
Nightreign's been out for a little less than a week and it already has
its first balance patch. Announced last week, FromSoftware is deploying an update that'll give players a much easier time tackling the game's challenges solo. In addition to a number of bug fixes and general balance updates, solo players will now earn more runes overall and will automatically revive once during night boss fights.
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Street Fighter Legend Ken Masters Enters the Ring in Fatal Fury—and He's a Beast
Ken Masters, the flashy Street Fighter martial artist and former millionaire, officially steps into the Fatal Fury universe this summer. His appearance as the second free DLC character in City of the Wolves' Season Pass 1 continues the recent Capcom and SNK collaboration that includes notable rereleases of classic fighting games (SNK vs. Capcom: Match of the Millennium and Capcom vs. SNK 1 and 2), and Fatal Fury's Terry Bogard and Mai Shiranui guest-starring in Street Fighter 6. SNK's spin on the character will feel familiar to anyone who's played as Ken in Street Fighter 6. In this incarnation, Ken has his expected Dragon Punch, Hadouken, Jinrai Kick, Quick Dash, and Tatsu, but with tweaks and required changes brought about by City of the Wolves' fight mechanics. If Ken's upcoming release will be your first time controlling the fighter, rest easy knowing that he fits into SNK's recently released fighting game quite nicely. He's a combo-heavy character with fire-enhanced specials and supers that can quickly drain a life meter. However, I discovered notable differences and similarities between his game incarnations while playing a prerelease demo build. And, for the most part, SNK's take on Ken is awesome. New Command Normals Make Up for CotW's Fewer Buttons City of the Wolves is a four-button fighting game (or five-button if you make heavy use of the Rev button). However, Ken is from a six-button fighting game. So, how does SNK make up for the missing inputs? Command normals! By default, pressing down+HK unleashes the equivalent of Ken's Medium Kick in Street Fighter 6, not the Hard Kick. So, if you want to bust out a low sweep to knock a foe off their feet, you must press diagonally down+HK. Likewise, tapping Hard Punch launches Ken's Street Fighter 6 Medium gut-punch, but pressing forward+HP tosses out his familiar Fierce attack. It took me a few minutes to adjust to Ken's tweaked control scheme, but I soon used him mostly as I do in Street Fighter 6. Ken Now Has City of the Wolves' Feint and Rev Blow Moves Due to City of the Wolves' Feint, a move that lets you pop a fake attack to bait opponents into an action, Ken has a fake Hadouken. The most obvious use-case scenario is to Feint a fireball to hopefully cause an opponent to jump over the Hadouken that never comes, and then anti-air the challenger with a Dragon Punch. Now, I couldn't use that in practice since online multiplayer wasn't available in the demo, my offline FGC buddies weren't available during the test period, and the CPU didn't fall for it. You can also use Feint to cancel the recovery time on certain normal attacks, opening the doors to new combo routes. City of the Wolves' Selective Potential Gear (S.P.G.), an updated version of Mark of the Wolves' Tactical Offensive Position (T.O.P.) system, is an essential gameplay tool. It's a short, yellow bar you set to one of three positions on your health gauge (beginning, middle, or end), and it activates when your remaining health falls within its borders. The benefits include increased damage output and the ability to perform armored Rev Blows that let you absorb a few hits before landing a big attack. Ken's Rev Blow is his Street Fighter 6 Drive Impact, a swinging hook. It's the most sensible move for SNK to use as a Rev Blow, considering the similarities between City of the Wolves' Rev System and Street Fighter 6's Drive System. Unlike the Street Fighter 6 version, the attack doesn't produce a wall-splat when you land the punch on a cornered opponent. Instead, it crumples or knocks down the competition depending on the situation, so adjust your combos accordingly. Line-Sway Maneuvers? Yes! 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Dying Light: The Beast is longer than Techland expected, with 20 to 30 hours of "additional stuff" on top of the 20-hour story
When you buy through links on our articles, Future and its syndication partners may earn a commission. Dying Light: The Beast is longer than even its developers were expecting, but you won't have to worry about slogging through a massive RPG even if you're a completionist. When Techland first unveiled Dying Light: The Beast, it was billed as an 18+ hours game - a little smaller in scope than a full game, but a little bigger than the DLC that it was originally planned to be. Now, however, franchise director Tymon Smektala has told GamesRadar+ that "in terms of what you will play, the story's 20 hours." That's slightly up from those 18 mentioned earlier, but still firmly within the grounds of being a nice, compact game. And for those of you who do want a bigger experience, there's plenty more to uncover beyond the story - in keeping with how Dying Light: The Beast's devs are conscious of how much goes into making a great open-world game. Smektala says that "the additional stuff" - secrets and side activities scattered around the world - will amount to "at least another 20, 30 hours." That suggests plenty to get your teeth into in a manner that potentially belies Dying Light: The Beast's more humble origins. "I think we are very competitive compared to basically anything that's there on the market," Smektala says. "Just like AAA [games], we really want this to be a game with a presence. It grew a lot over the last number of months [and] I think it deserves that." A 20 hour main story with around the same again for side content should mean that Dying Light: The Beast isn't too hard to finish - something Smektala says he's desperate for players to do since the game's final mission is the best one, according to internal playtesters. Check out our Dying Light: The Beast hands-on preview for even more information about Kyle Crane's next adventure.
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Dying Light: The Beast dev defends $60 price because "in every metric" the DLC-turned-game is "bigger, denser, and more advanced than we initially assumed"
When you buy through links on our articles, Future and its syndication partners may earn a commission. Dying Light: The Beast may have started development as DLC for Dying Light 2: Stay Human, but it's worth the full $60 asking price anyway because it's apparently outgrown its expansion origins, according to franchise director Tymon Smektała. Dying Light: The Beast sees the original game's protag return to the zombie-infested spotlight in what was initially thought to have been a smaller, expansion-sized take on the parkour-focused formula. But at some point along the way, developer Techland thought there was enough (probably rotting) meat on The Beast's bones to take it further. Speaking to TheThumbWars, Smektała says the game's price is justified because "the game grew" from what was first promised, "especially over a period of six months at the end of last year and the beginning of this year." Techland apparently "kept adding, upgrading, tweaking, leveling up the tech behind the game, and one day we came to a realization that Dying Light: The Beast might as well be the best Dying Light game we ever created." "In every metric – mission count, minutes of cut-scene, unique characters, new enemy designs, additional content, collectibles, secrets, Easter eggs, you name it - Dying Light: The Beast started modestly, but right now it is bigger, denser, and more advanced than we initially assumed," he continues, before asking doubters to "wait until they see the final package" before judging its full price point. I'm not one to justify a game's cost by its length, but Smektała is sure to point out that people won't be paying full price for a condensed experience. "Dying Light: The Beast runs well around 20 hours if you follow the main story alone, and side quests and activities easily double that," he says. "My last full playthrough took me about 37 hours, and it wasn't even the completionist one." He previously said there were 20 to 30 hours of extra stuff to do, on top of the game's main 20-hour story. Dying Light: The Beast will have guns that feel "on par with melee combat," as Techland struggles to solve the series' "complicated" relationship with firearms