The official PlayStation Store page for God of War: Ragnarok has been updated, and it includes what appears to be new story details on the long-awaited PlayStation exclusive.

The story description, as spotted by TheGamer, reveals that Kratos and Atreus will visit all Nine Realms as they seek out clues about a battle that could end the world. The full description follows below:

“Fimbulwinter is well underway. Kratos and Atreus must journey to each of the Nine Realms in search of answers as Asgardian forces prepare for a prophesied battle that will end the world. Along the way they will explore stunning, mythical landscapes, and face fearsome enemies in the form of Norse gods and monsters. The threat of Ragnarok grows ever closer. Kratos and Atreus must choose between their own safety and the safety of the realms.”

There are a few further story details posted on the website, including what’s next for Atreus in his story arc and how Kratos is battling his own demons to become the father Atreus needs. The website also sheds light on the weapons and abilities that Kratos will use and reveals that Kratos and Atreus will come upon a “wide variety of enemy creatures, monsters, and Norse gods.”

Here are the additional listings, as written by Sony:

A future, unwritten

Atreus seeks knowledge to help him understand the prophecy of “Loki” and establish his role in Ragnarök. Kratos must decide whether he will be chained by the fear of repeating his mistakes or break free of his past to be the father Atreus needs.

Instruments of war

The Leviathan Axe, Blades of Chaos and Guardian Shield return alongside a host of new abilities for both Kratos and Atreus. Kratos’ deadly Spartan skills will be tested like never before as he battles gods and monsters across Nine Realms to protect his family.

Explore vast realms

Journey through dangerous and stunning landscapes while facing a wide variety of enemy creatures, monsters and Norse gods as Kratos and Atreus search for answers.

God of War: Ragnarok releases on November 9 for PS4 and PS5. There are multiple editions of the game to choose from; check out GameSpot’s God of War: Ragnarok preorder guide to learn more.

Ragnarok will wrap up this Norse chapter of the franchise, as Sony Santa Monica wanted to avoid having this portion of the story from getting too unwieldy. For more, check out everything we know about God of War Ragnarok.

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In today’s review, we are taking a look at the Century Gold 650W, an 80Plus Gold certified power supply by Montech. Montech is a Taiwanese company that was founded just six years ago, and yet they already managed to penetrate into the international PC power & cooling market with some surprisingly premium products.

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Just about every week brings something new to Destiny 2, whether it’s story beats, new activities, or interesting new combinations of elements that let players devastate each other in the Crucible. Iron Banter is our weekly look at what’s going on in the world of Destiny and a rundown of what’s drawing our attention across the solar system.

Last week, when Deep Stone Crypt was the rotator raid, I finally completed my Descendant seal–the series of Triumphs you can earn in the dungeon that denote that you’ve mastered it. Thing is, I wanted to complete that seal a year ago, and the only reason I didn’t was bad luck.

The Descendant seal, like a lot of the older raid seals in Destiny 2, requires you to knock out a whole bunch of tough Triumphs with your team. These include finding all of the raid’s hidden lore and completing special challenges throughout it, which rotated weekly when the raid was released with the Beyond Light expansion. But what turned out to be the toughest part of the seal was completing its Collections Badge, which requires you to earn every piece of gear in Deep Stone Crypt, including all its armor and weapons–and its Exotic rocket launcher, Eyes of Tomorrow.

For about a year, the last thing I needed for the Descendant seal was Eyes of Tomorrow, which has a small chance of dropping from the final boss fight of the raid. Supposedly, Bungie has infused its raids with “bad luck protection” that should raise your odds of receiving these Exotics every time you clear the raid and don’t get one. It might be a thing on paper, but in practice, the random number generator that determines these things is cruel and petty.

Badges show all the items you can earn from a certain batch of content, but when they’re required for seals, they mean you’re stuck fighting the RNG.

My team and I ran DSC something like 30 times in the course of completing the seal, and I was the only one who never received an Eyes of Tomorrow. On completion 33, the gun finally dropped–but only after we’d taken a year off from the raid after running it so many times that we were sick of it.

My personal story of Exotic drop irritation is a minor one, to be honest. I could have used a “looking for group” forum to jump onto other teams and run more DSC completions to finish my seal before now, and 33 completions is on the low side of similar “the gun never dropped for me” horror stories. Just bounce around on one of the Destiny 2 subreddits to find people who took 50 or 70 completions to earn guns such as Vex Mythoclast from the revised Vault of Glass raid. But I do think my own complaining is illustrative of a problem Destiny 2 could stand to fix: the fact that random Exotic drops suck.

All of Destiny 2’s raids have come with cool Exotic weapons that can only be earned from playing that activity, and most of them have dropped as random rewards from boss fights. As with DSC, most of the time, these items are also required to complete seals–which, admittedly, are fully optional goals designed to give Destiny 2 die-hards something to keep them busy and a small amount of bragging rights for their time invested. Not being able to complete a seal you worked hard on because of bad luck is annoying, but ultimately not a big deal; however, locking Exotics behind the RNG often creates gameplay disparities that are absolutely no fun.

I’m reminded of One Thousand Voices, the Exotic fusion rifle that drops from the Forsaken expansion’s Last Wish raid. Especially in the early days of Gambit mode, One Thousand Voices (henceforth 1k, as it’s often referred to among players) was a gun that was absolutely devastating, if you were lucky enough to have one. The rifle was great for blasting invading players from across maps, allowing them to live just long enough to curse you before they exploded and died. There are a few guns that shifted the balance of fairness in Gambit in those early days (The Queenbreaker is an Exotic you also earned from a random drop and which dominated in early Gambit, but it wasn’t sequestered in a raid), but 1k was a constant reminder of your bad luck, and the good luck of others.

Vex Mythoclast was a great gun in PvP after the release of Vault of Glass–unless you didn’t have one.

Similiarly, the fusion rifle Vex Mythoclast came out of the gate dominant in the Crucible after it was added to the Vault of Glass raid, and there was absolutely a period where not having one felt like a serious disadvantage. Other guns have tended to become important strategies in a lot of high-level activities. Anarchy, the Exotic grenade launcher that dropped in the Scourge of the Past raid, was a nearly essential boss-fighting weapon for years in high-level content, until it was finally nerfed just two seasons ago. Having one was a drastic boon for players, and some strategies for defeating bosses like Gahlran in the Crown of Sorrow raid heavily relied on it.

The thing of the raid Exotic situation is that, if ever the gun turns out to be great, not earning one instantly feels like the game is holding you back, or that the time you invest in the game isn’t being respected by the game itself. Raids are already a top-tier activity that most of the Destiny community doesn’t participate in; they’re tough, often gated by Power level, and require you to have five friends with multiple hours to spare to play the game with you. Getting taken apart by raid guns is a double bummer when you’re a person with limited time and who struggles to get raid runs organized. Even with my crew of die-hards, getting one weekly raid run together is an uphill battle.

Bungie has recently taken smart steps to decrease the reliance on RNG for cool weapons, or to make not having them less burdensome. The Vow of the Disciple seal requires finishing off tough challenges and several Master-level runs of the raid, but it doesn’t require the random drop of Collective Obligation, the raid’s Exotic pulse rifle. In the Duality dungeon released in Season of the Haunted, the seal requires earning the Exotic sword Heartshadow, but your chances of the sword dropping from the final encounter of the dungeon are boosted by several Triumphs you can earn along the way, which are themselves also required for the seal–so at least on paper, your performance has a direct impact on your chances of earning a slick new sword.

And randomness isn’t always how Bungie does these. The Garden of Salvation raid contains one of the game’s best Exotics–a trace rifle called Divinity that creates a big bubble on enemies that greatly enlarges their critical hit spot. Divinity has become a mainstay for raid teams and in content like Grandmaster Nightfalls because it’s so good, but Divinity wasn’t a random drop. Instead, it requires solving an intricate puzzle hidden throughout the raid, and completing it is actually one of the most fun parts of the entire experience.

The Divinity puzzle is among the best parts of the Garden of Salvation raid.

Divinity feels like a best-case scenario for dishing out raid Exotics. It’s a tough but engaging series of extra steps, and you’ll need a whole team’s cooperation to earn it. It works with the challenge of the raid to make Divinity suitably challenging to unlock, while taking out the artificial difficulty of randomness.

Of course, we can assume that creating a series of puzzles like those for Divinity takes a lot of effort on Bungie’s part, while a random drop is a drastically easier solution to getting raid Exotics in the game, and thus, probably a lot more realistic from a design standpoint. Adding Triumphs that adjust drop rates and taking Exotics out of the requirements for completing objectives are also good ways that Bungie is addressing the issue, and I’d like to see more ways in which challenging yourself in tough content has a direct impact on the rewards you get for doing it.

Honestly, though, my ideal scenario is the complete removal of RNG for raid Exotics. The randomness in these cases feels like a punishment, rather than a reward, for taking on high-level content. There might be an argument that Exotics as random drops encourages players to keep running raids, but that seems like a dubious assumption. If you’re the kind of player who would be willing to put in multiple raids to chase an Exotic, you probably are the kind of player who would put in multiple raid runs regardless, thanks to random gun and armor rolls, extra challenges, and seal completions. RNG Exotics might encourage people who do far fewer raid runs to try to get back in there, but at least in my experience, it’s not enough of a carrot to overcome the stick of organizing a team and scheduling. It’s tough for more casual players to get into raids, and for lots of people, completing a raid once or a handful of times is a serious accomplishment. They shouldn’t be penalized because they’re not committed to putting in 33 runs, for whatever reason.

I’m generally not a fan of randomness and the grinding it entails in Destiny 2 overall, but especially when it comes to raid Exotics, this feels like an unnecessary slot machine to force players to engage with that doesn’t really add to the game. Players have already done the tough part in completing the raid, after all; why not reward them for engaging with some of Destiny’s toughest, best content, in a way that might make them excited to engage with more of it? It seems like Bungie has this same idea in mind, and I hope it’ll continue to iterate on the idea of decreasing the pain of Exotic RNG. Randomness might be an important feature in Destiny 2, but in the case of my 33 Deep Stone Crypt runs, it certainly didn’t add any fun.

Read MoreGameSpot – Game News

Bungie is suing a toxic Destiny 2 player, accusing him of regularly breaking the terms of the game’s license agreement and threatening the well-being of a Bungie staff member. The case sues for financial damages and urges for protective measures to be taken for the safety of Bungie employees.

According to Kotaku, Bungie filed a lawsuit in the U.S. Western District Court of Washington against Luca Leone. The suit accuses him of consistently violating Destiny 2’s Limited Software License Agreement. Bungie claims Leone has been banned dozens of times for livestreaming Destiny 2 while using cheat software. He has also sold Destiny 2 emblems, possibly from stolen accounts. Most seriously, however, he has allegedly threatened the well-being of Bungie’s community manager.

A twitter account linked to Leone tweeted out a picture of community manager dmg04’s employee badge on May 18. It followed up with tweeting “i just realized i’ll be moving to a place that’s 30 minutes away from dmg,” and then wrote “he is not safe.” On separate occasions in early July, the account threatened to set fire to Bungie HQ and worried the developer to “keep [its] doors locked.” Leone did not reply to Kotaku’s request for comment, instead deleting the tweets in question.

The studio is requesting for $150,000 in damages, and also urging the court to prevent Leone from “harassing, stalking, or otherwise engaging in unwanted or unsolicited contact with Bungie, its employees, or Destiny 2 players.” Bungie itself is in a state of transition, as its acquisition by Sony was just made official. This lawsuit also comes after recent flare-ups of community-led harassment, which senior design lead Tom Farnsworth made a statement about on Twitter.

Read MoreGameSpot – Game News

Stray is the tale of a small cat who falls into a subterranean city inhabited entirely by robots. The titular stray will befriend a drone, explore small hub worlds, and solve puzzles with their feline brain as it seeks to make its way back home.

Early reviews for the puzzle-platformer are largely positive and point to the game’s novel and well-animated cat climbing mechanics as a key a part of its charm.

“It’s rare for a game to offer a wholly new perspective for how we can experience a familiar setting, and rarer still for one to so confidently have all of its mechanics designed around it,” wrote Alessandro Barbosa in GameSpot’s Stray Review. “It’s a consistently satisfying adventure with a charming story about companionship that rarely misses a beat across its well-paced runtime.”

On GameSpot’s sister site Metacritic, Stray is currently at a respectable 83 aggregated score. Here are what other critics have to say about the game.

Game: StrayPlatforms: PlayStation 5, PlayStation 4, PCDeveloper: BlueTwelveRelease Date: July 19, 2022Price: $30 USD

GameSpot — 9/10

“Stray’s ultimate strength is how well its overall design embodies the unique perspective and capabilities of its protagonist, but it also doesn’t rely on this to be the only distinguishing feature of the entire adventure. A lot of the enjoyment throughout Stray’s runtime comes from how well each scenario is designed for the abilities of its feline hero, and how empowering it is to be able to navigate its gorgeous hubs and derelict cities with the additional agility on offer.” — Alessandro Barbosa [Full review]

Digital Trends — 4/5

“Stray feels like a direct descendant of Ico. There’s an underlying sense of tragedy present in the isolated robot world, but the game doesn’t have a depressing tone. The feline perspective allows players to see a potentially dystopian space through earnestly curious eyes. Dilapidated apartment buildings become cat towers with lots of ledges to jump on and nooks to explore. There’s a sad backstory behind it all, but it’s a game about a creature finding a way to survive and thrive in any environment it’s placed in.” — Giovanni Colantonio [Full review]

Destructoid — 9/10

“To really drive it all home, I think Stray would be worth talking about even if you didn’t play as a cat. But because you do — and because the cat looks and feels and acts exactly as it should — the game ends up hitting that much harder. At times, it can be emotional without saying a word. The little behavioral details in the animation go so far.” — Jordan Devore [Full review]

VG247 — 5/5

“Stray is a touching tale of loss, loneliness, environmental destruction, and what it means to be human. But Stray is also a story of hope and meaningful connections, and just how important these are to our survival. Whether you’re a cat or not.” — Kelsey Raynor [Full review]

IGN — 8/10

“Stray is a delightful adventure in a dark but endearingly hopeful cyberpunk world, and that’s thanks in no small part to the fact that you are playing as an adorable cat the whole time. Its mix of simple platforming and puzzles with item-hunting quests is balanced very well across the roughly five-hour story – and though I wished my movement was a little more nimble during that time, I still loved hopping across rooftops and scampering through back alleys to find its well-hidden secrets.” — Tom Marks [Full review]

Polygon — Unscored

Stray doesn’t do anything new. But through strategic manipulation of our love for cats, it does give me a profoundly sentimental window into my relationship with Oni — my first cat, with whom I am admittedly obsessed. I started projecting him onto the protagonist from the get-go, and his constant presence as I played made for a strange meta experience of Stray’s emotional design. It’s a markedly different journey from cultivating care for a character in a typical role-playing game, whose quirks and lovable characteristics must be learned over time, through dialogue and gameplay and storytelling. Every small detail in Stray was a reminder of my finite time with both my on- and off-screen companions. — Alexis Og [Full review]

Read MoreGameSpot – Game News

EA will show off the first official look at FIFA 23 this week with a reveal trailer debuting on July 20 at 9 AM PT / 12 PM ET. The cover art for the Ultimate Edition has also been revealed, and stars Paris Saint-Germain striker Kylian Mbappe and Chelsea’s Sam Kerr.

This marks the third successive cover appearance for Mbappe, who is considered to be one of the best players in the world currently, and the first time that a FIFA game has featured a female player on its sleeve.

FIFA 23 Ultimate Edition

This year is a major one for the FIFA series, as it’s the last time that the franchise will be published and developed through EA. Having produced soccer games under the FIFA banner since 1993, the series will be called EA Sports FC going forward as part of a rights-negotiation process with FIFA that has been in the works.

EA said in its announcement that EA Sports FC will still include everything that fans expect from the franchise, including modes, leagues, tournaments, clubs, and athletes, as well as Ultimate Team, career mode, Pro Clubs, and Volta.

While it is losing the FIFA branding–which the FIFA body was asking EA to pay $1 billion every four years to use–it’ll still be retaining the license for more than 19,000 players, 700+ teams, 100+ stadiums, and 30 leagues such as the Premier League, LaLiga, Bundesliga, Serie A, the MLS, and more.

The official FIFA body doesn’t appear to be too concerned though, as president Gianni Infantino claimed that it is working with several third-party studios and publishers to provide “more choice” beyond aligning with a single company. Multiple FIFA games are in development according to Infantino, and he added that there’ll be at least one title in the future that’ll be “the best” soccer game on the market.

Read MoreGameSpot – Game News

Tier lists are ever popular, nearly always controversial, and for good reason. They touch on the overall strength of all characters in a fighting game, as well as each individual character’s strength compared to the others. With so many people loving their own characters and hating everyone else’s, things are bound to get heated.

DNF Duel is no exception. In fact, the character strength is even higher than most other fighting games, with many characters having full-screen normals or specials (or nearly full-screen), being able to create tons of plus frames to harass and pressure opponents, and passive Awakening abilities that can crank things up to 10.

DNF Duel Tier List & Guidelines

This tier list will cover each character available in the 1.0 version of DNF Duel, including Lost Warrior, the secret character that can be unlocked by completing Story Mode with any other character (don’t worry, Story Mode can be completed in around 30-45 minutes with around six fights).

Some important notes: The names of each tier matter. A game with higher overall character strength and a smaller difference in individual character power will have tiers like SSS, SS, S, S-, and so on, while games with a wide gap between the strongest and weakest will have tiers like S, A, B, C, and even D. A character in the S tier or A tier is very good, even if there are 20 or more characters higher than them. More than anything else, tier lists are a fun conversation starter that can tell you which characters have strong win conditions and easy (and frequent) access to them, and a whole lot more.

With that in mind, kick back and read on to learn more about each character in DNF Duel, and where they stack up compared to the rest of the cast.

SS Tier

This tier represents the most powerful characters in the game. Even with the high overall character power in DNF Duel, these characters have something that pushes them over the edge and should be toned down, or they have weaknesses that aren’t substantial enough to really matter, compared to their strengths.

Crusader

The true man of God, Crusader is absolutely blessed. With excellent neutral that includes massive moves, he can confirm into full combos using the “wall” he can summon on command, as well as a slow-moving projectile he can use to cover his approach, he’s an oppressive force, to be sure. The wall gives him corner-style pressure anywhere on the screen and makes it harder for movement-focused characters (Dragon Knight, Swift Master, and more) to survive his assaults.

He also has the highest health in the game and (as of the current patch) an infinite looping combo that’s very easy to execute and can be confirmed off some of his excellent neutral pokes, thanks to his ability to summon a wall behind the opponent. Add it all up, and you have a character that, both literally and figuratively, stands head and shoulders above the competition.

S Tier

This tier represents characters of extreme levels of power. If not for the SS, which has ‘Things That Should Not Be,’ the S tier would be the most powerful. As it stands, we consider S tier to be “top tier.”

S tier characters have very powerful tools that can reliably be used to enforce their gameplan, bypass neutral, or punish characters in ways that the characters in tiers below them simply don’t. They may have weaknesses, but their strengths are so powerful that whatever weakness they have doesn’t hold them back much, and rather functions as something keeping them from being SS tier.

Swift Master

If not for Crusader, with his infinite, Swift Master would be the strongest character in DNF Duel (and many people still consider Swift Master to be #1). With extreme levels of space control, thanks to powerful “round start” options, his vortex special moves that move players towards him or designated spots on the screen, and a nearly full-screen negative edge move that can be confirmed into a ton of damage, he dominates neutral.

Beyond neutral, he has powerful safe jump and mix options that force opponents to guess even after they eat a huge combo from him. He is also the only character in the game that can use all of his grounded MP moves in the air, meaning he can still use his invincible reversal in the air.

Although he requires a high level of execution to play optimally, and he is tied for the lowest health in the game (with the much less powerful Inquisitor), with neutral control, speed, pressure, mix, conversion ability, and damage this good, it doesn’t really matter.

Hitman

Hitman is probably the strongest “easy-to-play” character in the game. With huge range on his normals, particularly some of his lows, he has no problem getting hits. Many of his moves are also incredibly active and have high ‘hitstop’ (where the game slows down momentarily) and hit multiple times, making hit-confirming trivially easy (even if whiffing them is dangerous).

Once he has Awakened, Hitman has the best invincible reversal in the game, which becomes safe, since the added attack at the end gives him enough time to recover and block. Because of this, he can liberally use it to fish for tons of damage, and there isn’t much most opponents can do about it. Great neutral, big damage, and very powerful defensive tools that get better in Awakening, he has everything you need to win.

Berserker

Berserker is a fantastic character, not just because of his strong, fairly long-range attacks but also because of the special properties his attacks gain while using Frenzy (his signature MP special), his oppressive knockdown pressure, and his high damage. He’s a bit more technical than Hitman, but what you get in return for learning him is power, pressure, and damage.

His special, Frenzy, slowly turns his red health into white health, but in exchange, it gives him a long-range vacuum attack that extends itself into a hugely damaging combo. While in Frenzy, his A, B, and C attacks also get second hits, giving them more range and making them easier to hit-confirm, in addition to opening up unique pressure and combo opportunities.

It also gives him access to Conversion on command, spending his white health to cancel the recovery on moves. The best Berserker players will use this to extend their offense, keep their pressure ambiguous, capitalize on stray hits to deal huge damage, and get creative with their optimal combo routes.

If you want to play more conservatively, you can avoid spending Berserker’s white health with Conversion and try to land his command grab, which refills his white health, but it’s important to keep in mind that when he reaches Awakening, his attacks also heal him.

While his basic kit is relatively straightforward, his more advanced techniques push his offense and pressure over the edge into greatness, making him a great choice for combo fiends and those who like taking risks for huge rewards.

Striker

While Striker may seem unassuming at first, she has several unique tools that make her a pressure and damage monster, even if her neutral isn’t quite as potent as characters like Ghost Blade, Hitman, or Swift Master.

While attacks normally chain from Light to Medium to Heavy to Special, Striker has something called “reverse beat,” meaning she can chain attacks together in whatever order she wants. Normally impossible blockstrings or combo chains are child’s play to her, giving her tons of combo and pressure freedom, in addition to several special moves that are plus on block. It also lets her make some of her better, advancing moves safe, because she can cancel them into light attacks on block or whiff.

She has the best guard crush ability of any character in the game, forcing her opponents to retain 100 MP for Guard Cancel or be destroyed. While she can sometimes struggle to get hits, once she hits you, it’s over. She deals very high damage, and her Awakening pushes that damage even higher, making comebacks a regular occurrence.

NOTE: Right now she also has near-infinite combos on Ghost Blade and Swift Master, but they can only be executed in very specific circumstances, they won’t work if the opponent has full health, and they are probably going to be patched.

Dragon Knight

While most characters want to avoid being in the air, Dragon Knight loves to be there. She’s the only character with the ability to freely fly and, while it costs MP to do it, she can use that ability alongside her Dragon helper to oppress enemies, skip neutral, and create unique mix situations.

Dragon Knight players will use a mixture of her powerful neutral tools and great range, combined with Dragon commands to control the screen with powerful zoning tools, skip neutral, and put opponents on the defensive, then go for double or even triple overhead attacks and command grabs to open opponents up.

With fantastic air maneuverability, easy access to safe jumps and mix, several ways to dominate or even skip neutral, a pet that makes all of that even better, and very good pokes that can be easily converted, Dragon Knight is a truly fantastic character.

Kunoichi

Kunoichi is a huge reason why you should use the Block button in DNF Duel, given her strong left/right mix and extensive pressure tools. She can harry enemies with her grounded and air kunai throw attacks, keeping aggressive characters from approaching and zoning characters from setting up some of their most powerful options.

Her normals are nothing to write home about, but her special attacks cover a wide range of attack areas, and they each apply a time-bomb that detonates several seconds later if they hit, letting you extend into unique combo routes if they hit and giving you an opportunity to take your turn if the detonation is blocked.

She can teleport and summon fireball-spitting frogs and fire tornadoes to create advantageous situations and punish approaching enemies, and while her optimal combos are on the technical side, she has plenty of sauce and damage for those willing to go into practice mode and learn them. If you love fire and ninjas, as well as characters that outwit opponents and mix them up, Kunoichi is for you.

Ranger

There are two zoners in DNF Duel, and Ranger is the easier of the two. The best zoner in the game, Ranger has full-screen or nearly full-screen normals that harry opponents and can be trivially converted into his specials or even his Awakening attack. He can also set up approaches with a grenade toss, and he has several specials that help him move relatively freely around the screen.

A hard character to pin down, Ranger also has a versatile toolkit, and skilled players will use it to prevent the opponent’s approach, all while whittling their health down to nothing. If you want to toy with your enemies, expend little effort to win neutral, and be rewarded with solid damage as you move freely around the screen, Ranger is for you.

Enchantress

Some people are downplaying the Enchantress, but not us. ArcSys fans will know that “puppet” characters (like Carl Clover or Zato-1) have a long lineage of being considered bottom tier or weak early in the game’s life, largely because they require more time to develop and their strengths aren’t as apparent as the main character, or other rushdown types. Once puppet characters are developed, however, they almost always end up being top tier, sometimes even #1.

As it stands, Enchantress has a lot of powerful tools, a solid zoning fireball, and a full-screen move that also steals the opponent’s MP. Her claim to fame, however, is her puppet bear, which can be controlled separately and used to throw out attacks, pressure the opponent, or even perform an invincible reversal, all while the Enchantress is safely behind it.

She also has a command grab that transforms the opponent into a doll for around four seconds and removes their ability to block and use their moveset for the duration. While she is undoubtedly the character that requires the most time in Practice mode, those who put in the time will be rewarded with a character like no other.

S- Tier

S- tier characters, like those in the S tier, have powerful tools that can reliably be used to enforce their gameplan, bypass neutral, or punish opponents with higher damage than the characters in tiers below them. They have slightly more pronounced weaknesses, fewer ways to access their win conditions, or strengths that aren’t as powerful or well-rounded as those in S tier.

Trouble Shooter

Trouble Shooter is a great mid-range character that, like Berserker, has easy access to Conversion, making his pressure more ambiguous and his combos more damaging. He also has a delayable three-hit rekka, which forces opponents to guess whether they should try to mash to punish him for resetting pressure, jump to avoid his grabs, or just block to avoid frame traps.

Overall, Trouble Shooter is a very strong character. He has great normals, the ability to spend MP to hit confirm into solid damage, knockdown setups with his grenade net, and the ability to buff his damage and gain access to Conversion on command. If you want to dominate the mid-range and blow opponents away with a shotgun and grenades, Trouble Shooter is for you.

Launcher

Compared to Ranger, Launcher is the more well-rounded zoning character in DNF Duel who rewards planning and strategy. With many tools to zone characters out from full-screen–whether through fast, screen-clearing attacks or slow-moving moves that opponents will have to avoid or block–she can make it extremely difficult for enemies to get in.

She can easily confirm her fastest attacks into her slide, which lets her set up missile and air laser oki to keep the pressure going. She can also confirm into her invincible reversal to confirm the kill. From huge fireballs, grenades, flamethrowers, and beams that cover the ground to missiles and machine guns that cover the air, Launcher has a weapon for every situation, making her a great choice for players who like zoning, as well as those who enjoy outwitting their opponents.

Grappler

While a few characters in DNF Duel have command grabs, Grappler embraces command grabs as a way of life. His special and heavy moves are also chargeable, letting you choose whether to risk a longer startup for better damage, better combo routes or gattlings, or even plus frames if they are blocked. He does need to be aware of his spacing, however, because some are punishable at certain ranges.

Grappler has a suite of armored moves, too, although they are only armored against mid-hitting attacks, so they are vulnerable to lows. He also has some advancing moves that are projectile invincible, which you can use cleverly to advance against zoners and other characters that outrange him.

In the category of “truly wild,” his parry can hit hitboxes, not just hurtboxes, letting him land his Awakening move off full-screen moves from powerful enemies like Swift Master. Although some consider him to be weaker, this (and his other tools) lets him fill a powerful anti-meta spot on the roster, in addition to being a character that deals a lot of damage.

Lost Warrior

Lost Warrior is the secret boss character that is unlocked after beating Story Mode. He’s probably the most unusual character in the game because of the properties and ranges of his normals, specials, and more.

He’s also a character that can punish opponents for not using the Guard button, since he has access to long-range crossups that can be confirmed into full combos. He can deal absolutely absurd damage and significant guard crush damage, too.

Lost Warrior also has a bizarre suite of movement techniques, including a teleport and a teleporting attack, and every time you land one of his specials, a counter ticks up on the opponent. Once you hit five stacks, time will stop and Lost Warrior can deal out massive damage while the opponent is defenseless.

If you have the stomach for bizarre movement options, mind games, and slower-than-average moves that can set up killing combos on the opponent, Lost Warrior is for you.

A+ Tier

Characters in A+ tier are missing that special something that S tier characters have. Whether it’s shorter normals, specials that aren’t universally useful, the lack of important tools, or the fact that they have difficulty ‘opening up’ opponents, they are still strong. They simply have issues that players will need to be aware of and play around to get wins against some of the characters in higher tiers.

Inquisitor

The Inquisitor is a powerful close-to-mid-range fighter that has a wide range of options for her specials, advancing normals, several multi-hitting moves, and the ability to punish enemies with her fiery attacks.

While it isn’t as powerful as it initially appeared to be, her spinning wheel attack still lets you create a huge amount of frame advantage that you can use to pressure opponents, or force them to spend 100 MP on Guard Cancel to avoid it. Her oil attack makes her fire moves deal slightly more damage, but her ability to extend combos, solid rushdown tools, and ability to severely punish jumping characters is a big part of why she’s powerful.

Ghostblade

If you like dominating neutral with massive normal attacks and special moves, hit confirming full-screen into flashy combos that deal solid damage, and commanding two characters without having to spend tons of time in practice mode, Ghostblade is for you. With some of the best neutral in the game and the ability to pressure opponents by summoning the Ghost, he is a very powerful character with very few, but notable, flaws.

Unfortunately, in a game where nearly every character has an invincible reversal, Ghost Blade does not. This means that, while he’s very good at winning neutral, losing neutral is worse for him than it is for many other characters. Thankfully, he has an invincible teleport and perhaps the best Guard Cancel in the game to help even things out, so he still has ways to get out of blockstun, but you’ll need to keep 100 MP in the tank to ensure you have the ability to use the Guard Cancel.

NOTE: In this version of the game, there are a few infinite or near-infinite combos that work primarily on him and Swift Master, but these may be patched out before long.

Vanguard

Vanguard is virtually uncontested when it comes to normal move range. His ability to freely chain those special moves together in any order, enabling him to create high damage combos or ambiguous pressure is effortless, but he still has a few problems. While his moves command respect, he can have a difficult time opening up enemies, even if he can deal significant guard break damage once he gets in.

His Awakening passive pushes his guard break potential further, but he still lags behind other oppressive guard break characters like Striker. Furthermore, his invincible reversal lacks a lower hitbox, meaning it will whiff in many defensive scenarios. Because of this weaker-than-average defense and the fact that many other characters have great neutral and great pressure means that, while his freeform attacks are fun, there are more powerful characters that fill a similar role. Still, he’s a great choice for beginners or those that just want to jump in and ‘feel the power’ immediately.

Read MoreGameSpot – Game News

Star Wars: Hunters, the upcoming team-based combat game for Switch and iOS/Android, won’t launch on schedule. Publisher Zynga announced today that the game is being delayed worldwide to 2023 so the studio can “meet the high expectations” of fans and the developers themselves.

“We understand game delays are frustrating, however, our top priority is ensuring players will have the best possible experience in the Arena,” Zynga said.

Hunters had a “soft” launch already on mobile, and Zynga thanked fans for their feedback that the studio is using to help the game become “the best it can be.”

Update on Star Wars: Hunters pic.twitter.com/F0ebimryVY

— Zynga Star Wars (@ZyngaStarWars) July 18, 2022

Hunters will continue to be available for testers who have access, and Zynga will release even more new content regularly, with the next batch coming up within the next few weeks, the studio said. However, the full launch for everyone around the world isn’t coming until 2023.

This is the latest delay for Hunters, as the game was initially slated to launch in 2021 before being delayed to 2022, and now again to 2023. Hunters joins a growing list of 2022 games delayed to 2023.

Hunters is a 4v4 team-based action game featuring maps based on famous Star Wars environments. You play as a member of the Galactic Empire or Rebel Alliance and can select a character class with their own unique abilities. As you can see in the trailer, there are melee-focused characters who use Lightsabers and Stormtroopers who use ranged weapons, among others.

Hunters is confirmed only for Switch and mobile devices. There is no word yet on if it could come to PlayStation, Xbox, or PC.

If Hunters doesn’t sound like something you’re interested in, there are many other Star Wars games in the works. Check out GameSpot’s roundup of all the upcoming Star Wars games to learn more.

Read MoreGameSpot – Game News

Microsoft has announced a list of titles leaving the Xbox Game Pass library at the end of the month. There are five more titles leaving the catalog on July 31, which are on top of the five that were removed July 15.

Titles leaving July 31 include Dodgeball Academia, Katamari Damacy Reroll, Lumines Remastered, Omno, and Raji: An Ancient Epic. Game Pass members can save 20%, so anyone interested in keeping these games can buy them at a nice discount.

In total, 10 titles are leaving Game Pass in July. A total of 12 will be added to Game Pass during July, for a net positive growth of two titles to the entire Game Pass catalog for the month.

In terms of games being added to Game Pass in the remainder of July, these include the day-one new release As Dusk Falls, along with Watch Dogs 2, Insider, MotoGP 22, and more.

Xbox Game Pass Titles Leaving July 31

Dodgeball Academic — console, cloud, PCKatamari Damacy Reroll — console, cloud, PCLumines Remastered — console, cloud, PCOmno — console, cloud, PCRaji: An Ancient Epic — console, cloud, PCRead MoreGameSpot – Game News

Microsoft has announced the second wave of titles headed to Xbox Game Pass in July, and there are six more titles coming to the subscription program before the month is done.

July 19 sees the arrival of three more games, beginning with the day-one new release As Dusk Falls for console, cloud, and PC. This is an interactive drama and the debut title from developer Interior Night, a team founded by Quantic Dream veterans. Like Quantic Dream games, As Dusk Falls allows players to make choices in a story that starts with a robbery-gone-wrong that can have a butterfly effect down the road. GameSpot’s As Dusk Falls review scored the game a 9/10.

Also arriving on July 19 is the real-time strategy game Ashes of Singularity: Escalation for PC, along with Ubisoft’s Watch Dogs 2 for console, cloud, and PC.

On July 21, Xbox Game Pass will add the racing game MotoGP 22 for console, cloud and PC and the RPG Torment: Tides of Numenera for console and PC.

The sixth new addition to Game Pass in July is Playdead’s 2016 puzzle game Inside, a sequel to the studio’s celebrated Limbo, and it releases July 29 for console, cloud, and PC to round out the month.

Microsoft is known for adding more games to Game Pass by surprise, so it’s possible there are more games in store for July that we don’t know about yet. Keep checking back for more.

Artwork shared on Xbox’s official social media and Microsoft’s own website also shows the game Sins of a Solar Empire: Rebellion, but Microsoft did not say anything more about it coming to Game Pass. Artwork for the game Ashes of Singularity: Escalation was not featured in Microsoft’s blog post, so it might be a simple mix up. We have reached out to Microsoft to try to get a sense of what’s going on here.

As mentioned, this is the second wave of new additions to Game Pass for July 2022. The first batch included four day-one new releases and more.

July 2022 Xbox Game Pass (Second Half)

July 19

As Dusk Falls — console, cloud, PCAshes of Singularity: Escalation — PCWatch Dogs 2 — console, cloud, PC

July 21

MotoGp 22 — console, cloud, PCTorment: Tides of Numenera — console, PC

July 29

Inside — console, cloud, PCRead MoreGameSpot – Game News