempest Moon (Forward + Kick, during Run) – Adjustment
    Can now be canceled into a Super Art.

    Rising Kick (Medium Punch > Heavy Kick) – Universal Adjustment
    When using Classic controls, pressing Heavy Punch at the same time as the second input will cause the second attack to not come out.

    Air Current Boosted Light Spinning Mixer (QCF + Light Punch) – Bug Fix
    Removed anti-air invincibility from frames 3 – 5 of the technique.

    Normal/Air Current Boosted Light Eagle Spike (QCB + Light Kick) – Adjustment
    Attack can now be canceled into Super Art level 3 when landing back on the ground, but only on hit.

    Wing Stroke (Back + Kick, during Arabian Cyclone) – Universal Adjustment
    While using Classic controls, attack will not be performed if Medium or Heavy Punch are pressed at the same time.

    Rolling Assault and Nail Assault (Forward + Kick, during Arabian Cyclone and Kick, during Rolling Assault) – Universal Adjustment
    While using Classic controls, attack will not be performed if Medium or Heavy Punch are pressed at the same time.

    SA1 Super Rashid Kick – Bug Fix
    The 1st frame of the technique was completely invincible, and this has been changed to be only strike and throw invincible.

    SA2 Ysaar – Adjustment
    After Ysaar is activated, Rashid will not gain any Super Art gauge until the active frames of the whirlwind are over.

    You might also be interested in the patch notes for Destiny 2 Update 7.3.5 Patch Notes and NBA 2K24 Season 4 New Gen Patch Notes.

  • Genshin Impact Natlan Leaks: Dragons, Deserts, and a New Archon – Unveiling the Land of Fire

    Genshin Impact Natlan Leaks: Dragons, Deserts, and a New Archon – Unveiling the Land of Fire

    According to new leaks, farming Artifacts in Genshin Impact might get easier with the arrival of Natlan later this year. Natlan is the upcoming sixth major region in Teyvat and is known as the Nation of Pyro.

    Its release this year was confirmed in the game’s roadmap, making it the next big area after Fontaine. With the end of the story arc in the Nation of Hydro, developer HoYoverse has confirmed that Natlan is next.

    The game has already shared some details about Natlan. The principle of War rules it and is currently involved in many conflicts. The story also mentions that Natlan is home to dragons, an important part of its society.

    As the release of the Nation of Pyro gets closer, more information is coming out through leaks. One leak suggests that character levels will increase. Now, new leaks hint that farming Artifacts will become easier.

    Genshin Impact Natlan Leaks

    Genshin Impact 5.0 Natlan update
    Genshin Impact 5.0 Natlan update

    According to new leaks, farming Artifacts in Genshin Impact might get easier with the release of Natlan later this year. Natlan is the next major region, known as the Nation of Pyro. It’s set to come out with Version 5.0, which will also bring new Artifact strongboxes.

    5.0 natlan info by gura
    byu/ukrisreng inGenshin_Impact_Leaks

    A leak from GuraLeak on Reddit suggests six new Artifact sets will be added: Deepwood Memories, Gilded Dreams, Desert Pavilion Chronicle, Flower of Paradise Lost, Vourukasha’s Glow, and something called “Narcissen.”

    These strongboxes can help players optimize their farming process by converting unwanted Artifacts into specific ones they need.

    Players usually get Artifacts from running Domains, but strongboxes offer a better chance of getting desired pieces.

    This is especially helpful for sets like Flower of Paradise Lost, which is great for characters focusing on Dendro-related Elemental Reactions, and Desert Pavilion Chronicle, ideal for the character Wanderer.

    While strongboxes don’t guarantee perfect stats, they increase the chances of getting useful Artifacts. This makes farming a bit less frustrating. However, the system still has its issues, like the random nature of drops and stats.

    Some players suggest that Genshin Impact could benefit from a system similar to HoYoverse’s other game, Honkai: Star Rail, where players can craft specific pieces using special materials.

    For now, the new Artifact strongboxes in Version 5.0 will provide some help, though it’s not a complete solution. As always, take leaks with a grain of salt, as plans can change before the official release.

  • Fortnite Teases Fallout Collaboration: Nuketown Incoming?

    Fortnite Teases Fallout Collaboration: Nuketown Incoming?

    A new vehicle has leaked ahead of its release in Fortnite for Chapter 5 Season 3. The upcoming season, called “Wrecked”, has a post-apocalypse theme and is set to start on May 24. So far, no new cosmetics for this season have been revealed, but fans can expect Fallout-themed items soon.

    Fortnite recently tweeted an image of power armor covered in dust with the words “Fortnite Battle Royale”, confirming a collaboration with Fallout. Fallout also tweeted the same image with the caption “Something S.P.E.C.I.A.L. coming.”

    The Fallout franchise, owned by Bethesda and Xbox, has become very popular lately. It fits well with the post-apocalyptic theme of Chapter 5 Season 3.

    Twitch streamer Swearin tweeted a picture of a toy Fortnite vehicle that hasn’t been released yet. Swearin mentioned, “Fortnite sent me a car inspired by one of the new vehicles for next season.”

    The toy car is a red tow truck with a black cogwheel on its sides, and engine exhausts coming out of the hood and side skirts. The truck has a sleek design, and its license plate reads “EAT NTRO”, possibly hinting at the theme of the next Fortnite season.

    Fortnite Teases Fallout Collaboration

    'Fortnite' teases Fallout collaboration
    ‘Fortnite’ teases Fallout collaboration

    Bethesda’s post-apocalyptic RPG franchise, Fallout, is coming to Fortnite. The Fallout series got a huge boost in popularity thanks to the hit Amazon TV show.

    On May 17, Epic Games announced that Fallout would be coming to Fortnite with a single image and a few emojis.

    Players will likely get to visit a Fallout-inspired location on Fortnite’s map. It looks like the iconic power armor from the Fallout games will also be added to Fortnite as a premium cosmetic skin.

    In April, the live-action Fallout TV series premiered on Amazon Prime and became one of the service’s biggest hits and most-watched shows of the year.

    This made the games more popular than ever, even crashing a mod site. So it’s no surprise that Epic and Bethesda are working together on a big Fallout/Fortnite event.

    Right now, we don’t have a lot of details about this crossover or when it will happen in Fortnite. It could just be a small thing with a few skins and nothing more.

    But it seems likely that this will be a bigger event with more than just cosmetic items, maybe even including quests. The teaser image from Epic shows at least one Fallout-inspired location on the map, suggesting that this event could have more to offer than just cool-looking power armor.

    Fortnite Leak

    Live events in Fortnite have been teasing the release of Chapter 5 Season 3 for some time now. The most recent event showed Zeus’s lightning striking Pandora’s Box, sinking it into the Styx River.

    Now, a blinking red light hovers on the horizon, flashing “no hope” in Morse code. In Fortnite lore, Pandora’s Box is linked with the apocalypse, making it a fitting way for Fortnite to move into the next season.

    Fans don’t have much time left to prepare for the new Fortnite season. A long list of quests has been available since March 8, giving players a chance to catch up on the Battle Pass.

    The current season, Myths & Mortals, features many Greek-themed skins in the Battle Pass that fans won’t want to miss. Players can expect the post-apocalyptic-themed season to start soon, and they have until around 1:30 AM ET on May 24 to finish the current Battle Pass.

    Completing season quests will be crucial for earning enough XP to finish the pass before the next season begins. Downtime usually starts around 2 AM ET, with matchmaking disabled 30 minutes earlier.

  • Elden Ring’s New Enemy Revealed: A Terrifying Omen Wields Forbidden Power!

    Elden Ring’s New Enemy Revealed: A Terrifying Omen Wields Forbidden Power!

    The Elden Ring community got excited when a surprise DLC image revealed a new version of an old enemy with a new weapon type.

    Now, FromSoftware producer Yasuhiro Kitao has dropped another teaser art piece that looks a lot like Bloodborne, almost making me think it wasn’t Elden Ring at first.

    Elden Ring’s New Enemy Revealed

    Elden Ring's New Enemy Revealed
    Elden Ring’s New Enemy Revealed

    Kitao hadn’t tweeted since February 21, when he thanked the Elden Ring community for their patience in waiting for the DLC.

    Then, out of nowhere, he shared the new enemy art and quickly followed it up with an environmental shot that could easily be mistaken for a scene from Bloodborne’s Yharnam (you can see it below as well).

    The giveaway that this is indeed Elden Ring is the spiral of Grace lights in the background, but the style is similar to Bloodborne. I’ve always said that Lies of P is the closest thing to Bloodborne since Bloodborne, but FromSoft is unmatched when it comes to Gothic darkness.

    Without a caption from Kitao, all we have to go on is: hey look, a new area from Shadow of the Eritrea. But the lack of information has never stopped FromSoftware fans from speculating.

    This area has the shadowy atmosphere down; I lightened the image manually to take a closer look. Judging from the architecture, I think this is one of the big legacy dungeons in the DLC. The lit hallways, the central throne, and the overall decor suggest a large castle-type dungeon.

    Also Read:

    The main chamber of the Site of Grace looks almost like a cathedral, with impressive spires in the background. It’s hard to tell from the thin, dark points, but the elevated windows in the back indicate a multi-level environment.

    My wildest theory is this: There are small statues of dragons or griffins along the columns on the right, and with the numerous hanging cages, one of which looks like something broke out of it, I wonder if we’ll encounter more flying enemies in this area. Just what I wanted: more Elden Ring birds.

  • Firaxis’ Jake Solomon Launches Midsummer Studios: XCOM Creator Heads to Life Sim Pastures

    Firaxis’ Jake Solomon Launches Midsummer Studios: XCOM Creator Heads to Life Sim Pastures

    Jake Solomon, the former creative director of the XCOM franchise and Marvel’s Midnight Suns, has started a new game studio called Midsummer Studios.

    He is working with experienced developers who have worked on games like Sid Meier’s Civilization, XCOM, and The Sims. Together, they are creating a new “next-generation” Life Simulation game.

    Solomon, who worked at Firaxis for 23 years, is now the CEO and creative director of Midsummer Studios.

    He is joined by co-founder Will Miller, another ex-Firaxis developer, who is the game director for this new project. Miller was at Firaxis for 16 years and was the lead designer of Civilization: Beyond Earth and the lead engineer on Marvel’s Midnight Suns.

    Firaxis’ Jake Solomon launches Midsummer Studios

    Jake Solomon, the former lead of XCOM and a key figure in strategy games, announced this week that he’s co-founded a new game studio. Their focus will be on creating a life simulation game, which is quite different from the strategy games he’s known for.

    “This is where my passion is: emergent player stories,” Solomon said after the announcement. “I want to make a game that you can’t play without writing a story.”

    In an interview with PC Gamer last week, Solomon described a systems-driven life simulation game where players can choose what kind of story they want to tell. Whether it’s a romantic tale, a family saga, or a successful business venture, the game will generate characters and relationships to make the story interesting from the start.

    “We pre-seed the town with relationships,” Solomon explained. “When you start the game, your character already has relationships in the town. If you want to tell a romantic story, for example, your ex-lover might be your coworker, your high school boyfriend might be your neighbor, and your secret crush might be a town rival.”

    When asked if the game is like Dwarf Fortress, Solomon agreed, saying it’s a good comparison, though there are important differences. While it aims to simulate an environment, it won’t overwhelm players with detailed text about the town’s history every time they start a new game.

    “After choosing their story style and getting the starting town created,” Solomon said, “players can edit characters if they want to change those relationships.”

    Solomon emphasized that players will always be able to create their own stories in the game. He envisions an audience similar to Sims players on Tumblr who share screenshots of their dramatic storylines.

    Also Read:

    For longtime Sims players who sometimes feel uninspired to start a new project, Solomon’s game sounds like it will provide plenty of dramatic tension right from the beginning.

    This is the first project from Midsummer Studios. It doesn’t have a name yet, and there are no screenshots or trailers available, but you can read more details about Solomon’s vision for this small-town drama life simulation in our longer interview.

  • Horizon Retrowave in Forza Horizon 5: Neon Lights, Synth Beats & Retro Rides

    Horizon Retrowave in Forza Horizon 5: Neon Lights, Synth Beats & Retro Rides

    The next new Series in Forza Horizon 5 starts on Thursday, May 23. Playground Games has given us an early look at what to expect.

    Called “Horizon Retrowave,” it’s the 34th Series since the game launched in November 2022. This Series has a 1980s vibe but with a modern twist, like a remake of the movie TRON.

    It will feature some interesting new cars, including modern versions of 1980s classics. The map will get a neon makeover, making it very bright and colorful. There will also be new cosmetics, EventLab props, and an all-new radio station.

    Horizon Retrowave in Forza Horizon 5

    Horizon Retrowave in Forza Horizon 5
    Horizon Retrowave in Forza Horizon 5

    Forza Horizon 5 keeps racing forward with new content. Playground Games has revealed everything about the next major update, called Horizon Retrowave, which starts next week.

    This update takes you back to the 1980s with lots of neon lights, new music, and cool cars. Here’s what you need to know about the Horizon Retrowave update:

    New Cars

    As part of the Festival Playlist, five new cars are being added:

    • 1980 Lotus Esprit Turbo
    • 1986 BMW M635CSi
    • 1986 Citroen BX 4TC
    • 2021 Lamborghini Countach LPI 800-4
    • 2022 Hyundai N Vision 74

    New Radio Station

    A new radio station called Horizon Wave is being added, featuring 21 synth wave tracks and a new DJ named Isabel Moss. The music is themed around 1980s-style synthwave.

    Neon Decorations

    The game is getting a neon makeover, especially around the Highway. The decorations will sync with the music you’re listening to, and nights will be longer during the update to enjoy the lights. Some races with neon decorations are also making a comeback.

    New EventLab Props

    There are 20 new neon props for the EventLab, and most of them sync with the music for a dynamic light show. There are also three light pattern variations.

    New Cosmetics

    Players can get new cosmetics, including a full-body suit with neon pants and a leather jacket. To celebrate Minecraft’s 15th anniversary, there are two new hats modeled after the Creeper and Enderman characters. These hats can be redeemed for free from the Message Center. There are also six new retro-themed car horns to earn.

    Playground Games showed off the update in a new Let’s Go! livestream, but this summary covers all the key details. Enjoy the new 1980s-themed fun in Forza Horizon 5’s Horizon Retrowave update!

  • Valve’s New Hero Shooter Deadlock Leaked: First Look at a Team-Based Fantasy Brawl

    Valve’s New Hero Shooter Deadlock Leaked: First Look at a Team-Based Fantasy Brawl

    People are saying that Valve has been testing a game called Deadlock, which they’ve been working on since 2018.

    This information comes from people who participated in the playtest and leaked images of the game online.

    Valve’s New Hero Shooter Deadlock Leaked

    Valve's New Hero Shooter Deadlock Leaked
    Valve’s New Hero Shooter Deadlock Leaked

    Valve’s next game seems to be a multiplayer hero shooter called Deadlock. This news comes from playtesters who leaked images on social media today, and the details were confirmed by well-known Valve data miners @GabeFollower and Tyler McVicker.

    @GabeFollower posted on X, saying, “Since testers started sharing Deadlock screenshots all over the place, here are ones I can verify, featuring one of the heroes called Grey Talon.”

    The post included four screenshots of the game, showing characters (one looks like the Sniper from Team Fortress 2) fighting on a city map that resembles Half-Life 2’s City 17. Another image shows a hero named Grey Talon with their weapon and ability icons and a short description.

    Valve hadn’t mentioned Deadlock before, so this reveal is a surprise. Earlier this week, GabeFollower described Deadlock as “fast-paced interesting ADHD gameplay.

    Combination of Dota 2, Team Fortress 2, Overwatch, Valorant, Smite, Orcs Must Die.” The Verge has asked Valve for comments.

    Valve is known for its PC platform Steam and the Steam Deck, but it still makes games. Last year, they released Counter-Strike 2, an update to Counter-Strike GO.

    In 2017, Valve president Gabe Newell said they were working on three VR games, including the 2020 hit Half-Life: Alyx. Deadlock doesn’t seem to be a VR game, so Valve might have even more secret projects coming up.

    Much of this information has been confirmed by Valve reporter Tyler McVicker (via Eurogamer), who says that a closed alpha playtest is happening with “hundreds” of people playing.

    YouTubers who focus on competitive gaming have also been invited to the playtest.

    Content creator Gabe Follower shared more details about Deadlock, describing it as a “competitive third-person, hero-based shooter” with “6v6 battles on a large map with four lanes, usable abilities, and items.”

    The game includes tower defense mechanics and a setting that combines fantasy with steampunk. Characters include magicians, “weird creatures, and robots.” The game also allows fast travel using floating rails, similar to Bioshock Infinite.

  • Ubisoft Reveals Assassin’s Creed Shadows: A Shinobi’s Dance in Feudal Japan

    Ubisoft Reveals Assassin’s Creed Shadows: A Shinobi’s Dance in Feudal Japan

    Some people on the internet are upset about Ubisoft’s Assassin’s Creed Shadows because it features a Black man and a Japanese woman as the main characters. They claim the game is “woke” and not true to history, even though Yasuke, one of the characters, is a real historical figure.

    This criticism is happening even though the series has always included fantastical elements like fighting mythical creatures and visiting Atlantis.

    These critics are using thinly veiled racism, pretending to care about historical accuracy to justify their prejudices.

    They are trying to stir up anger in their communities, similar to what happened with the game Stellar Blade. As soon as the key art for Shadows showed a person of color as the main character, the same backlash occurred.

    Ubisoft Reveals Assassin’s Creed Shadows

    Ubisoft has finally announced its long-awaited Assassin’s Creed game set in feudal Japan, called Shadows. It features two main characters: a ninja named Naoe and a samurai based on the historical Black samurai Yasuke.

    While there’s a lack of Asian representation in Western games, it’s ironic and ridiculous that people are only now talking about needing an Asian protagonist because Assassin’s Creed Shadows stars a Black samurai.

    This misses the bigger issue. I always support more Asian men in big games, but having another samurai hero isn’t the best way to get better representation.

    Assassin’s Creed Doesn’t Care About Historical Accuracy

    Assassin's Creed Shadows Revealed
    Assassin’s Creed Shadows Revealed

    Assassin’s Creed has always featured outsiders and rebels from different backgrounds and has moved away from strict realism. It’s not meant to be a super realistic game, so using that argument to justify bigotry is wrong.

    The reactions to Shadows on social media have been awful, even though it was just announced.

    People of color expressing their excitement are facing blatant racism, hateful memes, and trolls saying they’re only excited because they can play as a character like themselves, ignoring the long history of diverse characters in games.

    Much of the outrage comes from claims that Yasuke, a Black samurai, is historically inaccurate and that Ubisoft is pushing a political agenda. However, Assassin’s Creed has always included major and sometimes controversial historical figures in creative ways.

    For example, Margaret Thatcher is depicted as a Templar in the series. Shadows isn’t changing history to be more progressive; it’s doing what the series has always done.

    Yasuke has been featured in many books, films, shows, and anime, but only in a mainstream video game does his presence cause such outrage.

    This shows how toxic and guarded the gaming community can be. Yasuke is a famous figure whose story has been adapted in many ways, and Ubisoft will likely mix fact and fiction in Shadows, as usual.

    This is similar to how the game Like A Dragon: Ishin portrayed Sakamoto Ryoma as Kazuma Kiryu, bending the truth for spectacle while respecting history. Yasuke is treated differently because he is Black, which reveals ingrained prejudices.

    We don’t know much about how Shadows will depict Japanese history or its feudal period. It may include folklore and alter history for its story, and there wouldn’t be such an uproar if the main character was of another race or from another country.

    Japanese developers and players praised Ghost of Tsushima and other depictions of Yasuke without issue, showing that the problem lies with those using this as an excuse for outrage politics.

    This situation is part of a larger pattern where people of color, women, LGBTQ+ individuals, and other minorities face hatred in the gaming community.

    It’s exhausting and worsening, but the controversy around Assassin’s Creed Shadows has no real substance. It’s just another Ubisoft open-world game set in a historical period with a mix of realism and fantasy elements.

  • Street Fighter 6 Outfits Revealed: New Threads for Your Favorite Fighters!

    Street Fighter 6 Outfits Revealed: New Threads for Your Favorite Fighters!

    Capcom has revealed the last set of Outfit 3 costumes for Street Fighter 6, this time for the first four DLC characters.

    We now know what Rashid, A.K.I., Ed, and Akuma will look like in their new outfits, thanks to some footage from the AT&T Annihilator Cup tournament that happened yesterday and an official trailer released by Capcom.

    Street Fighter 6 Outfits Revealed

    Capcom has shared comments from the designers that give us more details. We also get to see some cool new concept art for Rashid and A.K.I.’s new outfits.

    The official Street Fighter Twitter account posted tweets over the past few days showing the new design artwork and comments for Rashid and A.K.I.’s costumes. For A.K.I., we learn that her Outfit 3 design was inspired by her mentor, F.A.N.G.

    “We designed this while imagining A.K.I. wanting to stand next to F.A.N.G. wearing an outfit with the same materials and silhouette,” Capcom explained. “She isn’t just copying F.A.N.G’s outfit but is trying to be close to him in her stylish way.” Fans really like A.K.I.’s new costume, and it’s already become very popular with lots of fan art being created.

    For Rashid, we thought his new outfit looked sporty, and that seems to be right. “Rashid is a FooTuber who streams himself doing parkour and extreme sports,” Capcom wrote. “We wanted to make this outfit sporty, with compression wear, a cap, sports sunglasses, etc. He also has some ‘tech-wear’ since he’s a gadget-loving character.”

    Street Fighter 6’s Season 2 update, including Akuma and Outfit 3 for the first four DLC characters, will all be available on May 22.

    Street Fighter 6 Big Balance Update

    Street Fighter 6 Character Guide (2)
    Street Fighter 6 Character Guide (2)

    Capcom’s fighting game Street Fighter 6 is getting big balance changes along with the release of Akuma on May 22.

    A new trailer shows these updates, with the main change being a new wakeup Drive Reversal mechanic. This gives you a new way to counter combos, especially when you’re stuck in the corner.

    The trailer also shows many new combat options for almost all characters. There will probably be some nerfs along with the buffs shown. Not everyone will be happy with the changes, especially if their favorite characters are weakened, but we’ll have to wait and see how the competitive community reacts.

    The release of Akuma will end the first season of content, with a second season expected to be announced later this summer.