Home > News

Prince of Persia: The Lost Crown Gameplay Showcase Slashes Out

A new Prince of Persia: The Lost Crown gameplay showcase has been revealed, including the various enemies, allies, and areas that you will encounter throughout the game. It also shows off more of the game’s flashy hybrid 2D combat.

You can watch the video below:

The gameplay showcase goes over the general story of The Lost Crown, with the player entering Mount Qaf to bring back Prince Ghassan to Persepolis. However, after being separated from your team, you’re tasked to brave Mount Qaf alone, with a twisted timeline that will have you traversing through both the past and the future. The game will feature a semi-open world design that will give you plenty of areas to explore and bosses to take down. Time powers will also be present in The Lost Crown, though you’ll need to use them in creative ways in order to progress through levels and defeat challenging foes.

Here’s the official description of Prince of Persia: The Lost Crown via the Ubisoft website:

Dash into a stylish and thrilling action-adventure platformer game set in a mythological Persian world where the boundaries of time and space are yours to manipulate.

Unleash your inner warrior!
Use your Time Powers, combat and platforming skills to perform deadly combos and defeat time-corrupted enemies and mythological creatures. Acquire and equip new Amulets at shopkeepers to play as you see fit.

Lose yourself in the prodigious Mount Qaf!
Discover a cursed Persian-inspired world filled with bigger-than-life landmarks.
Explore a variety of highly detailed biomes, each with its own identity, wonders and dangers.
Use your wits to solve puzzles, find hidden treasures and complete quests to learn more about this corrupted place.

Live an epic adventure!
Immerse yourself into a Persian mythological fantasy through an intriguing and original story.
Cross paths with colorful characters to better unravel the mysteries of Mount Qaf.

Embark on a carefully crafted experience!
Enjoy high quality graphics, immersive cinematics and fresh Artistic Direction, along with a unique gameplay fluidity thanks to 60 fps rate on all platforms.

Prince of Persia: The Lost Crown was recently announced a few days ago with a January 18 release date next year. The game will launch on PS4, PS5, Xbox One, Xbox Series X|S, PC, and Nintendo Switch .

Carlos Perez

Home > News

XDefiant Releases This Summer, Open Beta Session Announced for June 21

After two beta tests, Ubisoft narrowed down the XDefiant release date and it’s sometime this summer! Not only that, but those who weren’t able to try the closed beta tests before, there’s also an XDefiant open beta (dubbed as session) announced as well.

Speaking during Ubisoft Forward, XDefiant dev Mark Rubin took to the stage to talk about their upcoming free-to-play shooter where he confirmed that the open beta session will include the fixes asked for by the community. This session will take place between June 21 to 23 and will be for the PS5, Xbox Series X|S and PC.

There’s a new “Community Reactions” video released, which you can see below.

Watch top player reactions and wild moments from XDefiant’s Closed Beta. Don’t miss XDefiant’s Open Session coming June 21-23rd. Register now at PlayXDefiant.com to get the latest updates and news.

More XDefiant Reading:

Avatar photo

Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

Home > News

Avatar: Frontiers of Pandora Game Overview Trailer Shows Off Environments and Combat Systems

During Ubisoft Forward today, Ubisoft has showcased an extensive Avatar: Frontiers of Pandora game overview trailer. The six-minute trailer gives players a basic introduction of the environments and inhabitants of the Western Frontiers of Pandora, and explains the multi-faceted combat systems which involve making use of the Na’vi’s natural agility as well as sophisticated ranged and melee weapons.

Watch the Avatar: Frontiers of Pandora game overview trailer below:

From the developers:

Watch the Game Overview Trailer of Avatar: Frontiers of Pandora a first-person action-adventure game set in the never-before-seen Western Frontier. Journey through beautiful, alien regions, meet new Na’vi clans, customize your character, tame your own banshee, and master both Na’vi and human weaponry to defend Pandora from the dangerous RDA.

Set after the events of the first Avatar film, you’ll embark on a journey across the Western Frontier, a never-before-seen continent of Pandora, as you join other Na’vi clans to protect Pandora from the formidable forces of the RDA. Created in collaboration with Disney and James Cameron’s production company, Lightstorm Entertainment, you will experience a first-person open-world action-adventure game exclusively developed to maximize the power of new-gen consoles and PC.

Avatar: Frontiers of Pandora releases December 7, 2023 on PC, PS5, and Xbox Series X|S. Stay tuned here at MP1st for our coverage of the rest of Ubisoft Forward.

Avatar photo

Salman Haider Zaidi

That's a nice argument, Senator.

Home > News

Avatar: Frontiers of Pandora Release Date Set for December 7; First Gameplay Footage Shows Off FPS Experience and Combat

During Ubisoft Forward today, Ubisoft has revealed Avatar: Frontiers of Pandora’s release date as December 7, with pre-orders open now. As seen in the first gameplay trailer, the game is an FPS set in Pandora featuring explosive gun combat against the RDA’s forces.

Watch the Avatar: Frontiers of Pandora gameplay trailer below:

From the developers:

Set after the events of the first Avatar film, you’ll embark on a journey across the Western Frontier, a never-before-seen continent of Pandora, as you join other Na’vi clans to protect Pandora from the formidable forces of the RDA. Created in collaboration with Disney and James Cameron’s production company, Lightstorm Entertainment, you will experience a first-person open-world action-adventure game exclusively developed to maximize the power of new-gen consoles and PC.

Avatar: Frontiers of Pandora releases December 7, 2023 on PC, PS5, and Xbox Series X|S. Stay tuned here at MP1st for our coverage of the rest of Ubisoft Forward.

Avatar photo

Salman Haider Zaidi

That's a nice argument, Senator.

Home > News

Cyberpunk 2077: Phantom Liberty Trailer Detailed in Developer Breakdown Video

Cyberpunk 2077: Phantom Liberty got its official release date set for September 26, with a new gameplay trailer featuring Johnny Silverhand and Solomon Reed at yesterday’s Xbox Games Showcase. After revealing the new trailer Cyberpunk 2077: Phantom Liberty’s Narrative Director, Igor Sarzyński sat down with the Senior Communication Manager Paweł Burza in a new developer breakdown video to discuss the trailer at length.

Watch the full Cyberpunk 2077: Phantom Liberty developer deep dive here:

The almost 19-minute long video features the Narrative Director and Communication Manager going over the key scenes in yesterday’s trailer. They break down the trailer as they watch it, discussing the events, characters, and locations that were showcased for the first time during the Xbox Games Showcase. The developer breakdown also touches upon the real-life and genres that inspired the new locations that players will explore in Phantom Liberty.

About Cyberpunk 2077: Phantom Liberty:

In Phantom Liberty, players once again take on the role of V, a cyberpunk for hire, as they embark on a mission to save the President of the New United States of America after her orbital shuttle is shot down over the deadliest district of Night City — Dogtown. What follows is a deep dive into an intricate story of espionage and political intrigue which connects the highest echelons of power with the brutal world of black-market mercenaries. The stakes are larger than life, but so is the reward — your very survival.

Cyberpunk 2077: Phantom Liberty releases on September 26, 2023 for Xbox Series X|S, PS5, and PC. You can pre-order the game right now.

Ibrahim Kabir

Home > News

AEW: Fight Forever Tag Team Revealed; Trailer Featuring The Young Bucks, Best Friends, and Lucha Bros Smashes Out

THQ Nordic has officially showcased the Tag Team mode in AEW: Fight Forever. The announcement came along with an AEW: Fight Forever Tag Team “HYPE” trailer featuring new gameplay and legendary wrestlers including The Young Bucks, Best Friends, and Lucha Bros in action.

Check out the AEW: Fight Forever “HYPE” trailer:

Get ready for an epic clash of titans as the ring trembles under the weight of unstoppable duos! Brace yourselves for bone-crushing tandem moves, high-flying acrobatics, and electrifying teamwork that will leave you breathless! Tag team gold is in your future in AEW: Fight Forever!

Online co-op wrestling is going completely next level with Tag-Team matches that feature sequences of team maneuvers performed with simple commands. Game modes including Ladder Match, Exploding Barbed Wire and Casino Battle Royale, along with a stacked roster of popular AEW wrestlers, career mode, wrestler customization, signature AEW arenas, multiple match types and some good ol’ fashioned unsanctioned fun await.

AEW: Fight Forever is scheduled to release across Nintendo Switch, Xbox Series X|S, Xbox One, PS5, PS4, and PC later this month on June 29.

More AEW: Fight Forever Reading:

Ibrahim Kabir

Home > News

Reddit Down and Having Issues as Subreddits Go Private in Protest This June 12 (Update 2)

If you’re trying to access Reddit but can’t, it’s not just you. Reddit down reports are surfacing online this June 12, as all the subreddits and the platform is undergoing issues right now. Not only that, but there’s a platform-wide protest happening this day as well.

Reddit Down Status and “Private” Subreddits Issues Clarification This June 12:

Update 2: Issues are now resolved per Reddit.

Update: Reddit has acknowledged the downtime. Here’s what’s posted in the status page.

Monitoring
We’re observing improvements across the site and expect issue to recover for most users. We will continue to closely monitor the situation.
Identified
We’re aware of problems loading content and are working to resolve the issues as quickly as possible.

Based on our own testing, it seems both the desktop site and the mobile version of Reddit are having issues. Over on Twitter, the site’s account hasn’t updated since May 31. Ever-reliable site Downdetector has reported a massive spike of outage reports recently:

As for those seeing the “private” messages on certain subreddits (such as the one for the PS5 group below), it’s due to certain changes coming to the platform that will essentially kill any third-party Reddit apps. Multiple subreddits have gone private temporarily as a way of protest, as killing the third-party apps would invite spam and a number of other issues.

While some subreddits have said that they’re going dark for just today, June 12, some have not given an end date for their protest. We’ll keep you posted for if anything changes regarding this.

Same as always, we’ll be monitoring the situation and will provide an update once we know more. If you can login and use Reddit (be it desktop or mobile), leave a comment below and let us know where you’re connecting from.

More MP1st Reading:

Avatar photo

Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

Home > News

Starfield PC System Requirements Revealed; Requires 125GB of Space on SSD

Starfield arrives later this year on September 6, but Bethesda and Xbox have officially revealed the Starfield PC system requirements. The upcoming RPG will require 125GB of SSD, and having an SSD is needed as the additional notes for the Starfield PC specifications read “SSD required.” However, apart from the hefty space, the minimum requirements for Starfield are an intel Core i7-6800K/AMD Ryzen 5 2600x, and a Nvidia 1070ti/AMD Radeon RX 5700, suggesting that the game would not be as demanding.

Starfield PC System Requirements:

MINIMUM:

  • OS: Windows 10 version 22H2 (10.0.19045)
  • Processor: AMD Ryzen 5 2600X, Intel Core i7-6800K
  • Memory: 16 GB RAM
  • Graphics: AMD Radeon RX 5700, NVIDIA GeForce 1070 Ti
  • DirectX: Version 12
  • Network: Broadband Internet connection
  • Storage: 125 GB available space
  • Additional Notes: SSD Required

RECOMMENDED:

  • OS: Windows 10/11 with updates
  • Processor: AMD Ryzen 5 3600X, Intel i5-10600K
  • Memory: 16 GB RAM
  • Graphics: AMD Radeon RX 6800 XT, NVIDIA GeForce RTX 2080
  • DirectX: Version 12
  • Network: Broadband Internet connection
  • Storage: 125 GB available space
  • Additional Notes: SSD Required

As we have seen with many new titles, meeting the minimum requirements doesn’t exactly mean that the game will run smoothly on your PC, therefore you should pay more attention to the recommended system requirements.

Starfield releases exclusively for the Xbox Series X|S and PC (via Steam) on September 6, 2023. Bethesda revealed much new information, including a 45-minute deep dive video, limited edition controller and headset, and the collector’s edition for its upcoming sci-fi RPG at yesterday’s Starfield Direct. You can find everything there is to know about Starfield below. As always, stay tuned to MP1st for more updates regarding all things Starfield!

More Starfield Reading:

Source: Steam

Ibrahim Kabir

Home > News

The Finals Begins Second Closed Beta Testing This Week; New Content, QoL Improvements, Mode, & More

Calling all The Finals contestants! We have some fantastic news to share with you, as Embark Studio has announced that they’ll be hosting a second closed beta test for The Finals! How soon, might you ask? Well, very, as The Finals saecond closed beta test is scheduled to start this Wednesday! Here are the details.

How Do You Sign Up for The Finals Closed Beta Playtest?

To sign up, all you have to do is visit the official The Finals Steam page and request access to the closed beta. Requesting access does not guarantee a spot to participate, but if it’s anything like the last test, Embark will likely open up to more players as the test progresses through the weeks.

The Finals Closed Beta Test Start and End Dates

THE FINALS second closed beta test will begin this Wednesday, June 14, and run until Wednesday, June 21. 

What’s New in this Second Closed Beta Test?

Much of the content from the first beta test will be included in the second phase. However, THE FINALS’ Executive Producer Jonathan Lindsay noted that this test would be a “side-by-side comparison” to the previous test, with most of the changes being “under-the-hood” improvements based on key feedback from the last test. This includes tweaks to the movement, the through-the-gun experience, and those relating to performance. 

Moreover, previous contestants can expect to see new weapons for all three classes, new cosmetics, skins, and a new progression system. A more “casual-friendly” quickplay 3v3v3 mode is also being introduced, dubbed “Quick Cash.” In this mode, matches will be longer, with faster respawn and extraction timers and only one vault on the map at a time. 

That’s all for now, and hopefully, we’ll see you on the battlefield later this week! For those who may want to learn more about THE FINALS, or are curious as to what we think about it, be sure to read our “The Finals Beta Hands-On Preview – In Good Company” impression piece!

Danny Robijn

Home > News

Clockwork Revolution Side-by-Side Comparison Is Eerily Similar to BioShock Infinite; Microsoft Responds

Clockwork Revolution, the first-person RPG title recently announced by inXile Entertainment, isn’t the first game to feature a steampunk aesthetic, with some drawing comparisons to the BioShock series. But it seems as though the similarities don’t end there, with a former trailer producer for BioShock Infinite pointing out some resemblances between Clockwork Revolution and BioShock Infinite’s trailers.

A Twitter user by the name of Butmac, who claims to have worked on the BioShock Infinite trailers, provided a side-by-side comparison of some screenshots from both of the games’ trailers in an image thread. Here’s a gallery containing all the comparisons:

It’s worth mentioning that only “about half” of the screenshots used from BioShock Infinite were from the trailers that Butmac worked on, with the remaining images coming from the game itself that “reminded” them of shots from the Clockwork Revolution trailer.

 

As for whether or not the similarities were intentional, Microsoft has released a statement to IGN revealing that this was not the case. “Any similarities are unintentional. Players will be able to fully customize their own main character in the game,” the Microsoft spokesperson stated.

Carlos Perez

Home > News

Soulcalibur V to Be Delisted From Xbox 360 and PlayStation 3 Stores on June 19

Soulcalibur V, the fifth fighting game title in Bandai Namco and Project Soul’s Soulcalibur series, will be delisted from Xbox 360 and PlayStation 3 stores this June 19. Both the base game and the DLCs associated with SC5 will no longer be available for purchase from these platforms after the aforementioned date.

The official Soulcalibur Twitter account recently announced the delisting of the title:

 

Of course, this doesn’t necessarily mean you won’t be able to play the game anymore after it’s been delisted. Owners of the disc version of the game will still be able to play Soulcalibur V, and users who have already downloaded the digital version of the game should similarly have access to SCV for as long as it’s installed on their devices. If you haven’t bought the game yet and are considering trying it out, you may want to pick it up and download it before June 19.

Soulcalibur V was released way back in 2012, with the most recent series entry in Soulcalibur VI following six years later in 2018.

Carlos Perez

Home > News

Final Fantasy 16 Demo Download Links Now Available on the PlayStation Storefront, File Size Revealed

Fans have been anticipating it, and now it’s finally here! That’s right; the Final Fantasy 16 demo is now live on the PlayStation store (you can read details about it here).

Announced during the Final Fantasy 16 pre-launch celebration, below you’ll find links to each major PlayStation Storefronts (more to be added) page for the FF16 demo so you can begin downloading it immediately.

Final Fantasy 16 Demo Download Links

Size: 18GB

Demo Info:

“FINAL FANTASY XVI DEMO

Play the opening section if FINAL FANTASY XVI. Save data can be carried over to the full version of the game.
After completing the opening section of the story, players can enjoy FINAL FANTASY XVI’s amazing action gameplay in the “Eikonic Challenge” mode made specially for this demo.”

The demo is but a sliver of the entire game, meant to give you a small taste of what to expect from the final release. Final Fantasy 16 will be released exclusively for the PlayStation 5 on June 22.

About Final Fantasy 16

The sun is setting upon the land of Valisthea. For centuries, people have flocked to her Mothercrystals to partake of their blessing—the abundant aether that fuels the magicks they rely upon in their everyday lives. But as the aether begins to fade and the lifeless deadlands spread ever further, so too does the struggle over the final flickers of the Mothers’ light grow ever more fierce. Bloody battle rages across the realm, rival nations sending their ultimate weapons against each other: the Dominants. Men and women within whom sleep the world-shattering power of an Eikon. There are few in Valisthea whose lives have not been touched by this war for the crystals’ blessing, and Clive Rosfield, firstborn son of the Archduke of Rosaria, is no exception. Unlike most, however, the vicissitudes of fate are to reveal to him the dark truth that lies at the heart of his world, and lead him on a mission to destroy those selfsame Mothercrystals the rest of the realm hold sacred.

There are few in Valisthea whose lives have not been touched by this war for the crystals’ blessing, and Clive Rosfield, firstborn son of the Archduke of Rosaria, is no exception. Unlike most, however, the vicissitudes of fate are to reveal to him the dark truth that lies at the heart of his world, and lead him on a mission to destroy those selfsame Mothercrystals the rest of the realm hold sacred.

The legacy of the crystals has shaped mankind’s destiny for long enough.

More Final Fantasy 16 Reading: 

Avatar photo

James Lara

A gamer at heart, James has been working for MP1st for the last decade to do exactly what he loves, writing about video games and having fun doing it. Growing up in the 90's gaming has been in his DNA since the days of NES. One day he hopes to develop his own game.

Home > News

Diablo 4 Hotfix 8 Pushed Out for Bosses, Dungeons, PvP Tweaks

Blizzard has fired out Diablo 4 hotfix 8 this June 11 (June 12 depending where you’re reading this), and this brings a host of fixes to bosses, dungeons and more. Note that this is a server-side patch, so there’s no need to download anything.

Diablo 4 Hotfix 8 Patch Notes:

HOTFIX 8 – JUNE 11, 2023 – 1.0.2

Bug Fixes

Bosses

  • Fixed an issue where “The Curator” in the Capstone dungeon would disappear with one of its abilities.
  • Fixed an issue where the level 100 Pinnacle encounter would not progress properly.
  • Fixed an issue where the Capstone boss would not be able to target the player during some encounters.

PvP

  • Fixed an issue where PvP damage adjustments would improperly stack with other Damage Reduction leading to incorrect expectations against other players.

Dungeons

  • Further adjustments to Elite monster rates in dungeons.
  • Addressed an issue where party members who failed a Nightmare Dungeon would end up in separate instances of a new Nightmare Dungeon.
  • Fixed an issue where players could receive credit for Nightmare Dungeons when other party members were completing Normal Dungeons.

Items

  • Fixed an issue where items would drop in lower World Tiers than originally intended.

Miscellaneous

  • Further stability fixes and improvements.

For the latest client-side patch, head on over here.

Stay tuned for the latest game updates and news for Diablo 4 here on MP1st.

Source: Blizzard Forums

Avatar photo

Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

Home > News

JoJo’s Bizarre Adventure: All-Star Battle R Update 2.00 Out This June 12

Developer CyberConnect2 has released JoJo’s Bizarre Adventure: All-Star Battle R update 2.00 today for all platforms. This update includes many gameplay balances and more. Check out the JoJo’s Bizarre Adventure: All-Star Battle R June 12 patch notes down below.

JoJo’s Bizarre Adventure: All-Star Battle R 2.00 Patch Notes | JoJo’s Bizarre Adventure: All-Star Battle R June 12 Patch Notes:

Character Model Display

Display of character models in online battles.

  • Fixed bug where character appearances would be partially corrupted.
    • This was a bug and has been fixed.

Online Battle

Host Match functionality in Player Match and Ranked Match.

  • Added Standby Practice mode, allowing players to use Practice Mode while waiting for a match opponent.
    • Allows players to use their time effectively while waiting for matchmaking.*Note that match notifications will not occur while in the Pause menu.
  • Changed matchmaking rules. (If Host Match is selected, the game will still search for a match once, then go to Standby if one is not immediately found.)*If Private Slots are enabled or the Session ID is set, this search will not occur when the session is created.
    • This change ensures that matchmaking is not impacted by lower numbers of users selecting Custom Match as a result of the introduction of Standby Practice.

Ranked Match Presets

  • Made it so that the Ranked Match Presets view/edit screen is accessed through a menu rather than a button press.
    • Makes the screen easier to discover.

General Changes

Stylish Guard

  • Previously, performing a Stylish Guard would only stop the opponent’s character. Now, it will also stop your own Assist Character.
    • Standardizes animations.
  • Under some circumstances, when one character uses Stylish Guard, the other character could also activate Stylish Evade even when not being attacked. Stylish Evade is now correctly disabled under these circumstances.
    • This was unintended and has been fixed.

HH Gauge

  • Under some circumstances, if the controlled character and an Assault Assist scored a hit on the same frame, the HH Gauge would not recover. The HH Gauge now correctly recovers under these circumstances.
    • Fixed so that the HH Gauge recovers as it’s supposed to.

Backstepping

  • Fixed the collision of some short characters (e.g. Koichi Hirose) so that they matched where the character appeared to be when backstepping, rather than extending above the visible character.Affected characters:
    • Iggy
    • Pet Shop
    • Koichi Hirose
    • Shigekiyo Yangu
    • This was unintended and has been fixed.

Dodge

  • Enabled canceling dodge recovery into a forward step.
    • Expands options for closing distance against projectile zoning.

Down Evade

  • Standardized general actions that previously differed by character.
    • Applies universal rules that other characters follow.

Counterstrike

  • Fixed an issue where some skills that block and counter opponent attacks would not trigger Counterstrike.Affected skills:
    • Dio Brando’s “Frozen in your tracks!”
    • Iggy’s “Too easy!”
    • Yoshikage Kira’s “Calm and cool”
    • Giorno Giovanna’s “It’s useless.”
    • Father Pucchi (Final)’s “My body is the basis!”
    • Applies universal rules that other characters follow.

Taunt

  • Fixed an issue where, when both players taunt and then one takes action immediately after the taunt voice clip ends, the opponent’s in-progress taunt voice clip would end early.
    • This was unintended and has been fixed.
  • Fixed an issue where some SFX would remain on the screen after the completion of a taunt usable against a downed opponent.
    • This was unintended and has been fixed.
  • Fixed an issue where the taunt animation would end before the opponent’s HH Gauge was drained, when using a taunt usable against a downed opponent which has a short voice line.
    • This was unintended and has been fixed.
  • Fixed an issue where the HH Gauge would be drained at a different timing on the Switch version than on other platforms, when using a taunt usable against a downed opponent.
    • This was unintended and has been fixed.

Cancel

  • Fixed an issue where canceling sometimes didn’t work when the controlled character landed a hit at the same time as an Assist attack or projectile.
    • This was unintended and has been fixed.

Recoil animation

  • Fixed an issue where some recoil animations of some characters would shift, causing problems such as combo attacks failing to connect.
    • Applies universal rules that other characters follow.

Time stop

  • Fixed an issue where some projectiles would retain their hitbox even in stopped time if they were deflected at the same moment time stopped.Affected characters:
    • Robert E. O. Speedwagon’s “He smells worse than vomit!”
    • Jean Pierre Polnareff’s “Reap as you sow!”
    • Iggy’s “Get outta here!”
    • Trish Una’s “Something soft is even more unbreakable than diamond!”
    • Weather Forecast’s “Weather Forecast”
      • This was unintended and has been fixed.

Partner Characters

  • Fixed an issue causing the partner character to vanish when the partner’s main character is hit by Old Joseph’s Assault Assist.Affected characters:
    • Robert E. O. Speedwagon
    • Prosciutto and Pesci
    • This was unintended and has been fixed.

Jonathan Joestar

“Scarlet Overdrive” skill

  • Reduced knockback on weak version hit.
    • Increases risk from being guarded.

Robert E. O. Speedwagon

Partners (The Asian, Tattoo)

  • Made attacks of partner characters (The Asian, Tattoo) not subject to counter skills.
    • Applies universal rules that other characters follow.
  • Fixed an issue where partner characters would not return after some skills that cause them to attack while under the effect of Risotto Nero’s “Iron Deficiency.”
    • This was unintended and has been fixed.

“Go nuts with those knives, boys!” skill with Tattoo
“Martial Arts, the Eastern mystery!” skill with The Asian

  • Fixed these skills so they would have separate Same Move Limit counting rather than sharing the same one.
    • Improves usability in combos.

“GYAAAAAAAH!” skill with Tattoo
“Aren’t you acting tough!” skill will The Asian

  • Fixed these skills so they would have separate Same Move Limit counting rather than sharing the same one.
    • Improves usability in combos.

Dio Brando

Assault Assists

  • Fixed a problem that occurs after using Dio Brando’s Assault Assist. When the opponent, using certain characters, landed a hit with a move that triggers a special animation while Dio Brando remains on the screen after the Assault Assist and were countered during the animation, they could still move and attack.
    • This was unintended and has been fixed.

“WRYYY!” skill

  • Fixed an issue preventing the opponent’s Guard Gauge from being reduced.
    • This was unintended and has been fixed.

“Guess I did it again!” skill

  • Added missing point to the Command List description explaining that the effect does not work against middle attacks.
    • Adjusted text to fix missing information.

“Don’t you get it?” skill

  • Disabled Flash Cancel. *Can still Flash Cancel from a successful counter.
    • Increases risk of attempting to counter.

“Clacker Boomerang” skill

  • Decreased speed of Hamon version’s attack activation.(Now, when canceling from guarding the opponent’s standing strong attack into this skill, it can be used as a combo guard. When canceling from landing a standing medium or strong attack on the opponent, it can be used to combo.)
    • Slightly increases risk of using this skill on its own at close and mid range.

“How ’bout a cold one?” skill

  • Fixed an issue where the medium attack version being guarded would be treated as if guarding two shots instead of one as intended.
    • This was unintended and has been fixed.
  • Disabled Flash Cancel from the Hamon version.
    • Increases risk of attempting to use for the invincibility time.
  • Increased damage of the falling coconut added by the Hamon version.
    • Increases reward to balance the increased risk from other changes.
  • Delayed the timing of the coconut falling from the Hamon version.
    • Extends the time that the opponent is downed.*This allows the Hamon version of “Time to bring down the hammer” to be used as an additional attack.

Caesar Anthonio Zeppeli

“Hamon Kick” skill

  • Fixed an issue where the second hit of the weak, medium, and strong attack versions would not build the HH Gauge.(Also, removed the Hamon property from the damage.)
    • Fixed so that the HH Gauge recovers as it’s supposed to.

Lisa Lisa (Elizabeth)

“Die with regret” skill

  • Expanded the hitbox of the second hit horizontally.
    • Makes it easier to hit a dodging opponent.

“Snake Muffler” skill

  • Extended the tracking functionality.
    • Makes it easier to hit a dodging opponent.

Esidisi

Jumping strong normal attack

  • Increased speed of hitbox spawning.
    • Improves usability in neutral.
  • Increased duration of attack hitbox.
    • Improves usability in neutral.

“Burning King’s Prison” skill

  • Enabled use in midair.
    • Expands available options in battles.
  • Increased knockback on weak version hit.
    • Improves usability in neutral.
  • Shortened landing recovery of medium version.
    • Improves usability in neutral.
  • Fixed an issue where hurtbox would extend downward after the medium version’s attack.
    • Improves usability in neutral.
  • Shortened landing recovery of the strong version.
    • Improves usability in neutral.
  • Increased knockback on strong version hit.
    • Improves usability in neutral.
  • Removed body collision during strong version.
    • Improves usability in neutral.

Wamuu

Assault Assists

  • Adjusted hitbox position to prevent issue where the opponent would go flying in the opposite direction when hit.
    • Improves usability in combos.
  • Fixed an issue where using the “Never stand in my shadow!” skill with Easy Beat while in “I shall see with the wind” did more damage than normal.
    • This was unintended and has been fixed.

Easy Beat

  • Fixed an issue where using the “Never stand in my shadow!” skill with Easy Beat while in “I shall see with the wind” did more damage than normal.
    • This was unintended and has been fixed.

All normal attacks

  • Any hit taken during a normal attack animation was treated as a Counterstrike. Attacks should only be Counterstrikes if they hit before an attack animation has begun. This has been fixed.
    • Applies universal rules that other characters follow.

Jumping weak normal attack

  • Expanded hitbox of the body core during jumping weak normal attack.
    • Makes it so that jumping over the opponent and hitting them from behind reverses their guard direction.

Jumping medium normal attack

  • Increased number of hits.
    • Improves usability in combos.
  • Increased damage.
    • Improves usability in combos.

Jumping strong normal attack

  • Increased speed of hitbox spawning.
    • Improves usability in neutral.

“With the strength of a pillar!” special

  • Disabled Flash Cancel.
    • Increases risk of missing (not hitting or being guarded).

“He bent backwards!” skill

  • Fixed an issue where the last part of the attack would not trigger hitstop during “Wind Mode” or “Vapor Barrier.”
    • Applies universal rules that other characters follow.

“I, Wamuu, will now consider you to be worthy prey!” skill

  • Fixed an issue where the hitbox of the weak and strong versions lasted longer than usual if used during “Wind Mode” or “Vapor Barrier.”
    • Standardizes animations.
  • Standardized animation until landing during “Wind Mode” and “Vapor Barrier” with those of normal and “I shall see with the wind” states.
    • Standardizes animations.

“Never stand in my shadow!” skill

  • Reduced horizontal force in normal mode.
    • Improves reliability of combo into HHA.
  • Reduced recovery time of weak and medium versions.
    • Improves usability in neutral.

“Ultimate Technique! Divine Sandstorm!” HHA

  • Increased speed of hitbox spawning.
    • A hitbox that deals heavy damage now appears for a short time after the animation starts. This allows players to try to score massive damage by hitting at point-blank range.
  • Increased number of hits.
    • A hitbox that deals heavy damage now appears for a short time after the animation starts. This allows players to try to score massive damage by hitting at point-blank range.
  • Increased damage.
    • A hitbox that deals heavy damage now appears for a short time after the animation starts. This allows players to try to score massive damage by hitting at point-blank range.

Kars

“Behold, frozen brilliance!” skill

  • Adjusted launching force so that the final stage does not send the opponent flying in Kars’ direction.
    • Changes to make the hits more reliable between themselves unintentionally affected the final part as well.
  • Increased Guardbreak value.
    • Improves usability in neutral.
  • Made the medium and strong versions move forward on activation.
    • Improves usability in neutral.
  • Shortened guard recovery from final stage.
    • Moderates vulnerable opening from missing while ensuring that Kars is not punished too heavily for being guarded against.

“Brilliant Bone Blades!” HHA

  • Expanded hitbox that determines transition into finishing animation.
    • Improves reliability in combos.

Ultimate Thing Mode jumping medium normal attack

  • Increased number of hits.
    • Improves usability in neutral.
  • Increased duration of attack hitbox.
    • Improves usability in neutral.

Ultimate Thing Mode jumping strong normal attack

  • Changed recoil animation to a ground-bounce animation.
    • Improves usability in neutral.
  • Adjusted falling animation on activation.
    • Improves usability in neutral.

Ultimate Thing Mode crouching weak normal attack

  • Enlarged hitbox.
    • Improves usability in neutral.

Ultimate Thing Mode crouching strong normal attack

  • Increased number of hits.
    • Improves usability in neutral.

Ultimate Thing Mode “Brilliant Bone Blades” special

  • Shortened command input delay.
    • Helps to prevent unintended activation.

Ultimate Thing Mode “Predator Wings” special

  • Shortened time until the jump.
    • Improves usability in neutral.
  • Added a hitbox to forward and upward activations.
    • Improves usability in neutral.

Ultimate Thing Mode Aerial Dash

  • Added a hitbox to forward activation.
    • Improves usability in neutral.

Ultimate Thing Mode “This cannot be!” skill

  • Adjusted the weak, medium, and strong versions individually so the hitbox duration and reach would be clearer. (Made the differences in duration and reach between the respective versions more pronounced.)
    • Makes it easier to tell when it’s best to use each version to its strength.
  • Adjusted the weak, medium, and strong versions individually so the number of hits would be clearer.
    • Makes it easier to tell when it’s best to use each version to its strength.

Rudol von Stroheim

“Grenade Launcher” skill

  • Increased damage to self.
    • Increases risk of using the skill in combos when the user is in the blast area.
  • Increased Guardbreak value.
    • Improves use as a way to wear down the opponents’ guard in exchange for the increased damage to self.

“For the homeland! For eternal glory!” special

  • Adjusted the attack weight value that determines when a Clash occurs. (The move was triggering a Clash with skills.)
    • This was unintended and has been fixed.
  • Fixed an issue causing the move to chip at the opponent’s health when guarded as skills do.
    • This was unintended and has been fixed.

“I’ll pluck you one square centimeter at a time!” follow-up skill

  • Under some circumstances, the follow-up would not hit some characters. Expanded hitbox on Stroheim’s side so it would hit.
    • Improves reliability in combos.

White Damage

  • Fixed an issue where the combo damage decay modifier was not applied to white damage.
    • Applies universal rules that other characters follow.

UV Laser Mode

  • Made UV attacks not subject to counter skills.
    • Applies universal rules that other characters follow.

UV Laser Mode standing strong normal attack

  • Increased launching force.
    • Prevents comboing into the same skill again after hitting.

UV Laser Mode crouching strong normal attack

  • Increased recovery time.
    • This attack is highly advantageous if it hits, but low risk if it misses. This change makes the risk commensurate with the benefit.
  • Increased knockback on hit.
    • This attack is highly advantageous if it hits, but low risk if it misses. This change makes the risk commensurate with the benefit.

Jotaro Kujo

“You pissed me off!” GHA

  • This attack could miss under some circumstances. Moved the hitbox closer to Jotaro Kujo to ensure it hits.
    • Improves reliability in combos.

DIO

“An absolute end” special

  • Adjusted the attack weight value that determines when a Clash occurs. (The move was triggering a Clash with skills.)
    • This was unintended and has been fixed.
  • Fixed an issue causing the move to chip at the opponent’s health when guarded as skills do.
    • This was unintended and has been fixed.

“I’ll give you one chance.” skill

  • Fixed an issue where the hurtbox would still be larger after being hit during the counter animation (i.e. the attack animation of “He’s… gone!”).
    • This was unintended and has been fixed.

Iggy

Thrown animation

  • Fixed an issue where the hit animation from the automatic Throw Escape not making the user invincible meant that they had no way to avoid simultaneous attacks such as Assault Assists.
    • This was unintended and has been fixed.

“Sand Dome” skill

  • Fixed an issue where using this skill with some timings made it so the user and Stand could not separate.
    • This was unintended and has been fixed.

Jean Pierre Polnareff

Stand Mode standing medium normal attack

  • Adjusted so that it would hit an opponent in front when against a wall.
    • This was unintended and has been fixed.

Noriaki Kakyoin

Health

  • Reduced health.
    • This character’s style emphasizes being at long distance out of reach of the opponents’ attacks, so this reduces his staying power if the opponent closes that distance.

User Mode jumping strong normal attack

  • Made it so the hurtbox was extended forward when the character appeared to be extended.
    • Increases the risk of missing while keeping the advantages of long reach and strong advantage on hit.
  • Reduced duration of attack hitbox.
    • Increases the risk of missing while keeping the advantages of long reach and strong advantage on hit.
  • Increased duration of hurtbox. (Made it so the extended limbs have the hurtbox they appear to have when extended.)
    • Increases the risk of missing while keeping the advantages of long reach and strong advantage on hit.

Stand Mode standing medium normal attack

  • Changed to a short-range projectile attack.
    • Makes Stand Mode more of a mid- and long-range style.

Stand Mode standing strong normal attack

  • Changed to an attack with longer forward reach.
    • Makes Stand Mode more of a mid- and long-range style.

“Hierophant’s Barrier” skill

  • Skill would remain after a Stylish Guard. Changed so that when using Stylish Guard, it will trigger Emerald Splash and the deployed object will disappear.
    • This was unintended and has been fixed.

“Emerald Splash” skill

  • Standardized number of projectiles between weak, medium, and strong versions when using on the ground in Stand Mode.
    • Makes Stand Mode more of a mid- and long-range style.
  • Altered projectile bounce pattern when using on the ground in Stand Mode.
    • Makes Stand Mode more of a mid- and long-range style.
  • Increased the difference in projectile speed between weak, medium, and strong versions when using on the ground in Stand Mode.
    • Makes Stand Mode more of a mid- and long-range style.
  • Made projectiles bounce diagonally back when using in midair in Stand Mode.
    • Makes Stand Mode more of a mid- and long-range style.

Mohammed Avdol

User Mode jumping strong normal attack

  • Changed recoil animation.
    • Improves usability in neutral and in combos.

User Mode standing medium normal attack

  • Reduced hurtbox of upper body during activation.
    • Improves usability in neutral and in combos. (With the changes to jumping strong attack, it’s now possible to combo from that into this move.)
  • Increased number of hits. (Can cancel from the first hit.)
    • Improves usability in neutral and in combos. (With the changes to jumping strong attack, it’s now possible to combo from that into this move.)
  • Changed recoil animation of the second hit.
    • Improves usability in neutral and in combos. (With the changes to jumping strong attack, it’s now possible to combo from that into this move.)

User Mode crouching strong normal attack

  • Increased reach (distance the Stand moves forward on activation).
    • Improves usability in neutral.

“Hell 2 U!” skill

  • Fixed an issue where the Same Move Counter was set wrong between skills.
    • Applies universal rules that other characters follow.

“Crossfire Hurricane” skill

  • Shortened recovery period.
    • Improves usability in neutral.

“Cross Fire Hurricane Variation” skill

  • Fixed to prevent the ankh from failing to deploy when activated at the edge of the arena.
    • This was unintended and has been fixed.

“Must I do this the hard way?” skill

  • Changed to a multi-hit attack. (Makes the attack less swingy from hit timing.)
    • Improves usability in neutral and in combos.
  • Increased lifting force against airborne opponents from the weak and medium versions.
    • Improves usability in neutral and in combos.

Pet Shop

“Slam” special

  • Extended command input delay.
    • Improves usability in neutral and in combos.
  • Adjusted movement angle.
    • Improves usability in neutral and in combos.
  • Added a hitbox to the upper-diagonal and straight-up versions.
    • Improves usability in neutral and in combos.

“Nee gee gee gee!” skill

  • Fixed so that the hurtbox does not extended downward after the animation if used in Flight Mode or in midair from a jump.
    • This was unintended and has been fixed.

“Cawww!” HHA

  • Made the attack able to Clash with projectiles from non-HHA/GHA skills. Made the attack guaranteed to win against projectiles from non-GHA/HHA skills.
    • This was unintended and has been fixed.
  • Fixed so that the hurtbox does not extend downward from activation to the end of the move if used in Flight Mode.
    • This was unintended and has been fixed.

“SKRAAAAAW” GHA

  • Fixed so that the hurtbox does not extend downward from activation to the end of the move if used in Flight Mode.
    • This was unintended and has been fixed.

Mariah

“The electricity will char you to a crisp!” skill

  • Some characters were not hit by the knife from the weak version. Altered the knife’s position so this would not happen.
    • This was unintended and has been fixed.

Josuke Higashikata 4

“I’m a real Deadeye Dick!” skill

  • Fixed so all versions of the skill count toward the Same Move Limit.
    • Applies universal rules that other characters follow.

“DORARARARARARARA!” skill

  • Fixed so all versions of the skill count toward the Same Move Limit.
    • Applies universal rules that other characters follow.

“Meet my homing missile!” HHA

  • Fixed an issue where the damage displayed did not match when the damage was subject to the combo decay modifier.
    • Applies universal rules that other characters follow.

“Watch Your Mouth!” mode

  • Changed so that attacks that transition into a special animation when they hit (HHAs, GHAs, throws, etc.) no longer do so even if they hit. (Made the same change to the dinosaur transformation from Diego Brando’s “”Frightening Monsters!”” HHA.)
    • Addresses the fact that, because the mode cannot guard, it has no way to avoid being hit by the opponent’s HHAs and GHAs.

Rohan Kishibe

Stand Mode jumping medium normal attack

  • Changed recoil animation.
    • Improves usability in neutral and in combos.

Stand Mode standing strong normal attack

  • Increased lifting force against airborne opponents.
    • Improves usability in combos. (To balance out the increased vulnerability from the recovery increase, damage has also been increased.)
  • Increased recovery time.
    • Improves usability in combos. (To balance out the increased vulnerability from the recovery increase, damage has also been increased.)
  • Increased damage.
    • Improves usability in combos. (To balance out the increased vulnerability from the recovery increase, damage has also been increased.)

Stand Mode crouching medium normal attack

  • Shortened recovery period.
    • Improves usability in neutral.

“Your power will be destroyed.” Skill

  • Increased damage.*Also corrected the mistaken damage reduction of the medium and strong versions from the throw modifier.
    • Improves usability in neutral.

“Your body will fly backwards at 70 km/h!” skill

  • Enabled Flash Cancel.
    • Makes the benefit of using this after the “I’m on the rise!” skill clearer. (This is supposed to highlight that of the potential follow-ups to “I’m on the rise!”, “Your body will fly backwards at 70 km/h!” is more suited for pushing damage, while “I think I’ll put you out of commission.” is for controlling the opponent.)
  • Increased damage.
    • Makes the benefit of using this after the “I’m on the rise!” skill clearer. (This is supposed to highlight that of the potential follow-ups to “I’m on the rise!”, “Your body will fly backwards at 70 km/h!” is more suited for pushing damage, while “I think I’ll put you out of commission.” is for controlling the opponent.)

I think I’ll put you out of commission.” Skill

  • Increased the HHA Gauge reduction on hit.
    • Makes the benefit of using this after the “I’m on the rise!” skill clearer. (This is supposed to highlight that of the potential follow-ups to “I’m on the rise!”, “Your body will fly backwards at 70 km/h!” is more suited for pushing damage, while “I think I’ll put you out of commission.” is for controlling the opponent.)

Sealed effect

  • Fixed so the sealed state would not end if the opponent gained a status that deals damage over time (e.g. poisoned, burned).
    • This was unintended and has been fixed.
  • Fixed so the sealed state would not end if the opponent dealt damage to themselves (e.g. attacks that can hit the user like Stroheim’s grenade)
    • This was unintended and has been fixed.

Koichi Hirose

Normal throw

  • Increased recovery time.
    • Applies universal rules that other characters follow. In this case, an opponent downed by the throw could be hit by “S-H-I-T”, (However, the move can now be Flash Cancelled, so it’s still possible to create the same effect, albeit at the cost of the HH Gauge.)
  • Enabled Flash Cancel from recovery.
    • Applies universal rules that other characters follow. In this case, an opponent downed by the throw could be hit by “S-H-I-T”, (However, the move can now be Flash Cancelled, so it’s still possible to create the same effect, albeit at the cost of the HH Gauge.)

“Boing!” skill

  • Fixed an issue where using the skill and then touching it in Stand Mode would prevent leaving Stand Mode afterwards. (The bugged state could previously be ended by using certain attacks, such as normal attacks.)
    • This was unintended and has been fixed.

Kosaku Kawajiri

User Mode jumping weak normal attack

  • Enlarged hitbox.
    • Improves usability in neutral.
  • Increased duration of attack hitbox.
    • Improves usability in neutral.

Stand Mode jumping weak normal attack

  • Increased speed of hitbox spawning.
    • Improves usability in neutral.
  • Shortened recovery period.
    • Improves usability in neutral.

“Impact Ignition Bomb” skill

  • Shortened time to hitbox spawning on weak and medium versions.
    • Improves usability in neutral.

“Air Bomb Cushion!” skill

  • Added a darkening visual effect.
    • Makes it easier for the opponent to tell when this is activated by Guard Cancel.

“The First Bomb” skill

  • Fixed the medium version having a shorter hitbox duration. (Standardized the weak and medium versions.)
    • This was unintended and has been fixed.

Yoshikage Kira

Stand Mode jumping strong normal attack

  • Shortened delay between recoil and pull.
    • Improves usability in neutral.

Stand Mode crouching strong normal attack

  • Increased reach (distance the Stand moves forward on activation).
    • Improves usability in neutral.

User Mode crouching strong normal attack

  • Increased reach (distance the Stand moves forward on activation).
    • Improves usability in neutral.

Akira Otoishi

User Mode standing strong normal attack

  • Enabled canceling from the first hit.
    • Improves usability in combos. (This makes various combos and Easy Beat more reliable.)
  • Adjusted upward launching force of second hit at MAX electricity.
    • Improves usability in combos. (This makes various combos and Easy Beat more reliable.)
  • Fixed an issue causing the Stand to attack upward when executing just after performing a Stylish Guard against an opponent’s aerial attack.
    • This was unintended and has been fixed.

“Kiss this!” skill

  • Altered cancel properties.
      • Normal: Enabled Flash Cancel
      • MAX electricity: Enabled Jump Cancel
    • Improves usability in combos.
  • Fixed an issue that caused the final hit to miss horizontally narrow characters under some circumstances.
    • This was unintended and has been fixed.

“Whack-A-Mole Champion” skill

  • Made the Stand attack not subject to counter skills.
    • Applies universal rules that other characters follow.

Shigekiyo Yangu

“I’ll protect them!” skill

  • When performing a Stylish Guard after activating the strong version under some circumstances, the second hit would act as an additional attack. Adjusted so the second hit additional attack will occur in any circumstances. *If a second Stylish Guard is performed, the attack is now neutralized.
    • Improves usability in neutral.

Yukako Yamagishi

“You shithead!” special

  • Adjusted the attack weight value that determines when a Clash occurs. (The move was triggering a Clash with skills.)
    • This was unintended and has been fixed.
  • Fixed an issue causing the move to chip at the opponent’s health when guarded as skills do.
  • This was unintended and has been fixed.

“I’m already inside your head.” skill

  • Fixed an issue where, when the hair implantation is canceled by taking damage from the implanted opponent, the next use of “I’m already inside your head” would have no effect.
  • This was unintended and has been fixed.

Jotaro Kujo

“Where’d all that time go?” skill

  • Fixed an issue where, when the medium version is in use, it was impossible to get behind some characters.
    • This was unintended and has been fixed.

Keicho Nijimura

Health

  • Increased health.
    • This is a character meant to use Infantry Mode to work at close and mid range, so this improves his staying power.

Infantry standing strong normal attack

  • Increased number of hits. (It now spawns an extra low attack hitbox for the first part just after activating.)
    • Improves usability in neutral.

Infantry crouching strong normal attack

  • Changed to not be nullified by moves that nullify projectiles.
    • This was unintended and has been fixed.

Helicopter/Tank crouching strong normal attack

  • Increased speed of hitbox spawning.
    • Improves usability in neutral.
  • Made the hitbox extend forward over the course of frames.
    • Improves usability in neutral.

“Maintain Battle Formation” special

  • Fixed an issue allowing the move to be used under the effect of Rohan Kishibe’s Style’s sealed effect.
    • Applies universal rules that other characters follow.

“Commence attack!” skill

  • Added a shot to the medium version (now 2 shots).
    • Improves usability in neutral.
  • Increased total damage of the medium version (damage of each shot is lower, but both together is now more).
    • Improves usability in neutral.
  • Adjusted lifting force of the medium version to go with the increased number of shots.
    • Improves usability in neutral.
  • Added a shot to the strong version (now 3 shots).
    • Improves usability in neutral.
  • Increased total damage of the strong version (damage of each shot is lower, but all together is now more).
    • Improves usability in neutral.
  • Adjusted lifting force of the strong version to go with the increased number of shots.
    • Improves usability in neutral.

“All units… halt!” skill

  • When activating GHA while this was in effect, the missiles and cannons would fire together. They no longer fire together.
    • This was unintended and has been fixed.
  • When inputting this move repeatedly, the units would be deployed at the same location as before (Switch version only).
    • This was unintended and has been fixed.
  • When turned into a snail by Weather Forecast’s HHA, the helicopters and tanks would continue to attack. The effect now ends.
    • This was unintended and has been fixed.

“Fire missiles!” skill

  • Fixed so all versions of the skill count toward the Same Move Limit.
    • Applies universal rules that other characters follow.
  • Added an explosion on Clash with another projectile that also triggers Clash with projectiles.
    • Improves usability in neutral. (Gives the character more of an advantage when trading projectiles at long range.)

“Fire!” GHA

  • Extended invincibility period.
    • Improves usability in neutral.
  • Made the attack (as it’s a GHA) not subject to counter skills.
    • Applies universal rules that other characters follow.
  • The ambush attack could hit twice. (This caused issues like the attack not fully activating until the second hit.) Adjusted so the attack triggers with just one hit.
    • This was unintended and has been fixed.

Giorno Giovanna

“Can you escape destruction?” skill *Golden Wind Requiem only

  • Fixed so all versions of the skill count toward the Same Move Limit.
    • Applies universal rules that other characters follow.

“Your ‘end’ has no ending!” GHA

  • Fixed an issue where the HH Gauge would not become a timer and the Golden Wind Requiem transformation would abruptly end if Giorno Giovanna’s GHA was activated under the effect of Risotto Nero’s Iron Deficiency.
    • This was unintended and has been fixed.

Bruno Bucciarati

“ARI ARI ARI ARI” skill

  • Fixed an issue causing the character to leap upwards in midair instead of landing when using the weak and medium versions in midair.
    • This was unintended and has been fixed.

Trish Una

“With the force of a vise!” special

  • Shortened the entire animation sequence.
    • Addresses issue where, when using as part of a combo, the full sequence was too long.

“Nobody’s getting taken out today.” skill

  • Fixed an issue where the Stand’s hurtbox would extend downward when activating the skill while keeping the stick tilted upward.
    • This was unintended and has been fixed.

“Something soft is even more unbreakable than diamond!” skill

  • Added a darkening visual effect when activating out of a Guard Cancel.
    • Makes it easier for the opponent to tell when this is activated by Guard Cancel.

Narancia Ghirga

Stand Mode jumping strong normal attack

  • Adjusted collision hitbox so some characters with narrow collision can’t slip through the middle of the attack when used at certain timings.
    • This was unintended and has been fixed.
  • Increased number of additional hits. (Damage of each hit is reduced, but the total damage is increased.)
    • This was unintended and has been fixed.

Stand Mode standing strong normal attack

  • Adjusted pushing hitbox so some characters with narrow pushing area can’t slip through the middle of the attack when used at certain timings.
    • This was unintended and has been fixed.

“Gonna send you flying!” skill

  • Fixed an issue causing the attack to get extra shots if the Style button is held down during the skill.
    • This was unintended and has been fixed.

“I’ll make you swiss cheese!” skill

  • Fixed so all versions of the skill count toward the Same Move Limit.
    • Applies universal rules that other characters follow.

“You’re not going anywhere!” skill

  • Fixed so all versions of the skill count toward the Same Move Limit.
    • Applies universal rules that other characters follow.

“I’ll shoot you through!” skill

  • Fixed so all versions of the skill count toward the Same Move Limit.
    • Applies universal rules that other characters follow.

“Shoot, shoot, shoot it up!” skill

  • Adjusted the lifting force of the bullets when the attack hits an airborne opponent.

“I know how to waste you!” skill

  • Increased lifting force.
    • Makes it easier for the additional attack to hit when the opponent is hit in midair.

“Attack!” skill

  • Added the ability to face the opponent on activation so the follow-up skill is more likely to hit and increased the backward movement.
    • Improves usability in neutral.

“I’ll make it even bigger!” skill

  • Adjusted the attack weight value of the first part (the Li’l Bomber charge) that determines when a Clash occurs. (The move was triggering a Clash with strong normal attacks.)
    • This was unintended and has been fixed.Li’l Bomber’s charging hitbox
  • Adjusted so that charging attacks wouldn’t push back certain characters’ HHAs and GHAs.Affected moves:
    • Stand Mode standing strong normal attack
    • Stand Mode crouching strong normal attack
    • Stand Mode jumping strong normal attack
    • “You’re not going anywhere!” skill
    • “Shoot, shoot, shoot it up!” skill
    • Applies universal rules that other characters follow.

Guido Mista

“Time to get to work!” special

  • It was possible to load the Bullets during the time stop after a successful Stylish Guard. Disabled loading Bullets during stopped time.
    • Applies universal rules that other characters follow.

“Pass, pass, pass!” skill

  • Fixed an issue where the bullet did not aim toward the opponent when activating right on top of a placed Stand.
    • This was unintended and has been fixed.
  • Reduced damage.
    • Balancing change to offset the large advantage gained from the ability to use “Places, everyone!” and “Time to get to work!” simultaneously.
  • Fixed an error in the Command List description.
    • Fixes Command List description.

Pannacotta Fugo

Stand Mode jumping medium normal attack

  • Changed recoil animation to a launching animation.
    • Improves usability in combos.

Stand Mode jumping strong normal attack

  • Changed recoil animation to a launching animation.
    • Improves usability in combos.

“This display of my powers will be the last thing you ever see!” special

  • Decreased speed of hitbox spawning.
    • Makes the benefit of using this with Distortion active clearer. (While the attack is slower, it can still be comboed from a standing strong attack.)
  • Added armor from start until the hitbox spawns in Distortion.
    • Makes the benefit of using this with Distortion active clearer. (While the attack is slower, it can still be comboed from a standing strong attack.)
  • Adjusted the attack weight value that determines when a Clash occurs. (The move was triggering a Clash with skills.)
    • This was unintended and has been fixed.
  • Fixed an issue causing the move to chip at the opponent’s health when guarded as skills do.
    • This was unintended and has been fixed.

“Got You!” skill

  • Shortened time to hitbox spawning on weak and medium versions.
    • Makes the attacks’ effectiveness with Purple Smoke Distortion clearer.
  • Added armor from start until the hitbox spawns in Purple Smoke Distortion.
    • Makes the attacks’ effectiveness with Purple Smoke Distortion clearer.

“You total NUMBSKULL!” skill

  • Increased damage.
    • Improves usability in neutral.
  • Increased Guardbreak value.
    • Improves usability in neutral.

“Attack like an explosion… and retreat like a storm!” HHA

  • Made the first part stand the opponent up in its recoil animation even if it hits a ground-bouncing opponent.
    • Makes the attack able to score multiple hits against a ground-bouncing opponent.Poison damage
  • Fixed an issue where other attacks would not score a hit if they hit the opponent at the same time as a poison damage tick occurred.
    • This was unintended and has been fixed.
  • Fixed an issue where the damage over time would be greatly increased if poison was applied at the same time as time was stopped.
    • This was unintended and has been fixed.

Diavolo

“This is the end!” skill

  • Increased duration of medium version attack hitbox.
    • Improves usability in neutral.
  • Increased duration of attack hitbox and added the ability to face the opponent during the strong version.
    • Improves usability in neutral.

“A meaningless act…” skill

  • Fixed an issue where, when an opponent who hit while this was in effect canceled the attack and then performed an HHA or GHA, the opponent’s animation would be slowed down, desyncing the visuals from the sounds.
    • This was unintended and has been fixed.

Prosciutto and Pesci

Partner (Pesci)

  • Made attacks of the partner character (Pesci) not subject to counter skills.
    • Applies universal rules that other characters follow.
  • Fixed an issue where partner characters would not return after some skills that cause them to attack while under the effect of Risotto Nero’s “Iron Deficiency.”
    • This was unintended and has been fixed.

“Fisher Man!” skill
“We’re in it to the end!” skill

  • Fixed these skills so they would have separate Same Move Limit counting rather than sharing the same one.
    • This was unintended and has been fixed.

“Hook, line, and sinker! You took the bait!” skill

  • Fixed an issue where the attack would retain its hitbox after Stylish Guard.
    • This was unintended and has been fixed.

“I’ll rip you apart!” skill

  • Shortened delay until the hitbox spawns from the hurtbox.
    • Improves usability in neutral (Makes the attack usable as anti-air.)
  • Expanded the hitbox of the second hit.
    • Improves usability in neutral (Makes the attack usable as anti-air.)
  • Increased speed of hitbox spawning.
    • Improves usability in neutral (Makes the attack usable as anti-air.)
  • Adjusted the lifting force of each hit to make it more reliable to land multiple hits.
    • Improves usability in neutral (Makes the attack usable as anti-air.)
  • Shortened recovery period.
    • Improves usability in neutral (Makes the attack usable as anti-air.)
  • Adjusted so the attack doesn’t Clash with normal attacks.
    • Improves usability in neutral (Makes the attack usable as anti-air.)
  • Fixed so the attack would correctly chip the opponent’s health when guarded.
    • Improves usability in neutral (Makes the attack usable as anti-air.)

“Nice try!” skill

  • Adjusted so the attack doesn’t Clash with normal attacks.
    • Improves usability in neutral (Makes the attack usable as anti-air.)
  • Fixed so the attack would correctly chip the opponent’s health when guarded.
    • Improves usability in neutral (Makes the attack usable as anti-air.)

Ghiaccio

“Will you lay off?” special

  • Disabled Flash Cancel.
    • Increases punishment for failing to land a hit or get guarded.

“You won’t escape…” special

  • Disabled Flash Cancel.
    • Increases punishment for failing to land a hit or get guarded.

“Are you friggin’ mocking me?!” skill

  • Added a darkening visual effect.
    • Makes it easier for the opponent to tell when this is activated by Guard Cancel.

Risotto Nero

“Control iron within 5-10 meters” skill

  • Fixed an issue preventing sustaining of the skill if activated at the same time as Diego Brando’s HHA.
    • This was unintended and has been fixed.

Jolyne Cujoh

“Whatever it takes to win!” special

  • Changed recoil animation from the first hit to a launching animation.
    • Improves usability in neutral. (This change allows the skill to combo from “So you’re the enemy, huh?” into Stand Rush.)

“Sweet dreams, creep!” skill

  • Adjusted launch force of the multiple hits.
    • Ensures that the opponent isn’t dropped in the middle of the hits.

“String Barrier” skill

  • Changed recoil animation of the final part.
    • Improves usability in neutral and in combos.
  • Improved Clash ability against the opponent’s projectiles.
    • Improves usability in neutral.
  • Increased time from deploying the skill until it vanishes. (In exchange, the barrier will vanish a few frames after Jolyne Cujoh enters it herself.)
    • Improves the skill as a barrier while making it harder to turtle inside it. (This also makes it more reliable to combo with in combination with taunting.)

“So you’re the enemy, huh?” skill (aerial)

  • Decreased speed of hitbox spawning on medium attack version.
    • Adds a balancing factor of increasing hitbox slowness to the attack doing more damage in weak/medium/strong order.
  • Increased speed of hitbox spawning on strong attack version.
    • Adds a balancing factor of increasing hitbox slowness to the attack doing more damage in weak/medium/strong order.
  • Shortened recovery period.
    • Improves usability in neutral.

Ermes Costello

User Mode crouching medium normal attack

  • Reduced knockback on hit.
    • Improves usability in neutral.

“It’s quite useful…” skill

  • Increased speed of hitbox spawning.
    • Improves usability in neutral.
  • Shortened recovery period.
    • Improves usability in neutral.
  • Changed voice clips.
    • Uses the same voice clip for the feint and non-feint versions, making it easier to actually use the former as a feint.

Narciso Anastasia

Stand Mode standing strong normal attack

  • Reduced knockback on hit.
    • Improves usability in combos. (Makes it easier for the skill to land multiple hits.)

Stand Mode crouching medium normal attack

  • Reduced knockback on hit.
    • Improves usability in combos. (Makes it easier for the standing strong attack and crouching strong attack to land multiple hits.)

“Dive!” skill

  • Increased number of hits of strong version. (This also increases the total damage.)
    • Ensures that the opponent isn’t dropped in the middle of the hits.
  • Expanded the hitbox of the later additional hits on the strong version.
    • Ensures that the opponent isn’t dropped in the middle of the hits.
  • Adjusted so you won’t go through the opponent if you dash while the opponent is guarding the strong version.
    • This was unintended and has been fixed.

Weather Forecast

“Weather Forecast” special

  • Increased effect duration.
    • Makes it easier to use the skill for offense by extending duration and improving normal attacks and skills. (The reduction in burned condition damage offsets the advantage gained from the longer duration.)
  • Reduced damage from burned condition.
    • Makes it easier to use the skill for offense by extending duration and improving normal attacks and skills. (The reduction in burned condition damage offsets the advantage gained from the longer duration.)

“Got you pinned!” special

  • Made it able to lift and pull downed opponents.
    • Makes the attack’s utility commensurate with the cost of an HH Gauge.

“I’m blowing in!” skill

  • Fixed an issue where the user would slide backwards if subject to a pulling skill while charging forward.
    • This was unintended and has been fixed.
  • On hit with crouching strong attack while the opponent is ground-bouncing from the aerial medium or strong versions of this attack, the opponent would be forced down. Adjusted the recoil animation so they would remain in ground-bounce.
    • Improves usability in combos.

“Don’t you dare touch me! I’ll kill you!” skill

  • Added an upper body guard effect just after activation.
    • Improves usability in neutral.

Snail

  • Changed so that opponents turned into snails no longer get damage reduction modifiers.
    • Ensures the HHA has appropriate value.

Father Pucchi (Final)

Normal attacks from User (Father Pucchi (Final))

  • Changes to attack motions in Patch 1.5 affected attacks generally. This has been fixed.
    • This was unintended and has been fixed.

“Die!” special *Full Moon only

  • Activating in some Stand positions would face away from the opponent. Now activates facing based on the user’s position.
    • This was unintended and has been fixed.

“Maiden Heaven” GHA

  • Added a hitbox to the activation.
    • Makes the GHA more reliable.
  • Added an invincible period to the activation.
    • Makes the GHA more reliable.

Stepping in Maiden Heaven Mode

  • Removed collision with the opponent (can now move through the opponent).

User and Stand Mode jumping strong normal attack *Maiden Heaven Mode

  • Improves reliability of getting behind the opponent.
  • Changed recoil animation to a ground-bounce animation.
    • Improves usability in combos.
  • Increased duration of attack hitbox.
    • Improves usability in neutral.

User Mode standing strong normal attack *Maiden Heaven Mode

  • Expanded area of the second hit.
    • Improves usability in neutral.

User Mode crouching strong normal attack *Maiden Heaven Mode

  • Changed recoil animation to a launching animation.
    • Improves usability in combos.

“Where is he?!” skill *During Maiden Heaven

  • Enabled use in User Mode. Added to the Command List as well.
    • Expands options for gaining distance when standing up from being downed.

Johnny Joestar

“I’ve got to get there!” special

  • Fixed so all versions of the skill count toward the Same Move Limit.
    • Applies universal rules that other characters follow.

“The hole will attack you.” skill

  • Fixed an issue where the effect would vanish if it hit a wall before touching the ground (before the homing takes effect).
    • This was unintended and has been fixed.
  • Fixed an issue where the effect would stop in place and not home when it hits the ground if activated at the very edge of the arena.
    • This was unintended and has been fixed.

“I can make it!” skill

  • Fixed an issue where the user would slide backwards if subject to a pulling skill while charging forward.
    • This was unintended and has been fixed.

“Golden Spin Nail Bullets” skill

  • Fixed so all versions of the skill count toward the Same Move Limit.
    • Applies universal rules that other characters follow.

“Even if my Spin falters, I will never die!” HHA in Tusk ACT 1

  • Fixed an issue where the action chain modifier wasn’t applying to the second hit’s damage.
    • This was unintended and has been fixed.

Gyro Zeppeli

User Mode crouching medium normal attack

  • Adjusted the attack weight value that determines when a Clash occurs. (The move was triggering a Clash with skills.)
    • Applies universal rules that other characters follow.”Raaaaugh!” skill
  • Fixed an issue where the Steel Balls would still have a hitbox when returning to Gyro’s hand even if he was recoiling or guarding.
    • This was unintended and has been fixed.

Funny Valentine

“He’s gone?!” skill

  • Increased speed of hitbox spawning.
    • Improves usability in neutral.

“A gift from the other side.” skill

  • Enabled use in midair.
    • Improves usability in neutral.

“Tah dah!” skill

  • Allowed to hit downed opponents.
    • Improves usability in combos.

Diego Brando

Easy Beat

  • Changed to trigger weak version of “Gouge” skill.
    • Applies universal rules that other characters follow.

“You flinched!” special

  • Adjusted the attack weight value that determines when a Clash occurs. (The move was triggering a Clash with skills.)
    • This was unintended and has been fixed.
  • Fixed an issue causing the move to chip at the opponent’s health when guarded as skills do.
    • This was unintended and has been fixed.
  • Changed hurtbox to match how the character appeared at the start of the attack animation.
    • Ensures that hurtbox and visuals match.
  • Reduced duration of attack hitbox.
    • Ensures that hurtbox and visuals match.

“Useless, useless!” skill

  • Fixed an issue where invincibility wouldn’t apply under some circumstances.
    • This was unintended and has been fixed.

Dinosaur Form

  • The dinosaur form’s normal attacks (weak, medium, and strong) were being counted as the same moves as the user form’s respective attacks. This has been fixed.
    • Applies universal rules that other characters follow.
  • Shortened animation of the mode ending.
    • Reduces risk of using the HHA.
  • Shortened throw recovery so that the character is not completely open to counterattack during the mode end animation after a throw.
    • Reduces risk of using the HHA.
  • Reduced jump height.
    • Improves usability in neutral.
  • Increased forward dash speed.
    • Improves usability in neutral.

Josuke Higashikata 8

Backstepping

  • Fixed an unintentional timing where the recovery could not be canceled into a normal attack.
    • Applies universal rules that other characters follow.

Stand Mode jumping weak normal attack

  • Increased speed of hitbox spawning.
    • Expands options for attacking in the air. (The overall motion speedup means that when using this skill during the upward motion of a jump, it’s now possible to use a weak or medium attack on the way back down.)
  • Shortened the entire animation sequence.
    • Expands options for attacking in the air. (The overall motion speedup means that when using this skill during the upward motion of a jump, it’s now possible to use a weak or medium attack on the way back down.)

Stand Mode jumping medium normal attack

  • Changed recoil animation to a launching animation.
    • Improves usability in neutral.

Stand Mode standing medium normal attack

  • Changed the attack’s type to low attack.
    • Improves usability in neutral.

Stand Mode standing strong normal attack

  • Increased recovery time.
    • Prevents the attack hitting from comboing into a standing weak attack or crouching medium attack.

“Let me take that from you.” skill

  • Shortened recovery period.
    • Improves usability in neutral.

Ikuro Hashizawa

“Baoh Break Dark Thunder Phenomenon” skill

  • Made it so the character faces toward the opponent.
    • Makes the skill more reliable to hit with.
  • Added a pull effect to the initial hit’s hitbox.
    • Makes the skill more reliable to hit with.

Assists

Adjusted uses of Assault Assists and Reversal Assists

  • Jonathan Joestar (1/2): -1 Assault Assist
  • Rudol von Stroheim (2/1): -1 Reversal Assist
  • Jotaro Kujo (Part 4) (2/1): -1 Reversal Assist
  • F.F. (1/2): -1 Assault Assist
  • Brings these more in line with other characters

Reversal Assists

  • Fixed an issue where a use of the Assist would not be spent, but would still go on cooldown if used as a Reversal Assist just before entering a follow-up skill’s special animation.
    • This was unintended and has been fixed.

Assault Assists

  • Fixed an issue where an Assault Assist would lose its hitbox under some circumstances if the controlled character was hit by an attack.
    • This was unintended and has been fixed.

Customize Mode

Change SFX Position

  • Fixed an issue where the SFX position wouldn’t be saved after editing if the user then goes to change SFX position or preview another character.
    • This was a bug and has been fixed.

DLC Characters

Character Select

  • Added Paid DLC Character: Alternate World Diego
    • Update to go with the release of the Alternate World Diego playable character paid DLC.

Gallery Items

  • Added new gallery items.
    • Update to go with the release of the Alternate World Diego playable character paid DLC.

JoJo Glossary

  • Added entries to JoJo Glossary.
    • Update to go with the release of the Alternate World Diego playable character paid DLC.

Customization

  • Added customize options.
    • Update to go with the release of the Alternate World Diego playable character paid DLC.

Credits

Credits

  • Added cast credits for the new character.
    • Update to go with the release of new playable character paid DLC.

Source: Bandai Namco

Damien Seeto

Home > News

Final Fantasy 16 Live-Action Short Film Has Us Wishing There Was a Real Live-Action Show

Premiering during the Final Fantasy 16 pre-launch celebration, here’s the full live-action short film for Final Fantasy 16.

Final Fantasy 16 Live Action Trailer

I don’t know about you, but that certainly has me pumped up for the release of Final Fantasy 16! Luckily we won’t have long to wait as Final Fantasy 16 launches on June 22, exclusively for the PS5. A demo will be available to PS5 owners starting tomorrow. 

Avatar photo

James Lara

A gamer at heart, James has been working for MP1st for the last decade to do exactly what he loves, writing about video games and having fun doing it. Growing up in the 90's gaming has been in his DNA since the days of NES. One day he hopes to develop his own game.

Home > News

New Raw Final Fantasy 16 Gameplay Shows Off Eikons’ Powers

During the Final Fantasy 16 pre-launch celebration, Square Enix showed off a bunch of new raw gameplay, showcasing the many Eikons powers that players will have at their disposal. 

The gameplay, which clocks in a little over 20 minutes, was played in front of a live audience. Meaning everything you see here is all in real-time rather than pre-recorded. 

New Raw Final Fantasy 16 Gameplay – Final Fantasy 16 Pre-Launch Celebration

Looking like an absolute blast! And while Final Fantasy 16 isn’t scheduled to release until June 22, starting tomorrow, PS5 owners can download the Final Fantasy 16 demo, which features over two hours of gameplay from the game’s prologue. Progress made in the prologue will be transferable into the final game when it releases. 

However, that’s not the only surprise included in the demo, as upon completion, you’ll unlock a special battle demo that is accessible via the in-game menu. So you’ll have plenty to hold you over until the game’s release. 

Final Fantasy 16 launches on June 22, exclusively for the PS5. 

Avatar photo

James Lara

A gamer at heart, James has been working for MP1st for the last decade to do exactly what he loves, writing about video games and having fun doing it. Growing up in the 90's gaming has been in his DNA since the days of NES. One day he hopes to develop his own game.

Home > News

Starfield Will Run at a Locked 30FPS on Both Xbox Series Consoles; Smoothest Game Studio Has Ever Launched

Wondering what frame rate Starfield will be in? Well, wonder no more, as Bethesda has confirmed that Starfield runs at 30FPS on both the Xbox Series X and S.

Speaking to IGN, Todd Howard, Bethesda’s executive producer, revealed that Starfield would be running at a locked 30FPS on Xbox Series consoles. For resolution, the Xbox Series X will run at 4K, while the Series S will run at 1440P.

“I think it’ll come as no surprise, given our previous games, what we go for,” Howard said to IGN. “Always these huge, open worlds, fully dynamic, hyper detail where anything can happen. And we do want to do that. It’s 4K in the X. It’s 1440 on the S. We do lock it at 30, because we want that fidelity, we want all that stuff. We don’t want to sacrifice any of it.

He goes on to say that while they were able to get it running higher than that, even at 60 at times, they wanted “consistency” throughout the experience, therefore, opted for a locked 30FPS for the smoothest, most consistent experience the studio has ever launched.

“And we don’t ever want to sacrifice that experience that makes our games feel really, really special. So it feels great. We’re really happy with how it feels even in the heat of battle. And we need that headroom because in our games, really anything can happen.”

There are no comments on the PC version’s performance, though seeing that it is PC, we do expect to see options to run the title higher than 60FPS. We’ll have more on that as we inch closer to the September 6 launch. For now, you can feast your eyes on the latest Starfield gameplay deep dive.

Avatar photo

James Lara

A gamer at heart, James has been working for MP1st for the last decade to do exactly what he loves, writing about video games and having fun doing it. Growing up in the 90's gaming has been in his DNA since the days of NES. One day he hopes to develop his own game.

Home > News

PlatinumGames and Kingdom Hearts Dev Teams Assisted in the Development of Final Fantasy 16

Revealed during the Final Fantasy 16 pre-launch celebration, both PlatinumGames and the Kingdom Hearts dev team have been confirmed to lend a hand in developing Final Fantasy 16.

A message was shared from each team, which can be found below.

Hi, I’m Atsushi Inaba, President and CEO of PlatinumGames Inc. The release date for FINAL FANTASY XVI is finally around the corner. PlatinumGames was graced with the opportunity to develop a part of FINAL FANTASY XVI.

We’d never had an experience to work on a title in this manner, so it certainly took us by surprise when we were first approached. But the development staff–myself included, were all extremely excited for this opportunity, saying things like, “it’s the FINAL FANTASY” and “we’ll never get another chance to work on FINAL FANTASY.”

So we gladly accepted this opportunity and made it happen. 

Takahisa Taura, who worked with Square Enix previously on NieR: Automata, led the development staff and the team on the PlatinumGames side. He powered through the development as leader of the team, and I’m confident that the part we handled ended up being a high quality content.

We are able to work on FINAL FANTASY XVI with excitement as creators, but we only partially handled the development, so we’re also looking forward to playing the content as individual fans, just like those that are watching this video. And so, I am looking forward to enjoying the fantastic world of FINAL FANTASY XVI as both a creator and a fan. 

Our sincerest congratulations! 

The Kingdom Hearts IV Team:

Hello everyone! I’m Tai Yasue, Co-Director of KINGDOM HEARTS IV.

I’m happy to announce that, in fact the KINGDOM HEARTS development team had a part in developing FINAL FANTASY XVI! We joined forces on the battles and such, but to be honest, it came as a surprise when the idea was initially brought to us. It seemed like a daring idea!

It’s already hard to achieve a scale of this level while being an action-based game. And, it felt even crazier hearing their plan to join forces with development teams that each have different creative methods. 

I mean, even if it’s coming from Naoki Yoshida, the man with an asteroid named after him, we were thinking about politely declining…

That being said, as we got to know more about the game’s plan and story, the entire team wanted to make this work, no matter what.

Although it was a wild undertaking, there was ultimately something to gain through its development. Now, FINAL FANTASY XVI’s release is right around the corner. In a sense, it’s been developed in an unconventional way, but in part, because of that, we feel it’s shaped up to deliver an exceptional experience, so please give it a go! Thank you!

Naoki Yoshida added afterward that since the production scale of FF16 was so massive, and it first time the studio trying to create this full real-time action game, they needed help and reached out to both PlatinumGames and Kingdom Hearts dev teams, seeing that they were well versed in creating action types of games. He said both teams were reluctant to help at first but then came on board after learning more about the title and had gone “all out” on their support. He says that the scale of Final Fantasy 16 could not have been achieved without the help of either studio. 

Final Fantasy 16 is launching June 22, exclusively for the PS5. For those interested in trying out the game before release, a demo will be available on June 12. Details can be found here: Final Fantasy 16 Demo Announced, Available June 12; Includes Special Battle Demo 

Avatar photo

James Lara

A gamer at heart, James has been working for MP1st for the last decade to do exactly what he loves, writing about video games and having fun doing it. Growing up in the 90's gaming has been in his DNA since the days of NES. One day he hopes to develop his own game.

Home > News

The Chinese Room’s “Still Wakes the Deep” Horror Game Announced, Confirmed to Be Coming to PlayStation (Update)

Revealed during the Xbox Games Showcase is The Chinese Room’s (Amnesia: A Machine for Pigs) “Still Wakes the Deep,” which is a new horror game that’s set on an oil rig.

Check out the reveal trailer now and read up on the game’s plot.

In STILL WAKES THE DEEP, you are an off-shore oil rig worker, fighting for his life through a vicious storm, perilous surroundings, and the dark, freezing North Sea waters. All lines of communication have been severed. All exits are gone. All that remains is to face the unknowable horror that’s come aboard. Search for your crew and help them survive if you can. Run, climb, and swim through the flooding corridors and storm-lashed outer decks. Face a terrifying, unrelenting foe. And pray that, one day, you get to see your family again.

No release date yet other than it’s coming in 2024. While there’s no formal announcement from the studio, the game is confirmed to be also coming to PlayStation platforms. Over on the game’s website, you can see the PlayStation Store logo right next to the logo of the Xbox Game Pass:

It’s not known yet whether this is a timed exclusive or not. We’ve reached out to The Chinese Room to verify this and will update the article if we hear anything back.

Update: The Chinese Room got back to us, and replied that Still Wakes the Deep is not a timed console exclusive for the Xbox Series X|S.

Avatar photo

Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

Home > News

Final Fantasy 16 Demo Announced, Available June 12; Includes Special Battle Demo

As expected given the recent ad about it, Square Enix has finally announced the Final Fantasy 16 demo at today’s launch party for the game. It’s set to launch this June 12 — yes, tomorrow! It will be available in just a few hours from now and we have the exact time when it will be available and more details about it.

Final Fantasy 16 Demo Roll Out Time and Details:

Outside of the time, here’s what was revealed:

  • Demo is two hours long (Prologue gameplay)
  • Saved data can be carried over to the main game
  • Once you complete the Prologue, you will unlock the second portion of the demo (Special Battle Demo)
  • Note: the progress from the Special Battle Demo will NOT transfer to the final game.

According to Square Enix, “the area in this combat demo is a very dark stronghold, one of the darkest areas of the game. Don’t go in thinking the game is always this dark, as it’s only in this demo.”

Final Fantasy 16 will be available June 22, 2023 on the PS5.

Avatar photo

Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.