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Unholy Review – Trial by Stealth

A horror game deeply nested into the controversy of sects and afterlife, Unholy adds the loss of a child as the motivation for our character, Dorothea Linde, to travel between worlds. With inspiration from Silent Hill and Alone in the Dark but never coming close, this is a game at its best when focused on atmospheric exploration and puzzles, but its flirting with severely flawed stealth sections brings the whole adventure down in flames.

Hell Hath No Fury Like a Childless Mother

The impressions from our Unholy hands-on preview were positive, albeit reserved. The setup was intriguing, as the desperate protagonist accepts the offer from a stranger to bring back her dead son from this alternate world known as Eternal City. The story is intriguing before delving into predictable areas, revealing her motives to join the Spring of Eternity cult with Gabriel before deciding to flee its grasp. It was too late, and a supernatural voyage is about to begin.

Crossing from the real world into the netherworld is done via a ritual where Dorothea burns mementos. But the journey is completely linear, guided by the needs of the narrative and the increasing exposition to the secrets of both locations. The enjoyable slow-paced reality merrily prances between psychological horror and occasional jumpscares, providing an appreciated descent into creepiness and insanity that never fully materializes, instead opting for a netherworld where Solid Snake would feel right at home.

Unholy Review

Some of the issues with Unholy is that the design alternates between competent and excessively clunky. When you’re following the beats and navigating the environment, it’s acceptable apart from failing to spot a ledge to climb or a hole to crawl into, eventually the occasional invisible wall frustrating your efforts. But Dorothea displays the agility of a sedentary mother who avoids exercise at all cost, with jumps that are barely useful to overcome anything, safe for very rare and specific occasions, and the constant will to bump into the environment and have a hard time moving around it.

Paired with the stealth sections, this becomes an infuriating exercise of trial and error. The countless ways in which these mechanics are broken are too many to describe, but the AI is what takes the otherworldly cake here, as it acts in a mix of brainless and frustrating. Take the lockers where you can hide from the guards and ghouls as an example – even if you are at an arm’s reach from your pursuer, stepping into a locker is like a safe space, instantly throwing them off. But now it’s time to be annoyed by the long waiting times, as the enemies rotate in place, ghouls twitch around, feeling like an eternity before they finally return to their post, if that happens. Exit the locker and the odds are high that you’re just going to be chased again, repeating the process.

Stealth has more issues worth noting, such as ghouls running against walls and other obstacles, ignoring mines exploding right in front of them and shots flying by, and so on. Even the mere act of descending a ladder is flawed, as Dorothea keeps staring up and disregarding the fact that ghouls may be waiting for us right below.

Since Unholy limits your movement by highlighting the few places you are able to climb or vault, there’s no room for experimentation or improvisation, forcing you to plan a route according to the few available possibilities. Dishonored this isn’t for sure.

Learning the goal of each stealth section by dying repeatedly and then attempting a run for it is likely to become your modus operandi. Except in a few moments where the game truly tries to be ingenious, such as the locked doors area where you can’t open more than two at a time, but that doesn’t make up for all the rest.

Emotion Management

Unholy Review

Stealth plays a big part of your escapades in Eternal City, but you’re going to find a couple of devices to help you, albeit in essentially a limited way. Four emotions can be found and used with your supernatural slingshot, basically amounting to different types of ammo. Anger breaks objects in the environment, Shock destroys circuit breakers, Sadness creates a cloud of smoke to obstruct the enemies’ sight, and Desire attracts enemies to a given location.

One of the issues is that you don’t select your ammo type with a single keypress, you must cycle through all of them. In the heat of the moment this becomes fuel for chaos, as you mistakenly select an emotion that isn’t going to help you out, while the ghouls draw near. The slow rate of fire is also aggravating, something that the extremely basic skill tree doesn’t help much with. Since enemies kill you with a couple of hits, sometimes as you try to escape the first one, and you have no melee attack, your only resort is to attract them to a mine, one that may eventually kill you as well if you’re not careful.

Die and you are placed at a checkpoint that is designed to test your patience, forcing a repetition of processes that makes Unholy feel like literal hell, a mother’s supernatural struggle that somehow is making us reconsider its worth, not for lack of trying. May Gabriel hold tight as we watch another ghoul twitch its head from the safety of our locker for an uncertain time.

Masks are another feature that feel little more than a gimmick. Every so often you will create a mask out of a grand total of three, one of them available very late in the game. From seeing interactive objects to navigating through poisonous clouds or detecting enemies in thermal vision style, these can be useful but since you can’t use it along with your slingshot, it requires some unwarranted juggling.

Unholy is plagued by other issues that hurt your enjoyment. Grammar errors aren’t uncommon, clipping through walls and gratings is a thing, but the most flagrant situation and one that frustrated me throughout the seven-hour adventure was that the interaction points often fail to register. I could be close to an object or door and the interaction point didn’t appear, or was just randomly flickering in and out of existence, preventing me from triggering it. This may be related to alt-tabbing or some performance issue, but it’s enough of a negative point that surely will happen to more players.

To Hell and Back

Unholy Review

Unholy’s atmosphere has its moments, bolstered by a sound design that isn’t shy on the choirs and tension. Dorothea’s accelerated breathing is interesting to listen, although it drags on for too long and not quite the best thing to do when hiding in a locker, but game logic, right? Wooden acting during cutscenes and general clumsy voice work that often chews up the scenery don’t do the game any favors.

Unholy started on the right foot, with a setup that wasn’t too far from contemporary horror movies, but you’ll be better off by waiting for the release of Silent Hill 2 Remake. The predictable descent into madness wasn’t entirely successful, as the netherworld is little more than your average city in ruins and an excuse to add broken stealth elements into what could have been an accomplished narrative-driven mystery. This is a game that works better when it isn’t trying to tick boxes left and right, but once you step foot into the Eternal City, it drags at snail pace and rewards you with recurrent death and frustration. A mother’s struggle it may be, but making it a player’s struggle as well isn’t exactly what horror games should do.

Score: 5/10

Pros:

  • First chapter is a moody and immersive horror experience
  • Decent gameplay when focusing on exploration and puzzles

Cons:

  • Eternal City is literal stealth hell with broken mechanics
  • Enemy AI is bare-bones
  • Dorothea doesn’t have the agility this task requires
  • Lack of polish and bugs

Unholy review code was provided by the publisher. You can read MP1st’s review and scoring policy right here.

Vitor Braz

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Tencent Acquires Majority Stake in Dying Light Studio, Techland

One of the most cherished independent players in the industry and renowned for its contribution with games like Dead Island and Dying Light 2, Techland is now turning the page and embracing a whole new and exciting chapter. According to words from founder and CEO Paweł Marchewka, Techland is now welcoming Tencent as majority shareholder.

The reasoning for the partnership with one of the largest global videogame studios is explained by the ambition to deliver the first new Techland IP in almost a decade. A fantasy open-world RPG with the burden of the studio’s top-quality backlog, it has to live up to players’ expectations worldwide, and that is where Tencent comes in. With the strength of the capabilities and resources provided by this cooperation, Techland should be able to deliver on the boldest vision without any restraints.

The announcement clarifies that Paweł will retain his position as the studio’s CEO, and states that Techland remains the owner of its IP, while creative freedom should come out unscathed from this deal.

While little is known about this fantasy epic, it sounds like Techland’s best work is in the making. After honing its open-world craft in over a decade of fiddling around with zombies and parkour, we can only hope this turns out to be the studio’s Skyrim… or even better.

Source: Techland

Vitor Braz

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Cities: Skylines 2 Electricity and Water Systems Explained in New Gameplay Deep Dive

Paradox Interactive has posted this week’s Cities: Skylines 2 gameplay deep dive! Developer Colossal Order goes into detail about the Electricity and Water in the upcoming city builder. You can watch the full Cities: Skylines 2 Electricity and Water gameplay deep dive right here:

All buildings need electricity and access to water in order to function properly, so these services are the components required to run a city. A lack of electricity or water could lead to reduced well-being and drive people to exit the city. Lack of fresh water would also take a toll on people’s health.

Find out how the electricity and water have been changed and improved in the sequel compared to its predecessor.

If you’re hoping to get more information, watch the video above and don’t forget to check out the full Cities: Skylines 2 Electricity and Water blog post right here. Cities: Skylines 2 gameplay deep dives are expected to continue until September 11, with new updates weekly. The full roadmap is posted in this article.

Cities Skylines 2: is expected to launch on October 24, 2023 for Xbox Series X|S, PS5, and PC. It will launch on Xbox Game Pass on the same day.

Ibrahim Kabir

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PlayStation ChinaJoy 2023 Lineup Revealed

Sony Interactive Entertainment has revealed the PlayStation ChinaJoy 2023 lineup, which features playable games from the Sony China Hero Project, alongside some first and third-party titles. ChinaJoy 2023 will start on July 28 through July 31 at Shangai New International Expo Center.

Find the full lineup of games below:

PlayStation ChinaJoy 2023 Lineup

PlayStation China Hero Project:

  • Awaken: Astral Blade
  • Exiledge
  • Evotinction
  • Lost Soul Aside
  • Will-less

PlayStation first-party exclusives:

  • Gran Turismo 7
  • Helldivers
  • Horizon Zero Dawn
  • Horizon Forbidden West
  • Horizon Call of the Mountain
  • Ratchet and Clank: Rift Apart
  • Sackboy: A Big Adventure

PlayStation third-party games:

  • Crossfire: Sierra Squad
  • It Takes Two
  • King of Fighters 15
  • Final Fantasy 16
  • My Time at Sandrock
  • Naruto x Boruto: Ultimate Ninja Storm Connections
  • NBA 2K
  • Phantom Blade: Executioners
  • Street Fighter 6
  • Super Buckyball
  • Sword Art Online: Last Recollection
  • Sand Land
  • Synced
  • Tower of Fantasy

playstation ChinaJoy 2023

It seems like most of the games showing up are previously released titles and upcoming PlayStation titles like Marvel’s Spider-Man 2 will not be making an appearance and ChinaJoy 2023. We will update our readers as more information is out.

Source: bilibili (Thanks, Gematsu)

Ibrahim Kabir

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Trine 5 Release Date Set for Aug. 31; Hero “Pontius the Knight” Revealed in New Trailer

Around three months after its reveal, THQ Nordic hasunveiled the Trine 5 release date to be August 31, 2023. The publisher has also revealed a new trailer to celebrate the release date announcement. The trailer introduces us to a new hero, Pontius the Knight, who is described as the “protector of the Realm, the frontline hero who is always going head-first into battle.”

Check out the Trine 5 release date trailer right here:

Use Pontius’ trusty shield and sword to protect your friends. Pontius also has an incredible love for pie. As a skilled knight, Pontius can use his sword to fight off enemies, get rid of obstacles, and use it as a platform to reach higher places.

While the shield protects you, it also comes in handy to reflect the light, skate across water, and can be used as a glider! Watch the video above to see Pontius in action and learn more about his skills and abilities.

Charge, smash, fight, and puzzle-solve your way through the dangers that await you in Trine 5: A Clockwork Conspiracy when it launches on August 31 for PS5, PS4, Xbox Series X|S, Xbox One, PC, and Nintendo Switch!

Ibrahim Kabir

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New Marvel’s Spider-Man 2 Black Suit Figure From Hot Toys Confirms Tentacles

We have gotten a closer look at Marvel’s Spider-Man 2 black suit thanks to the recent pictures revealed by Hot Toys. The action figure is a 1/6th scale of Peter Parker’s symbiote Spider-Man suit, and features a newly crafted mask head, detailed texture and patterns, articulated pincers with black robotic tendrils, and more.

The picture of Marvel’s Spider-Man 2 black suit was posted to Hot Toys’ Facebook page. Check them out in the gallery below:

These images basically confirm that Peter Parker’s Spider-Man black suit will also feature the robotic arms, and they will be used in the game. Read the full post from Hot Toys here:

In the latest Marvel’s Spider-Man 2 sneak peek trailer, Peter Parker is seen fighting with an alternate suit on! This solid black suit enhances Peter’s power with unique abilities, but at the same time it has a clear physiological effect on Peter, altering his look, making him more aggressive, even against his friends like Miles.

With immense anticipation of Marvel’s Spider-Man 2, Hot Toys is bringing Peter Parker (Black Suit) in 1/6th scale collectible figure to prepare fans for the new challenges!

This amazingly-detailed figure features a newly crafted masked head, his physique depicted by a specialized body, newly developed black suit with detailed texture and patterns, articulated pincers with black tendrils, an array of accessories including black web shooter with newly designed black webbing accessories, web-wings, a tentacle effect, matching interchangeable hands and a display base.

A Special Edition available in selected markets exclusively includes an additional masked head in transformation to recreate the thrilling scene.

The collectible is now up for pre-orders through the Hot Toys website. If you haven’t already, make sure to check out the Marvel’s Spider-Man 2 story trailer revealed at the San Diego Comic-Con alongside the Spider-Man 2 Limited Edition PS5 bundle.

Marvel’s Spider-Man 2 swings out on October 20 exclusively for the PS5. Meanwhile, for future updates regarding the game, stay tuned to MP1st.

Source: Hot Toys (Facebook)

Ibrahim Kabir

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The Crew 2 Update 1.30 for July 24 Rides Out for S9E1 Fixes

Ubisoft has released The Crew 2 update 1.30 on all platforms during the game’s maintenance period, and this is to bring in fixes to the game after the Season 9 patch roll out earlier this month. Read on for what’s new in The Crew 2 patch notes for July 24.

The Crew 2 Update 1.30 Patch Notes | The Crew 2 New Update Patch Notes for July 24:

Here’s the announcement by Ubisoft regarding today’s patch:

That seems to be it. There have been no patch notes released just yet, but once we get a proper changelog, we’ll update the article to reflect the changes made.

Given The Crew: Motorfest is out later this year, don’t expect any major changes to The Crew 2 moving forward.

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Alex Co

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

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Hunt Showdown Update 1.87 Out for Patch 1.13 Hotfix This July 24

Crytek has released Hunt Showdown update 1.87, which is hotfix #1 for patch 1.13. This patch is out now for both PC and consoles. Check out the Hunt Showdown July 24 patch notes down below.

Hunt Showdown Update 1.87 Patch Notes | Hunt Showdown July 24 Patch Notes:

Bug Fixes:

  • Fixed an issue that caused the rain effect to often disappear on AMD GPU machines completely, after round start.

  • Fixed an issue that caused the rain fall effect to be darker with post-processing effects off.

  • Fixed an issue that prevented rain from rendering at random positions on all maps.

  • Implemented a potential fix for the rare issue that caused Players to spawn away from their teammates or with enemy Hunters.

  • Fixed an issue that caused Instinct to react to already extracted Hunters.

  • Fixed an issue that caused all Burn Traits to be restored after use in a mission upon a successful extract.

  • Fixed an issue that did not properly remove Burn Traits used in a mission.

  • Fixed an issue that caused Incendiary Ammo to deal less damage than intended during heavy rain.

  • Fixed an issue that caused the Drilling base and Flechette shotgun spread to be incorrect.

  • Fixed an issue that caused the Drilling to not count towards challenges that require the use of rifles.

  • Fixed an issue that played the rain audio while not in a rain mission.

  • Fixed an issue that incorrectly showed the Questlines as active for some Players.

  • Fixed an issue that caused the Combat Log to show instead of hide Player Names by default.

  • Fixed an issue with Bomb Lance Dragon Breath ammo not progressing the Challenge of killing an Armored, Hive, or Hellhound with fire.

  • Fixed an issue that allowed rain to be audible in the basement of Blanchett Graves.

  • Fixed an issue that allowed used Traces to be interactable after a reconnect.

  • Fixed a localization issue with the Death Cheat description not mentioning that Pledge Marks are lost upon trait triggering.

  • Fixed a localization issue with “Ewes Horn” charm name not being translated in Portuguese.

Source: Reddit

Damien Seeto

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F1 23 Update 1.08 Out for Many Bug Fixes This July 24

Codemasters has released F1 23 update 1.08 (PS5 version 1.008) for PC, PlayStation, and Xbox. This update comes with many bug fixes and gameplay improvements. Read on for the official F1 23 patch notes for July 24 below.

F1 23 Update 1.08 Patch Notes | F1 23 1.008 Patch Notes | F1 23 Patch Notes for July 24:

A new patch for F1® 23 patch (v1.08) has begun rolling out across Xbox, PlayStation, and PC.

Here are the changes that will be made with this patch:

  • Addition of F1® Replay Event Type in F1® World
  • Addition of AI drivers to League Racing
  • Fixed an issue where, in some instances, unrealistic lap times could be set in Time Trial after triggering an Instant Replay. All Time Trial Leaderboards have been reset.
  • Fixed an issue where in Two Player Career drivers would receive an incorrect tyre allocation at weekends following one with a Sprint
  • Fixed an issue where Qualifying Practice Programmes would be much harder than other programs in Career
  • Fixed an issue where the pit lane speed limit in Jeddah was incorrect
  • Fixed an issue where some session start times were incorrect at Bahrain and Jeddah
  • Fixed an issue where ‘Rival Telemetry mode’ in Time Trial was not working
  • Fixed an issue where too many resource points were awarded despite the settings being set to ‘reduced’ in Career modes
  • Fixed an inaccuracy where the DRS light would be present on some F2 cars
  • Fixed an issue where DRS could be activated when behind another driver as soon as they leave the pitlane at Austria
  • Fixed an issue where timer may display incorrect time when spectating qualifying sessions
  • Fixed an issue where, in some instances, Invite Friends list would be blank when having a large number of friends
  • Fixed an audio issue where, in some instances, Max Verstappen would be given Driver of the Day instead of the actual awardee
  • Fixed an issue where the race engineer would be hopelessly optimistic
  • Fixed an issue where ‘Resource Rundown Screen’ would not show all earned Development Resource Points and Boosts in Career modes
  • Improved AI speed when set above 100 difficulty
  • Fixed an issue where players would be unable to join a LAN game
  • General Stability Improvements
  • Various Minor Fixes

Source: EA

Damien Seeto

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Street Fighter 6 Update 1.02 Out for Rashid DLC and More This July 24

Capcom has released Street Fighter 6 update 1.02 today for all platforms. This update includes the new DLC character Rashid, as well as character balance adjustments. Check out the SF6 July 24 patch notes down below.

Street Fighter 6 Update 1.02 Patch Notes | SF6 July 24 Patch Notes:

Size: 3GB on PC

  • Adds Rashid – (playable offline during maintenance)
  • Added new comic cutscenes for Rashed’s Battle Ground campaign.
  • Added new character art for Rashed.
  • Added Rashed to World Tour and as a new master. Located in Old Nayshall during the day.
  • Drive Rush System updated

Rashid character frame

New items were added to the Goods Shop
– playable character Rashid
– Rashid Outfit 2
– Rashid Color 3 – 10
– Avatar gear: Pirate Captain Bundle, Resort-Style Bundle, Breezy Resort-Style Bundle*
*Also available as individual items

To play as Rashid, you must have either the Year 1 Character Pass or the Year 1 Ultimate Pass or have purchased the character from the Goods Shop.

You can also use a Rental Fighter ticket to play the character for one hour.

Fighting Ground
– Rashid’s story added to Arcade Mode
– Easier way to switch between Record and Playback in the Training Mode pause menu
– Master League added *Coincides with the beginning of Phase 1 on August 1st

Battle Adjustments
– Areas that featured unintended behavior were fixed. For more details, please visit the link below.
Battle Change List (24.07.2023)

Warning regarding replays
Past replays cannot be played back with this new battle update.

CFN > Replay
Replays saved to your Replay List or Local Replays will remain saved, but cannot be played back.

Fighter Profile
Data from earlier versions will not be displayed.

World Tour
– Rashid’s Master Missions added
– Missions featuring Mike Haggar Memorial Stadium Tournament and Suval’hal Arena. You must complete the main game to access these missions
– New comic cutscenes were added to the Gallery under Cutscenes > World Tour

Bug Fixes
– Other miscellaneous bugs were fixed

Fighter Changes:

All Fighters

Drive Parry

Fixed an issue where medium kick would suddenly be performed when a parry input was buffered or input during a time freeze and then released before the player was able to perform the parry. The above issue also occurred during a Drive Rush or Super Art time freeze, and has also been fixed for those cases.

Power Up Super Arts

Fixed an issue where character behavior would become unnatural if hit by certain attacks at the exact moment that the power-up boost provided by this Super Art expired.

Assisted Combo (1st hit)

– Fixed an issue where buffered Assist Combo inputs would not register in certain situations. – Fixed an issue where the 2nd attack of an Assist Combo would be performed even though only the first input had been performed.

Cancel Drive Rush

In order to make it easier to perform a Cancel Drive Rush, adjustments have been made that allow the technique to be performed using the inputs below. Classic Controls (Neutral or Forward) + Medium Punch + Medium Kick Modern Controls (Neutral or Forward) + Parry button Please note that no changes have been made to the forward, forward input or Parry Drive Rush.

Cancelable Light Attacks

Adjustments have been made so that a Cancel Drive Rush can activate even when a light attack whiffs. This is an adjustment being added in conjunction with the additional Cancel Drive Rush inputs. The relaxing of the Drive Rush inputs paired too well with low-risk light attacks, and would have had a huge impact on fights if left as is. This adjustment has been made to address that. Please note that this adjustment is not just for the newly added Drive Rush inputs. The forward, forward input will also activate a Drive Rush on a light attack whiff.

Minor Bug Fixes

Minor miscellaneous issues were fixed.


RYU

Modern Controls

Fixed an issue where certain Overdrive attacks would not be performed if manually inputted while holding down the Assist button. The attacks that could not be performed are the following: – Aerial Tatsumaki Senpu-kyaku

Drive Impact

Fixed an issue where unnecessary combo scaling was added in certain situations, resulting in lowered damage.


LUKE

Modern Controls

Fixed an issue where certain Overdrive attacks would not be performed if manually inputted while holding down the Assist button. The attacks that could not be performed are the following: – Sand Blast – Rising Uppercut – Flash Knuckle – Aerial Flash Knuckle

Overdrive Avenger

Adjusted the hitstop values on the super armor hitbox due to certain attacks causing an unusual hitstop variance to occur when super armor is activated.


KIMBERLY

Bushin Ninjastar Cypher (Level 3 Super Art)

Fixed an issue where Kimberly’s level 3 Super Art would hit opponents behind her.


CHUN-LI

Charging Attacks with Modern Controls

There was an unintentional difference between Modern and Classic controls in the charge time required for commands to be completed or to be charged, so this difference has been fixed. The affected attacks are as follows. Kikoken Time to charge has changed from 45 frames to 50 frames. Input recognition frame has changed from 0 frames to 10 frames. Overdrive Kikoken Input recognition frame has changed from 0 frames to 10 frames. *Input recognition frame is the the number of frames you must input the next command in order for the game to recognize you are performing a specific attack. ex. When performing a Hadoken (down, down-forward, forward+Punch), you must input Down then Down-Forward within a certain number of frames for the game to recognize the input. This is known as the Input recognition frame.

Forward, Back and Mid-air Throws

Fixed a phenomenon where charge input directions would reverse during the throws.

Serenity Stream

Fixed a phenomenon where canceling certain attacks into Serenity Stream and then quickly inputting Serenity Stream > kick would result in Hazanshu suddenly being performed.


ZANGIEF

Aerial Russian Slam (Level 1 Super Art)

Fixed Zangief’s hitbox during his level 1 Super Art animation so that it returns to a hitbox on the ground at the appropriate time, instead of being a mid-air hitbox the entire time.

Drive Gauge

Fixed an issue where Zangief’s Drive Gauge would recover slower than other characters when in Burnout.


JP

Modern Controls

Fixed an issue where certain Overdrive attacks would not be performed if manually inputted while holding down the Assist button. The attacks that could not be performed are the following: – Torbalan


DHALSIM

Agile Kick (Rapid cancel version)

Agile Kick’s rapid cancel version command is limited to down-back + Light Kick in Classic Control only, due to difficulties in performing an Agile Kick > Crouching Light Kick chain. In Modern controls, the rapid cancel attacks differ, so no change has been made due to the large effect it would have.

Overdrive Yoga Arch

Fixed an issue where the projectiles that disappeared during a level 3 Super Art/Critical Art would reappear after. They will now disappear and not come back.

Overdrive Yoga Comet

Fixed an issue where players would become unable to perform mid-air techniques after an opponent Drive Parries this move.


CAMMY

Cannon Strike (Heavy version)

Fixed an issue where manually inputting heavy Cannon Strike immediately after jumping would result in a jumping heavy attack coming out instead.

Overdrive Quick Spin Knuckle

Fixed an issue that resulted in an opponent’s attack coming out in the wrong direction if they input it while switching sides due to this move. Along with this fix, there have been some minor changes made to the behavior of others moves* that can get you behind opponents. *Overdrive Quick Spin Knuckle, Surprise Forward Hop, etc.


DEE JAY

Modern Controls

Fixed an issue where certain Overdrive attacks would not be performed if manually inputted while holding down the Assist button. The attacks that could not be performed are the following: – Air Slasher – Jackknife Maximum

Back Throw

Fixed an issue where the Super Art gauge gain on Punish Counter was the same as a normal hit.

Face Breaker (Back+Heavy Kick)

Fixed an issue where opponents suffered a greater Drive Gauge loss on a Punish Counter when in the air, compared to when they were standing on the ground.


LILY

Modern Controls

Fixed an issue where certain Overdrive attacks would not be performed if manually inputted while holding down the Assist button. The attacks that could not be performed are the following: – Condor Wind – Tomahawk Buster – Windclad Condor Dive

Overdrive Condor Dive

Fixed an issue where Overdrive Condor Dive could be performed during a backwards jump when plinking* the inputs. *Plinking: Quickly pressing two or more buttons exactly one frame apart

Soaring Thunderbird (Level 2 Super Art)

Fixed an issue where level 2 Super Art Soaring Thunderbird could not be performed during a backwards jump when plinking* the inputs. *Plinking: Quickly pressing two or more buttons exactly one frame apart

Soaring Thunderbird (Level 2 Super Art)

Fixed an issue where an opponent would not be KO’d if the move connected in mid-air from the 2nd hit.


BLANKA

Charging Attacks with Modern Controls

There was an unintentional difference between Modern and Classic controls in the charge time required for commands to be completed or to be charged, so this difference has been fixed. The affected attacks are as follows. Rolling Attack, Aerial Rolling Attack (Normal and Overdrive) Time to charge has changed from 50 frames to 40 frames. Input recognition frame has changed from 0 frames to 10 frames. Vertical Rolling Attack (Normal and Overdrive) Time to charge has changed from 50 frames to 40 frames. Input recognition frame has changed from 0 frames to 10 frames. *Input recognition frame is the the number of frames you must input the next command in order for the game to recognize you are performing a specific attack. ex. When performing a Hadoken (down, down-forward, forward+Punch), you must input Down then Down-Forward within a certain number of frames for the game to recognize the input. This is known as the Input recognition frame.

Back Throw

Fixed an issue where the Super Art gauge gain on Punish Counter was the same as a normal hit.

Jumping Medium Punch

Fixed an issue where cancels using mid-air special moves would not work if this move was Drive Parried by the opponent.

Aerial Rolling Attack

Fixed an issue where recovery was different if an opponent in Burnout blocked a heavy Aerial Rolling Attack.

Rock Crusher (Forward+Medium Punch)

Updated the active frame attack hitbox from a high to mid. Known Issue With this adjustment, this move’s second attack will always be a mid-level overhead attack, but will change to a high level attack if the first attack hits or is blocked. We are looking to fix this issue in the next update.

Crouching Heavy Punch

Fixed an issue that caused an opponent’s behavior to become erratic when crouching Heavy Punch is blocked. Known Issue With the above adjustment, the recovery on block has unintentionally changed from -5 to -4 frames. We are looking to fix this issue in the next update.


JURI

Boosted Saihasho Boosted Ankensatsu Boosted Go Ohatsu

Fixed an issue where these moves could be kara canceled* on their 1st frame with a level 3 Super Art/Critical Art if they had followed up a boosted version of a different strength move (Saihasho/Ankensatsu/Go Ohatsu). *Kara Cancel: Canceling the start up of a move into another move.


MARISA

When playing with Modern Controls Enfold (Down+Punch) during Scutum (Forward+Special)

Modern Controls only During Scutum’s counter attack phase, inputting down, even if the Special Move button is held, would cause you to leave the Scutum stance. This made it difficult to perform Enfold, since it also requires a down input. We’ve fixed this issue so that the Scutum stance will continue to be held if you are holding down the Special Move button during the counter attack phase, even if down is input.


E.HONDA

Crouching Light Punch (rapid cancel version)

Fixed an issue where E. Honda could perform a kara cancel* on the 1st frame of the rapid cancel version of crouching light punch. *Kara Cancel: Canceling the start up of a move into another move.

The Final Bout (Level 3 Super Art)

Fixed an issue that gave E. Honda much higher Drive Gauge gain upon a successful parry compared to other characters.


JAMIE

Crouching Light Attack

Attacks with 4 frames of start up couldn’t come out when using Modern Controls, so crouching light attack has been changed from crouching light kick to crouching light punch.

Throw Escape

Fixed an issue where inputting a throw 1 frame after inputting a Drive Parry would allow you to perform a throw escape.

Source: Street Fighter

Damien Seeto

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League of Legends Update 13.14 Out for New Game Modes This July 24

Riot Games has released League of Legends update 13.14, and this includes a new game mode as well as many bug fixes! Read on for the official LOL July 24 patch notes.

League of Legends Update 13.14 Patch Notes | LOL July 24 Patch Notes:

MID-PATCH UPDATES

7/21/2023 Naafiri & Arena Balance Updates

Naafiri

 As players begin socializing Naafiri with other champions on the Rift, we’re tightening the leash on her mid- and late-game scaling so she doesn’t stat-check her way through the enemy team after an early kill or two.

  • Movement Speed : 340 ⇒ 335
  • Q Bleed: 30/65/100/135/170 + 80% Bonus AD ⇒ 30/60/90/120/150 + 80% Bonus AD
  • Q Minion Damage: 70% ⇒ 60%
  • E Passthrough Damage: 35/55/75/95/115 + 70% bonus AD ⇒ 35/50/65/80/95 + 60% bonus AD
  • E Explosion Damage: 65/105/145/185/225 + 100% bonus AD ⇒ 65/100/135/170/205 + 90% bonus AD
  • R Bonus AD: 10/20/30 (+15/20/25% total AD) ⇒ 5/15/25 (+8/16/24% total AD)

Arena Buffs

 Arena balancing aplenty to ensure the meta isn’t stale heading into our first weekend!

  • Lux: P Damage Ratio: 20% AP ⇒ 35% AP
  • Zoe: P Damage Ratio: 20% AP ⇒ 35% AP
  • Baseline Critical Strike Damage: 175% ⇒ 190%
  • Dashing (Augment): 150 Ability Haste for movement abilities ⇒ 200 Ability Haste for movement abilities

Arena Nerfs

  • Annie: R Base Damage On-Cast: 150/275/500 ⇒ 125/225/325
  • Annie: Tibbers Swipe AP Ratio: 15% ⇒ 10%
  • Annie: Tibbers: AD 50/75/100 ⇒ 25/50/75
  • Annie: Tibbers Aura Damage: 20/30/40 ⇒ 15/20/25
  • Heimerdinger: Q Turret Base Damage: 6/9/12/15/18 ⇒ 4/6/8/10/12
  • Heimerdinger: R Turret Base Damage: 70/85/100 ⇒ 50/65/80
  • Heimerdinger:-5% Damage Dealt (stacks with the above nerfs)
  • Illaoi: Healing Per Tentacle Hit: 4.5% missing health ⇒ 3.5% missing health
  • Illaoi: Q Tentacle Bonus Damage: 10/15/20/25/30% ⇒ 5/10/15/20/25%
  • Illaoi: E Damage Transfer Base Value: 25/30/35/40/45% ⇒ 25/27.5/30/32.5/35%
  • Illaoi: +5% Damage Taken
  • Kayle: -10% Damage Dealt
  • Kayn: -5% Damage Dealt, +5% Damage Taken
  • Shaco: -30 Ability Haste on Q
  • Shaco: W Fear Duration: 0.5/0.625/0.75/0.875/1 second ⇒ 0.5 seconds at all ranks
  • Taric: P Damage: 25~93 (+15% Armor) ⇒ 22.5~46.5 (+10% Armor)
  • Taric: W Bonus Armor: 10/11/12/13/14% ⇒ 5/5.5/6/6.5/7%
  • Guinsoo’s Rageblade: Base Stats: 30 AD, 30 AP, 40% AS ⇒ 25 AD, 25 AP, 30% AS

PATCH HIGHLIGHTS

Naafiri, the Hound of a Hundred Bites will be available July 20, 2023 at 20:00 UTC.

Soul Fighter Samira, Soul Fighter Sett, Soul Fighter Lux, Soul Fighter Pyke, Prestige Soul Fighter Pyke, Soul Fighter Naafiri, and Star Guardian Senna will be available July 20, 2023 at 20:00 UTC.

MID-SEASON RANKED RESET

RANKED REWARDS

 Season 2023 Split 1 Rewards will start being distributed during patch 13.14, and all rewards should be distributed by the end of patch 13.15 on August 14th.


RANKED END AND START DATES

 It’s our first mid-season ranked reset! Since this is a new process for all of us we want to make sure you all have accurate dates and times to work with. If you’ve been procrastinating your ranked climbs like me, then these will be your hard deadlines.

  • July 18, 2023 at ~3:00 AM Local Time: Ranked queues will turn back on BUT ranked games will not count towards Split 1 OR Split 2 rewards. You will still have your Split 1 rank for these games. So feel free to use this time to take a breather or start warming up for Split 2.
  • July 19-21, 2023 Time Varies: Your rank will be reset and Split 2 will kick off! See the below table for your region’s specific Split 2 start time:
REGION 
TIME ZONE
LOCAL TIME 
Oceania 
Australian Eastern Standard Time (AEST)
Jul/19/2023 12:00:00
Japan
Japan Standard Time (JST)
Jul/19/2023 12:00:00
Republic of Korea
Korea Standard Time (KST)
Jul/19/2023 12:00:00
Russia
Moscow Standard Time (MSK)
Jul/19/2023 12:00:00
EU Nordic & East
Central European Time (CET)
Jul/19/2023 12:00:00
Turkey
Time zone in İstanbul, Turkey (GMT+3)
Jul/19/2023 12:00:00
EU West
British Summer Time (BST)
Jul/19/2023 12:00:00
Brazil
Time zone in São Paulo, Brazil (GMT-3)
Jul/19/2023 12:00:00
Latin America South
Time zone in Buenos Aires, Argentina (GMT-3)
Jul/19/2023 12:00:00
Latin America North
Central Standard Time (CST)
Jul/19/2023 12:00:00
North America
Pacific Standard Time (PST)
Jul/19/2023 12:00:00
Philippines
Philippine Standard Time
Jul/20/2023 12:00:00
Vietnam
Indochina Time (GMT+7)
Jul/20/2023 12:00:00
Singapore, Malaysia, & Indonesia
Singapore Standard Time (GMT+8)
Jul/20/2023 12:00:00
Thailand
Indochina Time (GMT+7)
Jul/20/2023 12:00:00
Taiwan
Taipei Standard Time (GMT+8)
Jul/20/2023 12:00:00
China
China Standard Time (GMT+8)
Jul/21/2023 17:00:00

RANKED CHANGES IN SPLIT 2

 Just as a reminder in case you’ve missed it, Split 2 will feature a handful of major changes to the ranked climb experience:

  • We’ve removed the promotional series between divisions
  • The amount of placement games needed has been reduced from 10 to 5
  • We’ve also added the Emerald tier, a new rank between Platinum and Diamond.

Looking to learn more about these changes? Well check out the full post, What’s Next for Ranked here!


MASTER+ DUO QUEUE RESTRICTIONS

 The restriction on duoing in Ranked Solo/Duo with an MMR of Masters or above is disabled until patch 13.15. Note that duo restrictions based on visible rank are still active, so a player who reaches Master or above will not be able to duo.

SOUL FIGHTER

NEW GAME MODE: ARENA

 It’s here! The new 2v2v2v2 game mode is launching this patch and we’re excited for all of you to try it out! In the new Arena game mode, four teams of two players each fight one another in rotating combat rounds. After each round of combat, they will power up with unique Augments until only one team is left standing. Combat takes place on four different battlefields which vary in size, terrain density, and theme. Champions from the Soul Fighter universe will make occasional cameo appearances in matches. Sometimes they’ll help, sometimes not so much.Think you have what it takes to be the #1 Gladiator on our leaderboard? Well get ready to test your mettle in the Arena!In case you haven’t seen it, check out our full rundown on Arena here!


TOURNAMENT OF SOULS

 Tournament of Souls is a style-rating-focused combo-battler that takes place in the client. As Samira, you will gain Reputation by playing games of League, which in turn allows you to face new opponents and unlock new abilities for Samira to progress further in the tournament. The objective of the tournament is to become the champion by defeating all ten opponents. You can claim rewards after each victory and take on new challenges after unlocking the Story and Expert difficulty levels.Interested in learning more? Check out our Player Support article detailing how to progress, rewards, and more here! (Note: The player support article will go live on July 20 at 7:30 pm UTC.)

CHAMPIONS

NAAFIRI

 Let the world hear our howls and know that death awaits. Join the hunt with Naafiri on July 20th, 2023.

AATROX

Q damage increased, minion damage modifier increased.

 Aatrox hasn’t been on his Aa-game since the end of last year. Not only is his win rate for most players quite low, there is also a criminal lack of A Darkin Carry (ADC) in Pro play. In all seriousness, Aatrox has been lacking since we took down his self-healing. We’d like to give Aatrox players power in ways they’ll appreciate without it being simply more sustain, so we’re bumping his AD ratios and wave clear power up which should keep him on AD builds and increase his ability to carry come late game.


Q – THE DARKIN BLADE

  • First Cast Damage: 10/30/50/70/90 (+60/65/70/75/80% AD) ⇒ 10/25/40/55/70 (+60/70/80/90/100% AD) (Note: This will be a buff at 0/100/100/100/100 AD. The 2nd cast of Q will still deal 25% more than base damage and the 3rd cast will still deal 50% more.)
  • Minion Damage Modifier: 55% ⇒ 55/60/65/70% (levels 1/6/11/16)

DIANA

W shield strength increased, damage per orb increased. E magic damage increased.

 Diana has been weak since our adjustments to her and her tank build. This has become a little more apparent over the last few patches to the point where she’s deserving of a buff. In this patch we’re buffing Diana’s carry potential so that she’s more able to convert leads into wins. More specifically we’re looking to shore up her higher damage builds as well as a bit of early jungle health/laning power.


W – PALE CASCADE

  • Shield Strength: 40/55/70/85/100 (+25% AP) (+9% bonus health) ⇒ 45/60/75/90/105 (+30% AP) (+9% bonus health)
  • Magic Damage per Orb: 18/30/42/54/66 (+15% AP) ⇒ 18/30/42/54/66 (+18% AP)

E – LUNAR RUSH

  • Magic Damage: 50/70/90/110/130 (+50%) ⇒ 50/70/90/110/130 (+60%)

HECARIM

W bonus armor and MR decreased.

 Hecarim has been doing great in solo queue, a little too great. He’s currently able to build a high amount of damage while relying on the built-in durability of his kit. Combine that with the fact that Duskblade is his most commonly purchased mythic item, and you have a spooky tank assassin ghost horse. Since Hecarim is generally strong and one of his core items (Spear of Shojin) is getting buffed this patch, we’ll be toning down his W resistances to reduce how durable he can be without investing into more direct durability stats.


W – SPIRIT OF DREAD

  • Bonus Armor and Magic Resist: 15/20/25/30/35 ⇒ 5/10/15/20/25

JAX

E cooldown increased. R mana cost increased.

 Jax has been a strong top laner in both Pro and solo queue for quite some time now. With the upcoming Shojin buff we’ll be increasing the cooldown on his E as it currently has great synergies with Spear of Shojin and we’d like to reduce the frequency at which Jax has access to this impactful ability. We’ll also be reverting an unintentional mana buff that shipped with the Jax update earlier this year.


E – COUNTER STRIKE

  • Cooldown: 14/12.5/11/9.5/8 seconds ⇒ 15/13.5/12/10.5/9 seconds

R – GRANDMASTER-AT-ARMS

  • Mana Cost: 50 ⇒ 100

KARTHUS

Q base damage decreased, damage to monsters increased. E mana restoration decreased.

 Karthus bot lane has been a very potent force, quickly overtaking games that he’s given free reign in, not to mention the fact that he’s been picking up in popularity. With these changes, we are aiming to preserve his jungle power where possible while nerfing the components of his kit that manifest in lane, like early non-monster damage and mana refunds, since jungle Karthus has access to Blue Buff and his jungle item for mana restoration.


Q – LAY WASTE

  • Magic Damage: 45/62.5/80/97.5/115 (+35% AP) ⇒ 43/61/79/97/115 (+35% AP)
  • Monster Damage Modifier: 95% ⇒ 100%

E – DEFILE

  • Mana Restoration on Enemy Takedown: 15/25/35/45/55 ⇒ 10/20/30/40/50

KINDRED

Base health increased, base armor increased. Q base damage decreased, cooldown increased.

 Kindred have been a top tier jungler in high-skill brackets for a few patches now. Our nerfs from last patch, while overall reducing Kindred’s strength, did not have enough of a skew in high MMR to hit our goals. In this patch we’ll be nerfing both the base damage and cooldown of their Q which we expect to mostly impact Elite-level Kindred players due to their statistically higher Q cast frequency.Kindred’s most common and successful builds are pretty tanky right now with items like Trinity Force, Black Cleaver, Wit’s End, and even Sterak’s Gage. Trinity Force is a pretty logical inclusion in their build but we’ll be discussing whether or not they should need squishier builds to succeed in the future.


BASE STATS

  • Base Health: 580 ⇒ 610
  • Base Armor: 26 ⇒ 29

Q – DANCE OF ARROWS

  • Physical Damage: 50/75/100/125/150 (+75% bonus AD) ⇒ 40/65/90/115/140 (+75% bonus AD)
  • Cooldown: 8 seconds ⇒ 9 seconds

LISSANDRA

Passive QoL changes added. Q will now slow all enemies hit. R heal increased, damage and slow application increased.

 Our goal with this set of changes is to smooth out rough edges for Lissandra. Her Q is a spell that most players don’t realize doesn’t slow beyond the first target, so we want to align the spell with player and spell expectations. This may end up being a bit powerful since her slow amount has been balanced around the first hit unit being slowed only, but we’ll be keeping an eye on this change to see if it needs retuning in a future patch.Another goal we have is making Lissandra’s Frozen Thralls more responsive to enemy actions and not feel as if they’re giving up damage and kills. Their interactions around Fog of War and stopping prior to exploding ended up feeling like her kit was working against her. We’re also buffing her R healing to ensure that this spell doesn’t feel bad to cast on yourself come late game so that Lissandra really does feel like a frost lich. Last but not least, we want to ensure that her R’s effects happen responsively to enemies foolish enough to enter into the area of her tomb.


PASSIVE – ICEBORN SUBJUGATION

  • Thrall Movement: Thralls will stop at final frames before exploding ⇒ Thralls will continue to chase down their targets until they explode
  • NEWYou Can’t Hide: Thralls will now follow enemies into Brush if they were already being chased down by the Thrall
  • NEWI C(E) You Coming: Thralls are revealed to enemies through Fog of War

Q – ICE SHARD

  • Slow Application: Q will slow the first enemy hit ⇒ Q will now slow all enemies hit
  • Ice Shard Missile: Q will cast from position post-cast rather than pre-cast

R – FROZEN TOMB

  • Heal Amount: 90/140/190 (+25% AP) (increased by 0-100% based on missing health) ⇒ 100/150/200 (+55% AP) (increased by 0-100% based on missing health) (Note: Maximum heal value will be at 30% or less health now instead of 0% health.)
  • Damage and Slow Application Cadence: 4 times per second ⇒ 16 times per second
  • Dash Interactions: Updated logic slightly around stopping dashes

MILIO

Passive burn damage decreased. E bonus movement speed decreased.

 Milio is overall pretty balanced for most players, albeit with a bit of room to move down. That said, he does have a high risk of overtaking Pro play in the near future. In this patch we’re targeting Pro-skill-skewed parts of his kit that scale strongly with both coordination and the skill level of your ally. We’d rather preserve his signature outputs such as his AoE cleanse and bonus attack range and reduce his less unique tools.


PASSIVE – FIRED UP!

  • Burn Damage: 25-80 (based on level) (+20% AP) ⇒ 15-50 (based on level) (+20% AP)

E – WARM HUGS

  • Bonus Movement Speed: 15/17.5/20/22.5/25% ⇒ 12/14/16/18/20%

REK’SAI

W – Unburrow base damage decreased. E damage decreased.

 Rek’Sai gained a lot of power with her update a few patches ago, and while she was nerfed last patch, we didn’t go quite far enough. We’re targeting her overwhelming early gank power since she already has such great target access, which means she doesn’t need to also guarantee the kill quite so easily.

W – UN-BURROW

  • Physical Damage: 55/70/85/100/115 (+80% bonus AD) ⇒ 50/65/80/95/110 (+80% bonus AD)

E – FURIOUS BITE

  • Physical Damage: 55/60/65/70/75 (+85% bonus AD) ⇒ 5/10/15/20/25 (+70% total AD)

RELL

Base armor decreased. Passive Armor and Magic Resist steal decreased.

 Our goal last patch was to increase the power of Rell jungle and decrease her strength as a support. While we achieved both of those goals, we didn’t quite nerf Rell support enough. As many Pro leagues around the world are using 13.14 as their playoff patch, we want to dial in how powerful she is in Pro play before we’re able to collect data heading into Worlds. Our goal this patch is for Rell to still be a strong pick but to be less overbearing.We’re reducing Rell’s baseline armor so that she will have below-average tank stats for a support since both her passive and W give her more of them. Meanwhile, it’s incredibly important that Rell feels like a fast horse rider and that each of her button presses carries enough damage to feel good. Each of her individual damage numbers are already quite low, so we’re targeting another balance lever that is much less noticeable: her passive.


BASE STATS

  • Base Armor: 39 ⇒ 36

PASSIVE – BREAK THE MOLD

  • Armor and Magic Resist Steal: 3% ⇒ 2%
  • Minimum Armor and Magic Resist Steal: 1.25-3 (based on champion level) ⇒ 0.8-2 (based on champion level)
  • Maximum Armor and Magic Resist Steal: 15% ⇒ 10%

RENGAR

Base health regeneration decreased. Q critical strike damage conversion decreased.

 Rengar just loves to cuddle with squishy champions and then collect their teeth for his necklace. We’re glad he’s building damage items, has a unique love for critical strike chance, and plays as an assassin. However, he’s succeeding too well in elite game lobbies. The speed at which he one-shots his foes leaves little room for counterplay, hence the Q nerf. Also, he’s been more successful in top lane than jungle recently, which is where the base health regen nerf comes in.


BASE STATS

  • Health Regeneration per 5 seconds: 7 ⇒ 6

Q – SAVAGERY

  • Critical Strike Damage Conversion: 95% ⇒ 75%

SHACO

Q AD scaling increased, backstab damage increased. Bugfixes.

 Full AD assassin Shaco builds have been struggling to finish off kills after the adjustments we made to Duskblade and Infinity Edge a few patches back. We’re looking to give back a little of his lost power with these changes, ensuring that his primary AD assassin build remains well supported.


Q – DECEIVE

  • Bonus Physical Damage: 25/35/45/55/65 (+50% bonus AD) ⇒ 25/35/45/55/65 (+60% bonus AD)
  • Backstab Bonus Critical Strike Damage: 40% ⇒ 55%

R – HALLUCINATE

  • Prowler’s Claw Bugfix: Prowler’s Claw’s passive will now properly be applied to Shaco’s clone

BUGFIXES

  • Not So Fast Dragon: Shaco boxes will no longer instantly die to Hextech Dragon’s lightning AoE
  • Zip Zap No More: Zeri’s Q bullets will now deal the correct amount of damage to Shaco’s boxes

SHYVANA

Q AD scaling increased, attack speed increase added, cooldown increased. E now additionally scales with bonus AD.

 Shyvana’s builds have been skewing heavily towards AP lately, and her AD builds haven’t been getting much love. She was depending on items and a few other in-game systems to keep her strong in the past, but with these getting adjusted, a lot of her power went along with it. Our goal with these changes is to give Shyvana more solid reasons to build and scale with AD-centric builds. And we’re also adding built-in attack speed so she doesn’t have to rely on items to provide it for her.


Q – TWIN BITE

  • Bonus Physical Damage: 20/35/50/65/80% AD (+25% AP) ⇒ 20/40/60/80/100% AD (+25% AP)
  • NEWAttack Speed Increase: Shyvana’s next 2 attacks have 40/45/50/55/60% increased attack speed
  • Cooldown: 7/6.5/6/5.5/5 seconds ⇒ 8/7.5/7/6.5/6 seconds

E – FLAME BREATH

  • Bonus Magic Damage On-Hit vs Marked Targets: 3% of target’s maximum health ⇒ 3% of target’s maximum health (+1% per 100 bonus AD)

VOLIBEAR

Passive AP scaling increased. Q QoL change. W heal increased.

 Volibear buffs! Wizard bear is a relatively popular, yet underpowered Volibear build, and the champion is underperforming in top lane overall. So we’re giving him some simple buffs aimed at making both builds scale better in order to help Voli become a beary scary carry.


PASSIVE – THE RELENTLESS STORM

  • Lightning Claws Magic Damage: 11-60 (based on level) (+40% AP) ⇒ 11-60 (based on level) (+50% AP)

Q – THUNDERING SMASH

  • QoL Update: Removed a hitch in Volibear’s auto attacks after stunning at high attack speeds.

W – FRENZIED MAUL

  • Heal: 20/35/50/65/80 (+8/10/12/14/16% of missing health) ⇒ 20/35/50/65/80 (+8/11/14/17/20% of missing health)

XERATH

Base mana decreased. Passive cooldown increased, now reduced cooldown upon killing a unit, now procs with turrets. R number of casts increased, damage decreased, now deals additional damage with successive bolts upon hitting a champion.

 Despite Xerath’s success as a support, he has been an unpopular and mediocre mid laner. While we don’t mind Xerath support being viable, we’d like to make picking Xerath mid a more consistent and realistic option for those who want to play him there. With these changes we’re giving him more access to mana, particularly in the mid lane, to help him trade and clear waves. We also want to reward Xerath players for landing consecutive missiles while using their ultimate, so we’ll be adding bonus damage and adjusting the numbers accordingly. While the base mana nerf will be a hit to Xerath support (there’s room as he’s currently quite strong there), the passive proc on structures will be helpful for him no matter which role he’s picked into.


BASE STATS

  • Base Mana: 459 ⇒ 400

PASSIVE – MANA SURGE

  • Cooldown: 12 seconds ⇒ 16 seconds
  • NEWTwo for One: Mana Surge’s cooldown is now reduced by 2 seconds upon killing a unit
  • NEWTower is Power: Hitting Turrets will now proc Mana Surge

R – RITE OF THE ARCANE

  • Number of Casts: 3/4/5 ⇒ 4/5/6
  • Magic Damage: 200/250/300 (+45% AP) ⇒ 180/230/280 (+40% AP)
  • NEWSuccessive Snipes: If a champion is hit with a bolt, successive bolts will deal an additional 20/25/30 (+5% AP) damage (Note: This applies to any number of champions hit with a bolt, so whether you hit one or five you will only receive up to one stack per cast.)

ZYRA

Several QoL updates to Zyra’s abilities.

 Zyra remains a popular and very deep champion with her roots sunken into her devoted fanbase, so while she may not be the perfect queen of plants, we believe she’s clearly a character players love as she is. With these changes we’re looking to help polish her up and ensure that playing her is enjoyable and that her gameplay doesn’t feel like it’s fighting against you. These changes should make her feel more responsive and function more in line with what her players would expect.We’re also making her jungle mod make sense as an additional change. We don’t expect that to be her primary or even secondary role, but we want to make sure it’s at least a little viable for the players who are excited to play her there. Meanwhile, we also want to retain some parity for ranged AoE users who are intentionally damaging down these units with auto attacks.


PASSIVE – GARDEN OF THORNS

  • Plant Damage from AoE Spells: 4 ⇒ 3
  • Plant Damage from Ranged Auto Attacks: 4 ⇒ 5
  • Plant Damage to Monsters: 150% damage to non-Epic monsters ⇒ 40-100 bonus magic damage to all monsters (scales with champion level)

W – RAMPANT GROWTH

  • Seeds on First Rank-Up: 1 ⇒ 2

E – GRASPING ROOTS

  • Flash Interaction: E no longer locks Zyra out of using Flash during the cast time

R – STRANGLETHORNS

  • Damage Application Cadence: 4 times per second ⇒ 16 times per second
  • Casting Logic: Zyra will walk to the position at which her R was cast ⇒ Zyra will immediately cast her R at its maximum range

ITEMS

AXIOM ARC

 A few lethality items have been underperforming. In this patch we’re looking to ensure that core AD assassins have strongly tailored legendaries that have unique outputs.We’re modifying Axiom Arc into an exciting lethality capstone that can help assassins push games to a close with almost solo carry levels of potential. We believe the idea of getting off two ultimates in a fight should be an exciting game-closing dream for assassins to solo carry. We realize this sounds terrifying for ADC players, so we’re testing this out to see if it’s acceptable for the class come late game when speccing into heavy lethality (and thus glass cannon) builds. The start of the split is a good time to test it, but we’ll be keeping a very close eye on these changes.

  • Ultimate Cooldown Refunded: 20% of total cooldown ⇒ 5% (+40% of total Lethality) (Note: This will be a buff at Mythic item + Axiom Arc, scaling up to ~40% at full build.)

GALEFORCE

 Galeforce launched far too strong in midseason and has become balanced in the hands of the majority of players. But considering it’s an active item, it’s even stronger at the highest levels of play where AD carries are a little overpowered. We think lowering the impact of the active will bridge that gap a little. Infinity Edge is also receiving a small buff this patch, so champions like Caitlyn and Jinx can simply sidegrade over to another Mythic option, while those who are more hardbound like Nilah already perform very well and can safely lose a bit of power.

  • Cooldown: 90 seconds ⇒ 120 seconds

INFINITY EDGE

 Infinity Edge has been a reasonable marksman capstone since midseason, but isn’t quite hitting the excitement bar that we want it to. IE should be the clear late-game auto-attack DPS winner, and while it’s close, many players aren’t getting the enjoyment they want out of this historic item. In truth, the changes here are pretty small. It’s roughly power-neutral as a second item and then trends toward 3-4% more auto attack DPS in full builds. The important thing is having auto attack crits stand out, which should safely happen here.

  • Attack Damage: 70 ⇒ 65
  • Critical Strike Damage: 35% ⇒ 45%

PROWLER’S CLAW

 After its rework, Prowler’s Claw is still a bit weak compared to the premium damage carry item we’d like for it to be for lethality assassins. To give it some help we’re bringing its baseline lethality up to match the alternative lethality options.

  • Lethality: 15 ⇒ 18

RANDUIN’S OMEN

 Randuin’s Omen has been an unpopular item, as most players are opting for Thornmail or Sunfire for their HP and armor. Since Randuin’s already offers a reasonable amount of stats, we’ll be sharpening what it uniquely offers to justify its price compared to alternative options.

  • Critical Strike Damage Reduction: 20% ⇒ 25%

SPEAR OF SHOJIN

 Spear of Shojin should be an exciting capstone-level item for fighters but currently has very few purchasers. This item does fulfill a very specific niche but there are other champions that could potentially do well with it that are intimidated by its high price. We’ll be reducing its gold cost and increasing its HP offering to make this item more of a realistic option for users that aren’t as well established, like Jax or Hecarim.

  • Total Cost: 3400 gold ⇒ 3300 gold
  • Health: 300 ⇒ 350

SPIRIT VISAGE

 Spirit Visage, like Randuin’s, has been a mediocre magic resistance option compared to other items. While it has a unique passive that is well utilized by certain champions, we’d like to increase the amount of base stats it offers to help increase its general viability.

  • Magic Resistance: 50 ⇒ 60

STATIKK SHIV

 Statikk Shiv’s minion damage has been tuned to nearly kill caster minions but not quite do it unless you’re at the cutting edge of experience gain. Unfortunately, this very specific goal has meant it’s easy to eclipse that mark with Minion Dematerializer. Additionally, the item can stall games with its late-game minion damage requiring Baron buff to push through. Outside of those worries, the item is pretty well balanced, so with a nerf to its wave clear comes a compensation buff to its base stats.

  • Attack Speed: 25% ⇒ 30%
  • Electroshock Minion Damage: 250-450 (based on level) ⇒ 250-350 (250 + 25 per level starting at level 7, then +12.5 per level at level 11 ⇒ 250 + 10 per level starting at level 9)

STERAK’S GAGE

 With the goal to increase fighter agency during later stages of the game, we’ll be giving Sterak’s a nice HP buff while bringing down the price. Sterak’s should be a strong option for any fighter who needs to wade into a 5-on-5 teamfight and requires the burst resistance to ensure they have the time to do their job.

  • Total Cost: 3100 gold ⇒ 3000 gold
  • Health: 400 ⇒ 450

TRINITY FORCE

 Trinity Force got massive buffs in midseason and finally has a home in several fighters’ inventories. Several marksmen have found Trinity Force’s bundle of stats to make a lot of sense as well. After all, anyone with short cooldowns and easy ways to auto attack is going to use Spellblade well, while the ramping %AD passive from Threefold Strikes also rewards long-duration auto attack patterns. We’re pretty happy with its suite of users and think they all make sense. With that said, we want to make sure that balancing the item for marksmen still allows fighters to deal tons of damage.The changes to Trinity Force this patch are pretty light, all things considered, but shift its strengths toward fighters who can’t maintain target access for as long. The Threefold Strikes change is a net buff across the first 11 attacks of a fight, only falling off for champions who get to attack even more (read: marksmen). Also, the number 3 is far more prevalent now, which is very important.

  • Attack Speed: 35% ⇒ 33%
  • Attack Damage per Stack: 4% ⇒ 3% + 3% (Note: This is just 6%)
  • Maximum Threefold Strike Stacks: 5 ⇒ 3 (Note: Maximum AD decreased from 20% to 18%.)

SUMMONER SPELLS

GHOST

 Ghost is catching on as an incredibly strong Summoner Spell and is rapidly becoming the go-to pick for bot laners. We’re happy that players have identified another strong tool to use, but Ghost is just a bit over-tuned right now. It appears to be slightly stronger in the bottom lane than in top, jungle, and mid but tends to out-compete alternatives in all of those roles. We’re nerfing Ghost’s best case scenarios because it contributes to the winning team snowballing even harder, which we’d like to walk back a bit. The duration extension disproportionately benefits ranged champions, who tend to live longer in fights to make use of the extension, while the compensation buff to the base duration should keep it at a similar power level for melee ones.

  • Duration: 10 seconds ⇒ 15 seconds
  • REMOVEDDuration on Takedowns: Ghost no longer extends its duration by 4-7 seconds upon getting a takedown

JUNGLE BUFF ADJUSTMENTS

 This patch, we’re taking a swing at early jungle gank power. It’s important that junglers exist and are threatening so that laners have to keep an eye out for uninvited guests in their lane. However, the balance has swung too hard in the favor of junglers. Not only do junglers have the advantage of Fog of War and innate numbers advantages, their first ganks also frequently come with double buffs: extra slowing, extra damage, and even extra ability casts all contribute to jungle ganks being more successful than we’d like in the early game. So they’re all being tapped down. The late-game compensation to Blue Buff is there to make it a bit more valuable as an objective later on, as only Red Buff really matters in the late game right now.As some extra context for top laners, we don’t have great immediate solutions for directly changing top lane to make the experience better, but it’s something we want to incrementally work toward improving. Nudging down early game gank success—as many junglers place that first gank top lane—is one of many small steps we will take to try to improve the experience of playing top.

CREST OF CINDERS

  • Burn True Damage: 10-78 (linear scaling based on level) ⇒ 10-75 (remains at 10 damage for levels 1-5, then increases in increments of 5 per level)
  • Melee Slow: 10/15/20% (levels 1/6/11) ⇒ 5/10/15/20% (levels 1/6/11/16)
  • Ranged Slow: 5/7.5/10% (levels 1/6/11) (Note: Unchanged)

CREST OF INSIGHT

  • Ability Haste: 10 ⇒ 5/10/15/20 (levels 1/6/11/16)

ARAM ADJUSTMENTS

 For this patch we’re mainly looking to buff/nerf clear over and underperformers. We also want to reduce modifiers on a few Champions who are not a must buff or nerf, but have room for modifier reductions. We’re giving Ashe more damage back to help her ADC build, and we’re also trying out some alternative levers for Vi and Quinn to avoid giving them too much damage dealt and damage reduction.


BUFFS

  • Aphelios: 100% Damage Dealt ⇒ 105% Damage Dealt
  • Ashe: 85% Damage Dealt ⇒ 90% Damage Dealt
  • Vi: 0 Ability Haste ⇒ 10 Ability Haste
  • Quinn: 0 Tenacity ⇒ 20% Tenacity

NERFS

  • Ezreal: 100% Damage Dealt ⇒ 95% Damage Dealt
  • Nautilus: 108% Damage Taken ⇒ 110% Damage Taken
  • Rek’Sai: 85% Damage Taken ⇒ 90% Damage Taken
  • Renekton: 105% Damage Dealt ⇒ 100% Damage Dealt
  • Ryze: 90% Damage Taken ⇒ 95% Damage Taken
  • Sona: 90% Healing Done ⇒ 85% Healing Done, 90% Shielding Done ⇒ 85% Shielding Done

THEMED CLASH

 The Void Cup Clash kicks off this weekend! I hear you get Baron on your team if you can assemble 9 void champs. (Disclaimer: This is a joke. Baron will not be joining any players’ teams.)

  • Registration Begins: July 17 @ 11:00 AM (Local Time)
  • Tournament Dates: July 22 and 23 (~4-7 PM Local Time, varies by region)

 As a reminder, we have quite a few changes coming to Clash this split which are as follows:

  • Clash tournament cadence has been reduced from twice to once per month (with 2 Clash days per tournament)
  • Clash Capsule and Orb rewards will now be distributed based on total wins throughout the tournament and not placement position
  • Players will receive double the VP every time they win, while the amount of VP required for each reward will remain the same
  • We’ve decided to host at least one Non-Summoner’s Rift Clash tournament per year
  • The Clash schedule for Split 2 2023 is now live
  • VP needed for the Clash-related Challenges has been adjusted accordingly

 Make sure to check out all of the details regarding the Clash changes and the schedule for the rest of the year here!

MYTHIC SHOP ROTATION

NOW AVAILABLE

  • Prestige Valiant Sword Riven
  • Prestige Lunar Beast Fiora
  • Prestige Star Guardian Soraka
  • Prestige Nightbringer Lee Sin
  • Mythic Chroma Dunkmaster Darius
  • Mythic Chroma Final Boss Veigar

LEAVING THE MYTHIC SHOP

  • Prestige True Damage Qiyana
  • Prestige Obsidian Dragon Sett
  • Prestige Debonair Brand
  • Prestige K/DA Akali
  • Mythic Chroma High Noon Lucian

ARENA AUGMENT DATA POLICY

 With the launch of Arena, we’d like to ensure partners are aware of our developer API policy regarding the new Augments system. Third party sites will not be allowed to share the following:

  • Augment win rates
  • Average game placement with selected Augments
  • Augment numbers based on data with the exception of popularity and pick rate

 We’d like to dive a bit into the philosophy behind this approach with Arena. Arena is meant to be a game mode that encourages players to experiment and try new things. We believe it will be at its strongest when, through that experimentation, we can see significant meta shifts as the mode progresses. We want to avoid a scenario where data points to a currently “optimal” choice, since the sheer number of potential combinations of champions, items, and Augments is meant to force players to think on their feet as opposed to following a specific script.We know this is very different from how League has approached sharing data in the past, particularly around Summoner’s Rift. Our goal is for Arena to be a place for players to theorycraft and adjust the meta more naturally instead of focusing on raw win rate data. Raw win rate data can be misleading and can cause a stagnant meta in an unhealthy way that will likely make the game less enjoyable. We will still be sharing a healthy amount of data to allow players to inform themselves based on pick rates or subjective recommendations based on particular players’ perceptions or reads on the game state.We’re excited to see what combinations players come up with for Arena, and will be keeping a close eye on how the meta develops once the mode goes live. We will be actively exploring options on how to further improve in-game information to help players with the decision making process on what their preferred progression paths could be based on the options available to them.

BUGFIXES & QOL CHANGES

QoL ADJUSTMENTS

  • Holding the mute button on the scoreboard will now mute all communications for that player
  • Custom game lobbies for Summoner’s Rift will now only display a player’s highest Summoner’s Rift rank instead of including TFT rank
  • Ranked related challenges have been adjusted to match the new split structure. Now, ranked related challenges (Ex: get to gold in the ranked season, etc.) will be progressable twice a year

BUGFIXES

  • Fixed a bug where Yorick’s ghouls’ leaping attacks after hitting his E and his Maiden’s basic attacks would incorrectly apply lifesteal
  • Fixed a bug where the ranked game count on the end-of-game screen wasn’t reset with ranked resets. This will go into effect when Split 2 begins.
  • Fixed a bug where Ivern’s W on-hit would proc on structures
  • Fixed a bug where a player’s creep score number on the scoreboard would become desynced
  • Fixed a bug where Samira could recast her Q while it was on cooldown when using it immediately after her passive attack
  • Fixed several VFX issues that were occurring with Ivern
  • Fixed a bug where Jak’Sho could gain Voidborn Resilience stacks while the user was dead
  • Fixed several bugs that were causing Varus’ VO update to not play correctly
  • Fixed a bug that allowed Kindred to re-mark targets before their hunt timer came off of cooldown
  • Fixed a bug that was causing enemies to not have vision of Bard’s chimes
  • Fixed a bug that was causing Rageknife to disable Yasuo and Yone’s passives
  • Fixed a bug that was causing Aphelios’s Gravitum slow VFX to not correctly rotate around the target
  • Fixed a bug that was causing Samira’s taunt to not grant her a style point upon hitting an enemy
  • Fixed a bug that was causing Rek’Sai’s R to not activate Sheen
  • Fixed a bug that was sometimes causing Sylas’ E2 to launch in an unintended direction
  • Fixed a bug where Ornn’s Brittle attack could cancel Irelia’s W
  • Fixed a bug that was causing Teemo’s passive activation and deactivation VFX to not correctly appear
  • Fixed a bug that was causing monsters to repeat animations when they were knocked up
  • Fixed a bug that was causing Spear of Shojin’s passive to grant some champions’ ultimates Ability Haste
  • Fixed a bug that was causing Jhin’s W VFX to not appear correctly if the target was displaced after being rooted
  • Fixed abug that was causing jungle companions to occasionally not kill minions that they should normally kill
  • Fixed a bug that was allowing Sona’s W to to grant a stack of Accelerando from her passive after she purchased Moonstone
  • Fixed a bug that was allowing Milio’s W to trigger the Guardian rune from outside of its intended range
  • Fixed a bug that did not allow Udyr to proc Hail of Blades with the first E empowered attack
  • Fixed a bug that was causing yellow trinket to have an incorrect cooldown timer

SKIN BUGFIXES

  • Fixed a bug where Dark Star Lux/Cosmic Lux’s staff would reset position during Taunt (Ctrl+2) loop transition.
  • Fixed a bug where Elementalist Lux’s Prismatic Barrier (W) VFX trail would render behind environment objects.
  • Fixed a bug where Elementalist Lux’s Light Binding (Q) orb would render behind the turret.
  • Fixed a bug where Sand Wraith Pyke’s Ghostwater Dive (W) was displaying Base Skin’s VFX.
  • Fixed a bug where the on-hit critical strike VFX of Mecha Kingdoms Sett was using Base critical strike VFX.
  • Fixed a bug where Obsidian Dragon Sett’s Recall (B) VFX was rendering in front of impassable terrain.
  • Fixed a bug where Dunkmaster Darius’s Attack2 animation was using his classic skin on-hit VFX.

UPCOMING SKINS & CHROMAS

The following skins will be released in this patch:

Source: League of Legends

Damien Seeto

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Street Fighter 6 Servers Down for Maintenance This July 23 – Here’s When They’ll Be Back Up

Capcom has taken Street Fighter 6 servers down for some planned maintenance in preparation for the new update that’s rolling out across platforms.

Street Fighter 6 Servers Down July 23

Capcom previously announced that there would be planned downtime for Street Fighter 6 online on July 23 as they prepare the game for a new patch (now live) and a new DLC fighter. If you just so happen to have booted up the game, you may have been greeted with a “currently under maintenance” message. Fret not, as the downtime is only scheduled to last for roughly two hours.

Planned Maintenance Period

  • Monday, July 24 12:00 – 16:00 JST
  • Sunday, July 23 20:00 – 00:00 PDT
  • Monday, July 24 03:00 – 7:00 UTC

Luckily, you can boot into offline mode, and if you haven’t already, now might be a good time to complete or make some progress in the single-player campaign. You also can do some offline versus as well if you are looking for some quick action.

Street Fighter 6 is now available across the PC, Xbox, and PlayStation consoles. If you haven’t already jumped into fight and are looking for some convincing, go read our review here, where we state, “Street Fighter 6 is a contender for fighting game of the year. Between the plethora of game modes to choose from, a story mode that’s actually pretty entertaining, and what should hopefully be a robust online mode, players are spoiled for choice with this well-rounded package.”

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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.

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Street Fighter 6 Update 1.000.002 Kicks Out for July 23 for DLC (Update)

Capcom has begun rolling out the Street Fighter 6 update 1.000.002 (1.02 on PS4,) which adds support for the new fighter DLC, Rashid. Here’s everything we know included in SF6 July 23 update patch notes.

Street Fighter 6 Update 1.000.002 Patch Notes | Street Fighter 6 Update 1.02 Patch Notes | Street Fighter 6 July 23/24 Patch Notes

Size: 3GB on PC

  • Adds Rashid – (playable offline during maintenance)
  • Added new comic cutscenes for Rashed’s Battle Ground campaign. 
  • Added new character art for Rashed. 
  • Added Rashed to World Tour and as a new master. Located in Old Nayshall during the day. 
  • Drive Rush System updated

Update: Full patch notes are now out and it includes fighter adjustments!

Rashid character frame

New items were added to the Goods Shop
– playable character Rashid
– Rashid Outfit 2
– Rashid Color 3 – 10
– Avatar gear: Pirate Captain Bundle, Resort-Style Bundle, Breezy Resort-Style Bundle*
  *Also available as individual items
 
To play as Rashid, you must have either the Year 1 Character Pass or the Year 1 Ultimate Pass or have purchased the character from the Goods Shop.

You can also use a Rental Fighter ticket to play the character for one hour.

Fighting Ground
– Rashid’s story added to Arcade Mode
– Easier way to switch between Record and Playback in the Training Mode pause menu
– Master League added *Coincides with the beginning of Phase 1 on August 1st

Battle Adjustments
– Areas that featured unintended behavior were fixed. For more details, please visit the link below.
    Battle Change List (24.07.2023)
    
Warning regarding replays
Past replays cannot be played back with this new battle update.

CFN > Replay
Replays saved to your Replay List or Local Replays will remain saved, but cannot be played back.

Fighter Profile
Data from earlier versions will not be displayed.
 
World Tour
– Rashid’s Master Missions added
– Missions featuring Mike Haggar Memorial Stadium Tournament and Suval’hal Arena. You must complete the main game to access these missions
– New comic cutscenes were added to the Gallery under Cutscenes > World Tour

Bug Fixes
– Other miscellaneous bugs were fixed

Fighter Changes:

All Fighters

Drive Parry

Fixed an issue where medium kick would suddenly be performed when a parry input was buffered or input during a time freeze and then released before the player was able to perform the parry. The above issue also occurred during a Drive Rush or Super Art time freeze, and has also been fixed for those cases.

Power Up Super Arts

Fixed an issue where character behavior would become unnatural if hit by certain attacks at the exact moment that the power-up boost provided by this Super Art expired.

Assisted Combo (1st hit)

– Fixed an issue where buffered Assist Combo inputs would not register in certain situations. – Fixed an issue where the 2nd attack of an Assist Combo would be performed even though only the first input had been performed.

Cancel Drive Rush

In order to make it easier to perform a Cancel Drive Rush, adjustments have been made that allow the technique to be performed using the inputs below. Classic Controls (Neutral or Forward) + Medium Punch + Medium Kick Modern Controls (Neutral or Forward) + Parry button Please note that no changes have been made to the forward, forward input or Parry Drive Rush.

Cancelable Light Attacks

Adjustments have been made so that a Cancel Drive Rush can activate even when a light attack whiffs. This is an adjustment being added in conjunction with the additional Cancel Drive Rush inputs. The relaxing of the Drive Rush inputs paired too well with low-risk light attacks, and would have had a huge impact on fights if left as is. This adjustment has been made to address that. Please note that this adjustment is not just for the newly added Drive Rush inputs. The forward, forward input will also activate a Drive Rush on a light attack whiff.

Minor Bug Fixes

Minor miscellaneous issues were fixed.


RYU

Modern Controls

Fixed an issue where certain Overdrive attacks would not be performed if manually inputted while holding down the Assist button. The attacks that could not be performed are the following: – Aerial Tatsumaki Senpu-kyaku

Drive Impact

Fixed an issue where unnecessary combo scaling was added in certain situations, resulting in lowered damage.


LUKE

Modern Controls

Fixed an issue where certain Overdrive attacks would not be performed if manually inputted while holding down the Assist button. The attacks that could not be performed are the following: – Sand Blast – Rising Uppercut – Flash Knuckle – Aerial Flash Knuckle

Overdrive Avenger

Adjusted the hitstop values on the super armor hitbox due to certain attacks causing an unusual hitstop variance to occur when super armor is activated.


KIMBERLY

Bushin Ninjastar Cypher (Level 3 Super Art)

Fixed an issue where Kimberly’s level 3 Super Art would hit opponents behind her.


CHUN-LI

Charging Attacks with Modern Controls

There was an unintentional difference between Modern and Classic controls in the charge time required for commands to be completed or to be charged, so this difference has been fixed. The affected attacks are as follows. Kikoken Time to charge has changed from 45 frames to 50 frames. Input recognition frame has changed from 0 frames to 10 frames. Overdrive Kikoken Input recognition frame has changed from 0 frames to 10 frames. *Input recognition frame is the the number of frames you must input the next command in order for the game to recognize you are performing a specific attack. ex. When performing a Hadoken (down, down-forward, forward+Punch), you must input Down then Down-Forward within a certain number of frames for the game to recognize the input. This is known as the Input recognition frame.

Forward, Back and Mid-air Throws

Fixed a phenomenon where charge input directions would reverse during the throws.

Serenity Stream

Fixed a phenomenon where canceling certain attacks into Serenity Stream and then quickly inputting Serenity Stream > kick would result in Hazanshu suddenly being performed.


ZANGIEF

Aerial Russian Slam (Level 1 Super Art)

Fixed Zangief’s hitbox during his level 1 Super Art animation so that it returns to a hitbox on the ground at the appropriate time, instead of being a mid-air hitbox the entire time.

Drive Gauge

Fixed an issue where Zangief’s Drive Gauge would recover slower than other characters when in Burnout.


JP

Modern Controls

Fixed an issue where certain Overdrive attacks would not be performed if manually inputted while holding down the Assist button. The attacks that could not be performed are the following: – Torbalan


DHALSIM

Agile Kick (Rapid cancel version)

Agile Kick’s rapid cancel version command is limited to down-back + Light Kick in Classic Control only, due to difficulties in performing an Agile Kick > Crouching Light Kick chain. In Modern controls, the rapid cancel attacks differ, so no change has been made due to the large effect it would have.

Overdrive Yoga Arch

Fixed an issue where the projectiles that disappeared during a level 3 Super Art/Critical Art would reappear after. They will now disappear and not come back.

Overdrive Yoga Comet

Fixed an issue where players would become unable to perform mid-air techniques after an opponent Drive Parries this move.


CAMMY

Cannon Strike (Heavy version)

Fixed an issue where manually inputting heavy Cannon Strike immediately after jumping would result in a jumping heavy attack coming out instead.

Overdrive Quick Spin Knuckle

Fixed an issue that resulted in an opponent’s attack coming out in the wrong direction if they input it while switching sides due to this move. Along with this fix, there have been some minor changes made to the behavior of others moves* that can get you behind opponents. *Overdrive Quick Spin Knuckle, Surprise Forward Hop, etc.


DEE JAY

Modern Controls

Fixed an issue where certain Overdrive attacks would not be performed if manually inputted while holding down the Assist button. The attacks that could not be performed are the following: – Air Slasher – Jackknife Maximum

Back Throw

Fixed an issue where the Super Art gauge gain on Punish Counter was the same as a normal hit.

Face Breaker (Back+Heavy Kick)

Fixed an issue where opponents suffered a greater Drive Gauge loss on a Punish Counter when in the air, compared to when they were standing on the ground.


LILY

Modern Controls

Fixed an issue where certain Overdrive attacks would not be performed if manually inputted while holding down the Assist button. The attacks that could not be performed are the following: – Condor Wind – Tomahawk Buster – Windclad Condor Dive

Overdrive Condor Dive

Fixed an issue where Overdrive Condor Dive could be performed during a backwards jump when plinking* the inputs. *Plinking: Quickly pressing two or more buttons exactly one frame apart

Soaring Thunderbird (Level 2 Super Art)

Fixed an issue where level 2 Super Art Soaring Thunderbird could not be performed during a backwards jump when plinking* the inputs. *Plinking: Quickly pressing two or more buttons exactly one frame apart

Soaring Thunderbird (Level 2 Super Art)

Fixed an issue where an opponent would not be KO’d if the move connected in mid-air from the 2nd hit.


BLANKA

Charging Attacks with Modern Controls

There was an unintentional difference between Modern and Classic controls in the charge time required for commands to be completed or to be charged, so this difference has been fixed. The affected attacks are as follows. Rolling Attack, Aerial Rolling Attack (Normal and Overdrive) Time to charge has changed from 50 frames to 40 frames. Input recognition frame has changed from 0 frames to 10 frames. Vertical Rolling Attack (Normal and Overdrive) Time to charge has changed from 50 frames to 40 frames. Input recognition frame has changed from 0 frames to 10 frames. *Input recognition frame is the the number of frames you must input the next command in order for the game to recognize you are performing a specific attack. ex. When performing a Hadoken (down, down-forward, forward+Punch), you must input Down then Down-Forward within a certain number of frames for the game to recognize the input. This is known as the Input recognition frame.

Back Throw

Fixed an issue where the Super Art gauge gain on Punish Counter was the same as a normal hit.

Jumping Medium Punch

Fixed an issue where cancels using mid-air special moves would not work if this move was Drive Parried by the opponent.

Aerial Rolling Attack

Fixed an issue where recovery was different if an opponent in Burnout blocked a heavy Aerial Rolling Attack.

Rock Crusher (Forward+Medium Punch)

Updated the active frame attack hitbox from a high to mid. Known Issue With this adjustment, this move’s second attack will always be a mid-level overhead attack, but will change to a high level attack if the first attack hits or is blocked. We are looking to fix this issue in the next update.

Crouching Heavy Punch

Fixed an issue that caused an opponent’s behavior to become erratic when crouching Heavy Punch is blocked. Known Issue With the above adjustment, the recovery on block has unintentionally changed from -5 to -4 frames. We are looking to fix this issue in the next update.


JURI

Boosted Saihasho Boosted Ankensatsu Boosted Go Ohatsu

Fixed an issue where these moves could be kara canceled* on their 1st frame with a level 3 Super Art/Critical Art if they had followed up a boosted version of a different strength move (Saihasho/Ankensatsu/Go Ohatsu). *Kara Cancel: Canceling the start up of a move into another move.


MARISA

When playing with Modern Controls Enfold (Down+Punch) during Scutum (Forward+Special)

Modern Controls only During Scutum’s counter attack phase, inputting down, even if the Special Move button is held, would cause you to leave the Scutum stance. This made it difficult to perform Enfold, since it also requires a down input. We’ve fixed this issue so that the Scutum stance will continue to be held if you are holding down the Special Move button during the counter attack phase, even if down is input.


E.HONDA

Crouching Light Punch (rapid cancel version)

Fixed an issue where E. Honda could perform a kara cancel* on the 1st frame of the rapid cancel version of crouching light punch. *Kara Cancel: Canceling the start up of a move into another move.

The Final Bout (Level 3 Super Art)

Fixed an issue that gave E. Honda much higher Drive Gauge gain upon a successful parry compared to other characters.


JAMIE

Crouching Light Attack

Attacks with 4 frames of start up couldn’t come out when using Modern Controls, so crouching light attack has been changed from crouching light kick to crouching light punch.

Throw Escape

Fixed an issue where inputting a throw 1 frame after inputting a Drive Parry would allow you to perform a throw escape.


At this time, Capcom has yet to release the official patch notes for SF6 update 1.000.002 (1.02,) though, from previous announcements, we know that this update adds the very first fighter in the Year 1 Character Pass, Rashed, as well as changes to the Drive Rush system. We’re sure this update comes with a handful of changes, such as some balancing, and bug fixes, though we likely won’t know about them until later, as Street Fighter 6 servers are currently down for planned maintenance. It’ll last approximately two hours, though you’ll still be able to play the single-player, as well as offline versus. Below, you’ll find dates and times for when the maintenance is expected to end. 

Planned Maintenance Period

  • Monday, July 24 12:00 – 16:00 JST
  • Sunday, July 23 20:00 – 00:00 PDT
  • Monday, July 24 03:00 – 7:00 UTC

Be sure to check back then, as we’re sure Capcom will have the full list of changes included in today’s Street Fighter 6 patch. 

Update: Official patch notes added.

Source: Street Fighter

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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.

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Insomniac Games Is Working on Another AAA, Unannounced Game

It doesn’t look like Insomniac Games has any plans to slow down with their pipelines of game releases, as it has been confirmed that the studio is working on an unannounced AAA title alongside both Marvel’s Spider-Man 2 and Marvel’s Wolverine.

Speaking in a recently uncovered interview with Full Sail University (clip captured via Twitter user), Insomniac Games’ Project Director, Erin Eberhardt, confirmed that she was working on her first triple-A at Insomniac Games. 

“So I’m working on an unannounced title.. I can’t really talk a lot about it”

Do note that this interview does appear to be old, as Erin stated that she was coming up on her one-year mark working at Insomniac Games. She joined the studio in November of 2021, meaning her one-year mark would have been November 2022. Also of importance is that she joined Insomniac after they had announced Marvel’s Wolverine back in September of 2021. So we know this isn’t in reference to Marvel’s Wolverine based on this timeline. 

If this is the case, and she was brought into the project immediately upon hiring, then that means this unannounced Insomniac Games almost has two full years of active development. When we could expect to see this title is anyone’s guess, though we suspect we won’t hear about it until we see and learn more about their other project, Marvel’s Wolverine.

For now, Insomniac fans can look forward to the release of Marvel’s Spider-Man 2, which arrives this October 20 on the PS5.

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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.

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BattleBit Remastered Update 1.9.3 for July 23 Fires Out for New Map, Mode and More

BattleBit Remastered update 1.9.3 is now out, and this brings not only bug fixes and adjustments, as there’s a new map and game mode included in it. Check out the breakdown of new content as well as the official BattleBit Remastered patch notes for July 23 below.

BattleBit Remastered Update 1.9.3 Patch Notes | BattleBit Remastered Update for July 23 Patch Notes:

v1.9.3 Patch Notes

  • New Game Mode: Capture The Flag!
  • New Map: MultuIslands
  • Capture the flag, if flag is carried over to any safe zone, main base etc, it will be auto teleported back to flag’s spawn point to prevent someone keeping flag in safe zone.
  • UI improvements for Capture The Flag
  • The spectator mode has been further improved.
  • Player lag has been improved during rope climbing.
  • The issue where turrets, helicopters, etc. were incorrectly counted as ‘shots fired’ in stats has been fixed.
  • Spawning on players will not be rewarded until the game starts.
  • Tanks will no longer apply torque when the wheels are not touching the ground.
  • Bullets will cause 2x less damage when shot through vehicle windows.
  • Salhan – Southern area city buildings were replaced with more durable ones that will block line of sight from A even after destroying it.
  • Salhan and Frugis objectives adjustments based on players feedback to avoid spawn camping
  • Valley – DOMI 16v16 layout tweaked.
  • Eduardovo – DOMI 16v16 layout tweaked.
  • Namak – roof exploit fixed.
  • incorrect naming of “Support Armor 00 A Big” fixed

Week 5 Recap

Here’s what’s happening, and what you should expect from BattleBit in the near future:

  1. Community Servers!

    Our primary focus this month is to work on bringing community servers into the mix and creating API access for server admins. This will allow them to customize server settings to their preference.

    Here’s what you can expect from community servers (should server admins choose to host one):

    • Sniper-only servers
    • Pistol-only servers
    • More competitive, hardcore servers
    • More arcade-style, less milsim servers
    • Flight school servers
    • Ace Of Spades-style voxel servers (Yes, we have this feature! It’s currently not public and is reserved for community servers.)
    • Clan servers
    • Other servers according to admin’s preferences…
  2. New Game Mode Implementations – Revisiting Existing Game Modes
    • Our old school, one of our favorite gamemode, Capture The Flag!. We’re experimenting with how this mode will work with 254 players, and it will also be playable on 64vs64 and 32vs32 scales.
    • We plan to make additional enhancements to Frontline as we are not completely satisfied with its current state of development.
    • After Capture the Flag, we plan to experiment with the King Of The Hill game mode in future updates.
  3. Reworking and Introducing New Maps
    • We’ve completely remade MultuIslands from the ground up. Brand new maps and more reworks are no the way!

In other BattleBit Remastered news, the developers are not against the idea of a console port but admits it won’t be anytime soon. Read about that and more via the latest AMA right here.

Source: Steam

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Alex Co

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

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Diablo 4: Blizzard Admits Season 1 Patch Was “Bad” and “Not Fun,” Doesn’t Plan on Doing Another Patch Like It “Ever Again”

Just last week, Blizzard released the major Season 1 patch for Diablo 4 that didn’t go rather well with the fanbase given the nerfs to all classes and various changes that made the game even more of a grind. Just a few days ago, Blizzard held a Campfire Chat to talk about the Season 1 patch feedback where the studio admitted that the reducing player power was “bad” and “not fun.”

This was mentioned by Blizzard Community Manager Adam Fletcher who said the following:

We do want to go through, you know, a lot of the the points of feedback that we’ve been hearing and and at the same time the patch itself. The biggest thing that, you know, to kind of like kick us off here, I think we want to, you know, obviously acknowledge everyone’s feedback in regards to reducing player power. We know it is bad. We know it is not fun, and it’s something that, you know, we ourselves know that it’s not it’s not the greatest play experience for players out there.

Fletcher also added that Blizzard has no plans to release a patch like this ever again, and the studio plans to communicate via a blog post or a Campfire Chat if any big, sweeping changes are planned.

Obviously, and we we’ve been hearing a lot of feedback regarding the patch and, you know, we’re telling you guys now that we completely hear you loud and clear. We don’t plan on doing patches like this ever again, where we’re going to be essentially removing the fun in the player power from players drastically like this. And if we ever do that, or any type of class like a builder or whatnot, we’ll make sure that there’s always some really good alternatives for players to actually be able to try out a different build that will also be boosted way back up to to kind of help out and give other options for players to actually kind of jump into. And you know we will, ourselves, do a better job, of course, communicating back to the community again. what we’re saying now is that we will be getting patch notes in front of the community way earlier in advance. Whether through a Campfire Chat or through like a blog of some sort or any type of communication, so that you guys can get a better chance of looking at patch notes.

You can watch (or listen) to the entire Campfire Chat right here.

For a rundown of what Blizzard has to say about the Season 1 patch feedback, as well as a preview of what’s incoming in patch 1.1.1, head on over here.

What do you think of the Diablo 4 patch? Was it a big enough change that you didn’t want to play the game again? Sound off in the comments below.

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Alex Co

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

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Star Wars Outlaws Behind-the-Scenes Video Offers a Peek at the Game’s Creation

Ubisoft has released a new Star Wars Outlaws behind-the-scenes video at this week’s San Diego Comic-Con. While there seems to be small snippets of footage, the main draw of the trailer is how the developers at Massive Entertainment talk about the title’s development process.


The team at Massive Entertainment is thrilled to offer a peek into the creation of #StarWarsOutlaws in collaboration with Lucasfilm Games. Discover exclusive behind-the-scenes footage to see how we’ve built iconic and new locations in this open-world experience.

About Star Wars Outlaws:
Experience the first-ever open world Star Wars™ game, set between the events ofThe Empire Strikes Back and Return of the Jedi. Explore distinct planets across the galaxy, both iconic and new. Risk it all as Kay Vess, an emerging scoundrel seeking freedom and the means to start a new life, along with her companion Nix. Fight, steal, and outwit your way through the galaxy’s crime syndicates as you join the galaxy’s most wanted.


Star Wars Outlaws has no firm release date yet outside of “2024” and it’s set for release on PS5, Xbox Series X|S and PC.

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Alex Co

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

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PS5 Next Update Features We Want to See – Folders, Themes, Custom DualSense Profiles, and More

While Sony hasn’t skimped when it comes to firmware updates for the PS5, most of these have been for stability, with some that introduced new features to the console. Even so, there’s still a lot of new (and old) features that the PS5 should have

PS5 Next Update Features We Want to See:

Unfollow – Select All Option – You can manage followed games under the save data and game/app setting, but it also might be bugged. For me, at least, it says I’m not following any game, yet when I go into the game Explore page, I can see the list of followed games here. I’d like an option to unfollow all my games because it seems that PlayStation automatically forces a follow once you boot a game up the first time. I don’t need to see news for every game I own, and having the option to select multiple or unfollow them all at once would be nice. Plus, most games display news under their icon when viewing them from the home screen.

Switcher Overhaul – Be honest; how many of you actually use this feature or even know it exists? Tucked away in the control center (one press of the PS button) is an icon that displays a square box with more behind it. If you are in-game, then it’ll display the current game icon instead. This is called the Switcher, and it lets you switch between two recent games and media apps. It’s only two, though, no more than that, and we question why anyone would even use this over tabbing into the home screen instead, as that is quicker than navigating to the Switcher, as well as showing the last ten recent games. It really doesn’t save you that much time to do it from the control center.

I’d like to see the Switcher have some customization options. Maybe allow us to set up to five titles with different selectable filters? What about letting us set our top five favorite games on the Switcher? Heck, it could be a nice way to tie in game lists and allow them to be accessible directly from that menu. If PlayStation doesn’t give us home screen folders, then this might be the next best alternative. Speaking of folders.

Folders on Home Screen – Adding the Game List feature was a step in the right direction, but I still think many out there would prefer to be able to create folders with games in them as they could on PS4 and display them all on the home screen. I don’t think it’s a big ask, but apparently it is.

Application Closure Confirmation – Sometimes, I forget I have a game open, or sometimes I accidentally hit a game while in the menu. A prompt to confirm closing a game would be great, like the PS4 has. We’re unsure why it was even removed. Maybe it was to help market boot times, as it does save a few seconds, but regardless an optional setting to bring this back would be great.

New Game Presets Options – This feature feels heavily underutilized, though it works really well when it does what it’s supposed to do. We need options like film grain off, motion blur off, ray tracing, controller speaker, and other standard game options that can be tweaked.

Being Able to Save and Upload Multiple Save Games to Cloud for a Single Game – Some games limit you to one save only, which sucks in case it ends up bugging out or doesn’t have a chapter select, and you want to be able to go back to that save to fight a boss or something. You need to overwrite a save if you want to back it up. Perhaps having them be timestamped and creating a new folder within the cloud storage would be an ideal solution.

Double Tap PS button (Last Action Recall)  – The ability to set it to how the PS4 had it, where double tapping the PS button would bring you to the last screen you were on the PS5 UI, and then double-tapping again would take you back into in the game. I miss this feature from the PS4, though the PS5 does use it to bring up game cards and trophy lists.

Custom Profiles for Standard DualSense Controllers – Why is it that only the DualSense Edge has this feature? I know the Edge has more buttons and such, but a lot of the features, such as button remapping and even joystick dead zones, should be customizable on the standard DualSense controller. I know the answer is probably money and needing to have exclusive features, but we can already remap our controller bindings in the system menu; let us save profiles if we prefer different mapping for different games that don’t allow button mapping.

Check All Games for Updates Option – It seems that the automatic game update feature is either bugged or has certain parameters where it only updates certain games. For me, it does its job for the most part, but I know a number of users who have been prompted for a game update for titles they haven’t played in a while. Perhaps adding this option somewhere could prove useful for some.

Bring Back Themes – Excluding this is probably the oddest choice Sony has made regarding PS5 system features. The PS3 started this, though; there, we could make our own. The PS4 saw this come back, albeit restricted to ones that were released on the storefront. The PS5? Nothing, sadly, and we really miss having custom themes. Hearing different home screen music and having unique navigation sounds and icons tied to certain games.

Power Options Available Via Long Press of the PS Button

Another PS4 feature that I thought was quick and easy to access. Currently, you have to navigate to the power options from the control center. Pressing and holding the PS button down for a few seconds will bring up the home screen. Maybe allowing the button to be held longer could bring up the power options right away?


That’s about it. Agree with our list? What features did we miss? Leave a comment below and let us know.

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Alex Co

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

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Report: Sony PlayStation “Project Q” Leaked Video and Images Surface Showing the Device in Action

Just two months ago, Sony officially announced the PlayStation “Project Q,” which is a gaming handheld that works via remote play. While no other official details have surfaced since then, Project Q leaked video and images have surfaced today showcasing the device.

Check out the (unofficial and unconfirmed) images and video below:

 

Needless to say, none of the images and video have been confirmed, so this could very well be made up by someone with too much time on their hands.

While the prospect of a new PlayStation handheld is an exciting one, don’t forget that you’ll need to own a PS5 and have a stable internet connection to even play Project Q. It’s allegedly set for a November release, and will be priced at less than $300 according to Microsoft.

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Alex Co

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

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Report: Armored Core 6 Multiplayer to Support Up to 6 Players Per Game Box

In case you didn’t know, FromSoftware’s upcoming Armored Core 6 (Styled as Armored Core VI: Fires of Rubicon) will feature multiplayer in the form of PvP (Player vs. Player). For those thinking (hoping) that Armored Core 6 multiplayer will somehow co-op. that has been shot down by FromSoftware months ago, as the studio said there’s no co-op in the campaign.

Over on Reddit, user EntertainmentMission posted what appears to be the back of the game’s box, and it mentions that AC6 multiplayer will support 2-6 players and will support up to three spectators.

While this seems to be as legit as can be, the studio hasn’t made any official announcements regarding it, so for now, treat this as unverified info.

Hopefully, we get more details and gameplay footage of Armored Core 6 PvP soon.

Armored Core 6: Fires of Rubicon launches on August 25 for Xbox Series X|S, PS5, and PC.

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Alex Co

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

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