Yakuza / Like a Dragon Fans Are Already Theorizing What the Heck RGG Studio’s Project Century Is

Ryu Ga Gotoku revealed Project Century at The Game Awards 2024 last night and Yakuza / Like a Dragon fans are already deep in the theorizing phase to figure out what the heck it actually is.

The minute-and-a-half long debut trailer for Project Century, which is presumably just a codename and not the final title, showed what appears to be Tokyo in 1915. But where in Tokyo? Let the theorizing begin.

Where is Project Century set?

Some fans believe Project Century is directly connected to RGG Studio’s other games by being set in Kamurocho, the fictional version of Tokyo’s red light district at the center of the Yakuza / Like a Dragon series. While its streets are obviously a far cry from the modern metropolis that is Tokyo today, a certain building seen in the trailer looks similar to a prominent location in Kamurocho.

“I saw a building that looked like Shangri-la at the start of the trailer,” Reddit user Jenkitten165 said, referencing the one at the bottom-left of the street in the image on the left, below. Shangri-La, a brothel which has appeared in various states across several Yakuza / Like a Dragon games, is on the right.

There are differences, of course, but the shape of the building, its position on the street, the large front door, and the balcony directly above it all match. Shangri-La is also a distinctively older looking building than most in Kamurocho.

If it is in fact Shangri-La, this would make the main street seen in the Project Century trailer East Taihei Boulevard, just along the road from where the Millenium Tower now stands and the home of Kobuki Drugs.

Details are still slim on Project Century but it seems similar in style to the Yakuza / Like a Dragon games, with lots of street fights and, well, actual yakuza walking around. Sticking to this theme would therefore make Tokyo’s red light district, once again, a perfect setting for Project Century.

Is Project Century a Yakuza / Like a Dragon game?

This raises the question of canon, as while Project Century is set in 1915 and therefore 90 years before Yakuza 1, it could still be set in the same universe and timeline. The Yakuza / Like a Dragon series time hops plenty already, with prequel Yakuza 0 going back to 1988 and some cutscenes going back decades earlier.

Yakuza gangs were active during this time period too, so despite its much earlier presence it could easily be about the Japanese underworld. The main family in the Yakuza / Like a Dragon series, the Tojo Clan, has never had its origins explored either, perhaps presenting an opportunity to do so here.

Project Century could still be set within the Yakuza / Like a Dragon canon without technically being a Yakuza / Like a Dragon game, however. RGG Studio has done this before with Judgement and Lost Judgement, a series set within the same world but featuring (mostly) different characters and a different story.

Some fans even think it’s linked to Judgement directly. “Genuinely think it may be Judgement: Isshin,” said crazyred88 on Reddit. Like a Dragon: Isshin is the somewhat confusingly non-canon Yakuza / Like a Dragon game that is essentially a piece of historical fiction featuring characters from the modern setting games.

“That’s what I’m thinking too,” said Shattered_Sans. “The protagonist looks similar enough. It could be to Judgement what Isshin is to Like a Dragon.” This theory is backed up by RGG Studio previously declaring Yakuza / Like a Dragon its turn-based role-playing game franchise and Judgement its action game franchise, and Project Century is very clearly the latter.

Who is the main character of Project Century?

But is the protagonist of Project Century, presumably the man we see beating up baddies in the trailer, an alternate history version of Takayuki Yagami from the Judgement series? The trailer only shows a single shot of his face, so it’s still hard to say, but some fans certainly think so.

Other theories exist too, of course, with the most common comparison being made between the protagonist and the actor who played protagonist Kiryu Kazuma in the 2007 live action adaptation of Yakuza / Like a Dragon, Kazuki Kitamura.

“He looks like Kazuki Kitamura, who played Kiryu in the first movie,” said SomeChunkyMilk on Reddit. “He’s my guess. The nose and the hair look pretty damn similar.” FarEast_Frez chimed in too: “He’s quite tall as well, which would probably help with the mocap since the character looked quite tall.”

This would mean he wasn’t Yagami, of course, who’s played by Takuya Kimura. Like a Dragon: Isshin previously brought over all the characters one for one, with the same models and voice actors and so on, so this would dissuade the Judgement Isshin theory.

Others, again, point to a completely fresh character though: the founding member of the Tojo Clan. ” I wonder if it’s the first Tojo patriarch, the one who takes Kamurocho under his control and establishes the family, then later the Tojo Clan,” said Hold-My-Sake on Reddit. “Dude if this is legit the progenitor of the Tojo Clan I will actually eat a shoe,” added Terrible_Guidance599.

Is Project Century a Dragon Engine game?

Whoever he is, the protagonist of Project Century is much more violent than the likes of Kiryu or Yagami. Despite having beaten up thousands of people and taken down helicopters with rocket launchers and so on, Kiryu has officially never killed someone. The same can’t be said after 90 seconds of this new protagonist, who’s stabbing baddies with crowbars and ripping out their innards.

This is notable for other reasons though; the current Dragon Engine has so far been used to create Yakuza 6: The Song of Life, Yakuza Kiwami 2, Fist of the North Star: Lost Paradise, Judgement, Yakuza: Like a Dragon, Lost Judgement, Like a Dragon: Ishin, Like a Dragon Gaiden: The Man Who Erased His Name, Like a Dragon: Infinite Wealth, and the upcoming Like a Dragon: Pirate Yakuza in Hawaii, for a total of 11 games over eight years.

It’s therefore getting a touch outdated, something RGG Studio has admitted already, and its technical director Yutaka Ito said just last month he’s finally eager to make a new engine for use on current consoles. All of the aforementioned Yakuza / Like a Dragon games, including the 2025 release of Like a Dragon: Pirate Yakuza in Hawaii, are available on the PlayStation 4 generation.

Fans are debating whether Project Century is, or is not, a Dragon Engine game. “It’s like they pushing the Dragon engine to its limit, even for RGG standard this is insane,” Reddit user honoyom said, but was refuted by AnyImpression6 who thought it was Unreal Engine 5.

Others pointed out that Project Century is already reusing animations from other RGG Studio games though, something that’s fairly common practice. “Like four of the combat animations are straight from the other games too,” said AppealToReason16. “I knew it was an RGG game before the name reveal at that first movement.”

RGG Studio does make clear the trailer footage is pre-alpha, however, meaning very early in development. RGG Studio has otherwise made clear it favors the Dragon Engine for its ability to produce a realistic atmosphere for cities at night time. It could therefore make sense that, for Project Century, which doesn’t feature the bright lights of modern day Tokyo, RGG Studio would be more comfortable stepping away from the Dragon Engine in favor of something more technologically advanced.

Fans will just have to wait patiently for answers to all of these questions. Project Century is probably still a while away given it doesn’t have a title yet, and RGG Studio is currently developing Virtua Fighter 6 and Like a Dragon: Pirate Yakuza in Hawaii alongside Project Century.

It is known for its unbelievably speedy development times, however. In the last five years, for example, its released Yakuza 4 Remastered, Yakuza 5 Remastered, Yakuza: Like a Dragon, Judgment Remastered, Lost Judgment, Like a Dragon: Ishin, Like a Dragon Gaiden: The Man Who Erased His Name, and Like a Dragon: Infinite Wealth, alongside three Super Monkey Ball Games and an enhanced remaster of Virtua Fighter 5. That’s 12 games in total.

In our 9/10 review of the last RGG Studio release, IGN said: “Sprawling, enthralling, and packed with dynamic brawling, Like a Dragon: Infinite Wealth isn’t just the best turn-based Like a Dragon game, it’s one of the greatest games in the entire series.”

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.

Geralt Is in The Witcher 4 and That Is Indeed Doug Cockle’s Voice in the Trailer, CD Projekt Confirms

If you watched The Witcher 4’s debut trailer during The Game Awards 2024, you’ll have heard a line of dialogue that sounded very much like it was coming from previous protagonist Geralt: “Time for a new saga. See you on the path.”

While Ciri is confirmed as the main character for The Witcher 4, fans were left wondering whether Geralt would appear in the game, which is set after the events of The Witcher 3.

IGN can confirm that Geralt is indeed in The Witcher 4, and that is indeed the voice of veteran Geralt voice actor Doug Cockle. Confirmation comes from CD Projekt itself, which told IGN: “Geralt will appear in the game, but we don’t want to spoil his role precisely. You’ll have to wait to learn more for now.”

So, how can Geralt appear in The Witcher 4 after The witcher 3 left the character in semi-retirement at his vineyard in Toussaint? In an interview with IGN ahead of the reveal of The Witcher 4, CD Projekt franchise and lore designers Cian Maher and Marcin Batylda explained how the already established timeline of events makes it make sense.

“I mean Geralt will probably be around for a long time to the extent that in Season of Storms, the prequel novel that takes place actually before Geralt attends that banquet we mentioned earlier on, there is an epilogue in that book,” Maher explained.

“It takes place in a place called Magpie Forest in 1373, 101 years after The Witcher 3. And in that epilogue there is a certain white-haired witcher hunting a monster who remains unnamed, but who behaves in a certain way and obviously he has white hair. So by which I mean I think we can expect Geralt to be around for a long time. The capacity in which he does is, we’ll see, but I don’t think he’s going anywhere.”

CD Projekt is keeping its cards close to its chest here, but at least it is now confirmed that Geralt will appear in The Witcher 4. That is itself a fun follow-up to recent comments made by Doug Cockle, who said he “got slapped” by CD Projekt for saying Geralt is in The Witcher 4 but not as the main character before the developer had a chance to make its official announcements.

“I don’t actually know if that’s true now because they came back and they went, ‘We haven’t put anything out there, don’t say anything,’ ” Cockle said, before adding: “The truth is I can’t answer the question because I’ve signed an NDA. So even if I did know, I’d have to lie to you.”

Indeed!

IGN has loads of exclusive features on The Witcher 4, including Inside The Witcher 4: CD Projekt Red’s Plans For Its Next Big RPG, The Witcher 4: 12 Vital Trailer Details Revealed by CD Projekt Red, and Why CD Projekt Went With Ciri Over Continuing With Geralt as Protagonist.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Elden Ring Nightreign Features Bosses From Dark Souls

FromSoftware surprised everyone at The Game Awards 2024 last night with the reveal of co-op spin-off Elden Ring Nightreign, but if that’s not shocking enough, it also features bosses from Dark Souls.

Fans were quick to notice the debut trailer for Elden Ring Nightreign appeared to feature one of Dark Souls’ most infamous bosses, the Nameless King from Dark Souls 3, and game director Junya Ishizaki confirmed to Famitsu, in an interview translated by Automaton that baddies from Dark Souls will in fact appear.

Their appearances will be limited, Ishizaki said, as they represent creatures that have strayed into this twisted version of Limgrave from other universes. While he only mentioned Dark Souls, this theoretically opens the door for other FromSoftware games such as Demon’s Souls, Sekiro: Shadows Die Twice, and, dare we say it, Bloodborne to cameo.

Elden Ring Nightreign drops up to three players into a condensed version of Limgrave from the main Elden Ring and tasks them with surviving. Enemies and structures are procedurally generated to allow for a varied experience, with players encouraged to battle to grow stronger and survive the night, when a boss appears.

Surviving three days and nights spawns a major boss for players to take down, and the game has eight in total for players to conquer. IGN has already played the game and you can read our impressions here. And be sure to read our big interview with Elden Ring Nightreign’s game director to get even more info on how it all works.

Elden Ring Nightreign was announced during an incredibly busy The Game Awards which also included the announcements of The Last of Us developer Naughty Dog’s next game among many others. Read about every single announcement right here.

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.

IGN UK Podcast Special Episode: We Visited CD Projekt Red to Talk About The Witcher 4

Cardy and Matt had the pleasure of visiting CD Projekt Red ahead of The Witcher 4’s reveal at The Game Awards 2024. On this special bonus episode, they speak about what they learned from talking to the studio, and what might be in store for Ciri. The IGN UK Podcast will return for an extra episode on Monday where we’ll discuss all of the other reveals from Geoff’s Big Night.

Remember to send us your thoughts about all the new games, TV shows, and films you’re enjoying or looking forward to: ign_ukfeedback@ign.com.

IGN UK Podcast Special Episode: We Visited CD Projekt Red to Talk About The Witcher 4

Astro Bot Wins Game of the Year at the Game Awards 2024

Astro Bot is the winner of Game of the Year at The Game Awards 2024, taking home the prize in a category that also included Balatro, Black Myth Wukong, Metaphor: ReFantazio, and Final Fantasy VII Rebirth.

Baldur’s Gate 3 director Swen Vincke, who won last year’s GOTY, presented this year’s award, saying that it “changed his life.” He also joked, “Should you be told to wrap it up, you can always come back and chat for three minutes.”

Team Asobi studio head Nicolas Doucet thanked his development team and PlayStation for believing in Astro, and also paid tribute to Nintendo, recalling how he played Super Mario Bros as a child. He also offered a nod toward 30 years of PlayStation history, which formed the foundation of Astro Bot’s gameplay.

Astro Bot was one of the biggest winners of the night, taking home a total of four awards in categories including Best Family Game and Best Game Direction. Other notable winners included Metaphor: ReFantazio, which won Best Narrative, Best Art Direction, and Best RPG, and Balatro, which one Best Indie and Best Debut Indie.

You can read the full list of Game Awards 2024 winners right here.

In addition to the winners, The Game Awards contained its customary array of trailers, including first reveals for Witcher 4, a new Elden Ring game, Okami 2, and Naughty Dog’s Intergalactic. We have tons of follow-up coverage on the site, including deep dives into both Elden Ring Nightreign and Witcher 4 and lots more.

Kat Bailey is IGN’s News Director as well as co-host of Nintendo Voice Chat. Have a tip? Send her a DM at @the_katbot.

No Man’s Sky Developer Hello Games Is Publishing the Next Game From the People Behind Overcooked – The Game Awards 2024

No Man’s Sky developer Hello Games has announced it’s publishing the next game from Ghost Town Games, the studio behind indie hit Overcooked.

Announced at The Game Awards 2024, Stage Fright is a two-player couch co-op game that can also be played online. Think Luigi’s Mansion meets Overcooked with a really charming story, Hello Games said. Expect Overcooked-style chaotic moments mixed with escape room-style co-op. The setting is “magical and spooky,” Hello Games added.

So why is Hello Games, already busy continuing to support No Man’s Sky and working on the upcoming Light No Fire, adding to its slate with publishing? “Hello Games has a bunch of experience we can lend behind the scenes, support we can give, but if we’re honest it really appeals to us to have fun working with a bunch of creative people we just love spending time with,” the studio said. “When we played an early version of Stage Fright we got the same buzz as we had with Overcooked all those years ago, it’s just something we wanted to be involved in.”

Be sure to check out IGN’s round-up of everything announced at The Game Awards 2024 for more on what’s coming to the world of gaming in the years ahead.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Yakuza / Like a Dragon Dev RGG Studio Announces Project Century – The Game Awards 2024

Yakuza / Like a Dragon developer Ryu Ga Gotoku Studio has revealed Project Century at The Game Awards 2024, a new action game set in 1915 with some absolutely fantastic vibes.

Despite a pretty lengthy trailer, we don’t actually know much about what Project Century is. It looks kind of like a classic Yakuza action game, with a tough guy protagonist walking around what we probably can safely assume is Japan, beating people up. But this is much gorier than we’re used to seeing, the protagonist seems to be a mystery man we haven’t met before, and the Japan we’re exploring seems to have some sort of alt-history stuff going on? Neat!

Fans will likely be surprised at the announcement given RGG Studio only revealed its last game in September and is yet to release it, as Like a Dragon: Pirate Yakuza in Hawaii isn’t due out until February 21. But this isn’t the highly anticipated and most obvious choice of Yakuza / Like a Dragon 9, however, which still goes unmentioned at RGG Studio. The developer only released the last mainline entry in January with Like a Dragon: Infinite Wealth, of course, but given its intense release schedule, another mainline game already wouldn’t be out of the question.

The developer is known for juggling multiple games at once, as in the last five years, for example, RGG Studio has released Yakuza 4 Remastered, Yakuza 5 Remastered, Yakuza: Like a Dragon, Judgment Remastered, Lost Judgment, Like a Dragon: Ishin, Like a Dragon Gaiden: The Man Who Erased His Name, and Like a Dragon: Infinite Wealth, alongside three Super Monkey Ball Games and an enhanced remaster of Virtua Fighter 5. That’s 12 games in total.

In our 9/10 review of the last RGG Studio release, IGN said: “Sprawling, enthralling, and packed with dynamic brawling, Like a Dragon: Infinite Wealth isn’t just the best turn-based Like a Dragon game, it’s one of the greatest games in the entire series.”

Developing…

The Witcher 4 Developer CD Projekt Explains Why It Went With Ciri Over Continuing With Geralt as Protagonist

CD Projekt has explained why it went with Ciri as protagonist for The Witcher 4 instead of continuing with Geralt as the main character.

The Witcher 4, just revealed at The Game Awards 2024 with a debut trailer, is the first in a new trilogy of Witcher games set after the events of The Witcher 3.

Speaking exclusively to IGN ahead of the reveal, executive producer Małgorzata Mitręga said Ciri was “the very organic, logical choice.”

“It was always about her, starting from Saga when you read it in the books. She’s an amazing, layered character. And of course, as a protagonist we said goodbye to Geralt previously. So this is a continuation. I guess for all of us it’s like she was meant to be. That was always her.”

Game director Sebastian Kalemba added that because Ciri is younger than Geralt, players will have more freedom to define her character in a way they couldn’t with Geralt. This also affords the developers more space to explore her character.

“She’s actually about to become the Witcher,” Kalemba explained. “She’s about to actually form her own codex, but on her own terms. The way she actually deals with the monsters, the way she deals with quests, the adventures, it’s her own unique way. And also I think that she gives more room to be able to tell different stories here and there. Of course, we want to give the opportunity for the player to explore more nuance because this is what we do. But she deserves that.”

Both Mitręga and Kalemba acknowledged a potential backlash from some corners of the internet at Ciri’s role as protagonist in The Witcher 4, but both insisted Ciri was always going to be the game’s main character.

“There was an intention behind this choice,” Kalemba said. “It was far from roulette. It wasn’t random. I remember we had discussions nine years ago, we were talking about who’s next? The very, very instant answer was Ciri. There are many reasons behind that. We’ve already mentioned a few. But she really deserves a stage and we want players to really experience her story because she has so much to tell, so much to prove. The amount of challenges that are in front of her give us so much amazing energy and fuel to create an epic saga that we had no choice but to go with it. We all felt that this is the way. I believe this is the super right choice.”

We’ve got plenty more exclusive content on The Witcher 4, including a trailer breakdown and an interview with CD Projekt where the developer explains why The Witcher 4 will avoid a Cyberpunk 2077-style launch disaster.

And be sure to check out IGN’s round-up of everything announced at The Game Awards 2024 for more on what’s coming to the world of gaming in the years to come.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Delta Force Review

“First-person shooter” is a broad term. It can mean everything from an action-horror game like F.E.A.R., to a sci-fi adventure like Metroid Prime, to a demon-eviscerating romp like Doom. Even narrowing it down to a sub-category like “military FPS” still puts the linear campaign of Call of Duty, the enormous PvP clashes of Battlefield, and the white-knuckle extractions of Escape from Tarkov (among others) under a single umbrella. Delta Force, the latest revival of a now 26-year-old shooter series last seen in 2009, is probably best defined as a bit of each of those last two – with a dedicated large-scale PvP mode and a separate extraction shooter mode, it sits somewhat awkwardly at the center of that Venn diagram. As a result, it’s a free-to-play one-stop shop of “just fine”: It’s competent all around, but doesn’t distinguish itself in battle with any substantial new ideas.

While Delta is officially “out,” (whatever that means anymore) only two of the three main modes are currently available. The third, a single-player campaign, is planned as paid DLC somewhere down the line. Of the two that are here now, the Warfare mode is Delta Force’s version of the big team combat of Battlefield, where 64 players duke it out for supremacy across one of a handful of sprawling arenas. There is no straight kill-focused Deathmatch; instead, the focus is on objective-based games like King of the Hill variants. The standout among these is Attack and Defend, which has one team capturing strategic points before running out of a finite number of respawns, while the other team defends those areas with limitless lives. It’s a subtle rule change that does put a good spin on a mode we’ve seen a ton of in Battlefield; initially, the offense has the advantage thanks to favorable terrain and an abundance of vehicles, but things even out as the match progresses and the defense retreats toward their home base and has quick access to respawned reinforcements. This means each side typically gets to spend some time as both the figurative hammer and the nail.

The battles certainly do feel big, which is a good thing. Fast respawns mean both teams are dense with soldiers at all times. Once the bullets and rockets start flying, the chaos and confusion of combat is as exciting as you’d expect for a Battlefield-style game. Each gun you use earns it’s own XP to unlock component options, as is common on modern military shooters. It’s particularly fun when you get behind the controls of a vehicle and start running roughshod over the other team. A tank fully loaded with gunners can dominate, but don’t sleep on the impact of a simple machine gun turret on the top of an armored car. And similar to Battlefield (yes, you’re hearing that comparison a lot, for good reason), aerial vehicles like helicopters are challenging to pilot but can be powerful in the right hands, rewarding skillful play.

Vehicles don’t totally dominate the battlefield, however, thanks to the varied operatives you can choose to play as and switch between mid-match. These named characters act as a sort of hybrid between a simple loadout choice and a bespoke hero, which is somewhat similar to the Specialists from Battlefield 2042, which fits the jack-of-all-trades theme persistent throughout Delta Force. They create the sort of rocket-paper-scissors balance that Battlefield veterans will know intimately, and it’s done pretty well: if you are being overrun by vehicles, it might be a good idea to spawn with a rocket launcher or, if the fight is taking place in open spaces, it could be time to bust out the trusty sniper rifle. Each character has unique abilities that are helpful in battle too, like Luna’s Detection Arrows that can periodically be fired to reveal enemies, but none are so powerful as to outright win a skirmish, let alone a whole match for you.

I just wish the action felt better on a basic level.

I just wish the action felt better on a basic level. One thing that strikes me as off is the way that bullet arc and trajectory factor heavily into shooting, so leading your targets is essential for firing accurately at a distance. I don’t mind leading a target, but often the bullets feel like they are flying so slow that I may as well be firing airsoft rounds. Maybe that’s more realistic than Call of Duty’s more arcadey ballistics model, but feels deeply at odds with the aggressive pace of play that the objective-based Attack and Defend mode drives. Once you die you generally need to rush back to the objective, but as you’re dashing through open space you’re an easy target, and the finicky shooting also means it’s tough to return fire accurately on the move. I found this meant deaths tend to come in bunches while I tried to get back to a good position. It’s also a bit strange to have the gunplay be so grounded in simulation at one moment, then have operators activate fantastical abilities like clouds of healing smoke or status effect-inflicting drones the next. There’s nothing inherently bad about that, it’s just a head-scratcher.

Get in, get loot, get out

On the other side of things, the Operations mode follows the equally familiar extraction shooter framework: You and up to two friends can form a three-person squad to enter an area, shoot AI bad guys, grab the loot, and scoot back to the extraction zone without catching a bullet. It’s a tried-and-true formula that Delta Force follows to the letter, but the generally high quality of its execution makes up for at least some of that lack of imagination.

There are three levels available at launch (with another unlocking in just a few days) and each is an open sandbox that is dense with objectives to choose from. Maps easily highlight points of interest for things like bounty targets, safes to plunder, and intel to decode. That might seem like a small detail to praise, but in a genre dominated by games like Escape from Tarkov that are designed to be intentionally opaque, Delta Force’s choice to make important information accessible is a nice differentiator. I like being able to just drop a waypoint and know what I’m in for when I get there without having to memorize the maps or look them up in a guide.

I’m a fan of the enemy variety the Operations mode throws at you.

Once you pick your destination, you’ll need to shoot your way through squads of AI soldiers, and occasionally other human squads who cross your path. So while we have more information here than in similar games, the suspense is still in effect because you never know who’s around, or in what numbers, and that means every enemy encounter starts with some fast risk assessment: do you take the shot and risk letting everyone know where you are, or do you sneak by, leaving a potential threat on the field? Making quick decisions with limited information does a good job of keeping the action strategic and interesting. That’s particularly true if you see other people, as they are certainly more dangerous than the bots, but could be loot-rich targets worth taking on.

I’m a fan of the enemy variety Delta Force throws at you. I encountered plenty of run-of-the-mill soldiers that had my squad fighting roving bands of riflemen, ducking into buildings to avoid sniper fire, and executing on-the-fly flanking maneuvers to get around riot shields. But then there are surprises that shake things up: One memorable moment saw my team pinned down by a massive armored baddie blasting at us with a minigun as we lobbed grenades from behind cover. Another time, a member of our trio was cracking a safe while the other squadmate and I provided cover, and I almost jumped out of my chair when a giant alligator came around the corner and tried to put a stop to our fun.

One place where you get perhaps too much information, though, is the loot system. There are all sorts of containers everywhere, like file cabinets, coat pockets, fallen enemies, etc. – but just about any Operation starts with the whole squad just running right towards whichever safe on the map is marked with the best loot. That could use some work, because the levels themselves are really cool when you explore them freely. Areas like The Dam mix offices with exposed industrial exteriors, and there are often hidden doors to open or secret hidden areas where loot can be stashed. Some areas require specific operators to access, like chain link fence that needs to be cut into by the Engineer, which would give you even more reasons to think about your team composition if there were a reasonable chance that there’s something worth finding on the other side. I would be much more inclined to explore if I thought valuable treasures were potentially waiting in all these hidey-holes.

The time between Operations is spent at the Black Site, which functions as your home base and the tiny amount of storage space in your stash that needs upgrading. It’s also where you manage the well-built loadouts screen where you can save a few different kits you can take into battle, or rebuild them with just a few clicks. It’s a fast and slick way to get back in the action, which helps take the sting out of a failed extraction.

I’m also a fan of the ticket system, which you can trade in for entire load-outs, including weapons, armor, ammo, and healing items. There are different quality levels you can cash in, Recruit gives basic equipment, Standard includes better armor and weapons with more powerful mods, etc. Every failed extraction gives you a Recruit Ticket, and you automatically generate one every eight hours, so even if you have a run of terrible luck and lose all your in-game money, you can still start working your way back up from the bottom with some decent gear. The more powerful tickets, meanwhile, are tied to completing events. These can be as simple as logging in at certain times, or as complex as completing a long series of assigned tasks in a particular level or as a specific character.

Upgrading other parts of the Black Site takes a mix of increasing levels and salvaging specific components in the field. I appreciate that you can see what things you need to collect, and even launch straight to the correct level to find them, though the amount of time it takes to get even the early upgrades going can take way too long when you need to have good RNG luck with what you find on top of grinding up to the right level. I’d love to build up a workbench to make my own ammo, but given the commitment I’m just going to stick to selling weird vases and buying what I need, thanks.

Anime Last Stand Update Adds New Units, Lag Fixes, and a Legend Stage

Anime Last Stand developer Boss Studio is back with the Fate/Stay Night Inspired update, which adds a new Legend Stage, six new units, major lag fixes, and more to the Roblox tower defense experience.

The latest update and its patch notes made its way to Roblox players yesterday. It’s yet another update that comes with new content to mull over, but the most substantial change lies with the adjustments to the battle pass. The team says players will now receive “much better rewards” with the pass, which also now consists of 100 tiers to complete.

Anime Last Stand’s latest update also comes with three new units – King of Heroes (Celestial), Archer of Red (Mythic), and Rogue Lancer (Mythic) – as well as three new evolutions – King of Heroes (Sword of Rupture), Archer of Red (Bladeworks), and King Pendragon (Alter). There’s also a new Ryuudou Temple Legend Stage, which, when completed, rewards players with a chance to obtain the King of Heroes unit.

In addition to the new content included with the Fate/Stay Night Inspired update come various stability improvements and bug fixes. Boss Studio says players can now enjoy “HUGE lag fixes” that will minimize risk of black screens across the Roblox experience and crashes for those on mobile.

Anime Last Stand fans were able to check out the previous update when it launched just last week on December 5. While it also brought more general balance adjustments and bug fixes, its focus was on the new Tournament game mode. It’s currently unclear when the next update will arrive. In the meantime, you can check out all of the active Anime Last Stand codes here.

You can see everything included in the Fate/Stay Night update in the patch notes below.

Anime Last Stand Fate/Stay Night update patch notes

Additions

  • ALS Rewrite + Battle pass rework
    • HUGE lag fixes, no more black screens, no more mobile crashing!
    • The battle pass now consists of 100 tiers, with much better rewards.
  • New Legend Stage
    • New “Ryuudou Temple” legend stage. Complete this new challenge for a chance of obtaining the “King of Heroes” unit. Alongside the unit, you can also obtain some of the evo materials for the new units.
  • 3 New Units
    • King of Heroes (Celestial) [ Legend Stage ]
    • Archer of Red (Mythic) [ Banner 3 ]
    • Rogue Lancer (Mythic) [ Battle Pass ]
  • 3 New Evolutions
    • King of Heroes (Sword of Rupture)
    • Archer of Red (Bladeworks)
    • King Pendragon (Alter)
  • New Lobbies
    • World 1 and World 2 have received brand new lobbies.

Features

  • Emotes
    • Obtain emotes from the new reworked battle pass or the new bundle. Equip them from the new “Emotes” icon. Use “G” to open the emote menu.
  • Ability Descriptions
    • The highly suggested Ability Descriptions have been added to ALS. You can now view all the information about a unit’s ability and what it does.
  • World Skipper
    • ALS is introducing World Skipper (Story Skipper). You can now get done with the new story modes much faster by skipping the first 5 acts of a story.

QoL

  • Rarity selection in index
    • You can now toggle what rarity you want to see in the unit index. Easier to browse and less lag!
  • Seamless retry toggleable
    • You are now able to toggle seamless retry on and off in the settings while in a game.
  • Hide other’s units
    • A new setting that allows you to disable other’s unit followers whilst in the lobby for less lag!

Rebalances

  • Nerfs
    • Apprentice Kay (Madness) – Damage slightly decreased.
    • Fused Kai (Full Power) – Passive damage % gain cap reduced (30% -> 10%), removed fear passive.
    • Fused Warrior (Blue) – Damage slightly decreased
    • SunWoo (Winter) – Damage decreased
    • Nightmare Zuffy (Hami) – Damage slightly decreased
    • Gray (Full Power) – Passive nerfed from 100% crit damage -> 60% crit damage, damage for upgrades 8-10 nerfed.
    • Braly (LSSJ) – Passive cap reduced (300% -> 150%)
  • Buffs
    • The True Cursed King – Final upgrade DPS buffed, World Cutting Slash nuke damage buffed to 10B damage and Malevolent Shrine TOTAL nuke damage buffed to 50B.
    • Dark Captain (Magic Zone) – Damage heavily buffed, now has Pressure passive.
    • Wind Prince: Damage heavily buffed, now has Slow passive.
    • Pride (The One) – Final upgrade DPS buffed.
    • Ninel (Spirit): Damage heavily buffed.
    • Ichiko (Moonless Sky) – Final upgrade DPS buffed.

Asuta (Half Devil) – Completely rebalanced, now has Hemorrhage + Stun, DPS heavily increased, range slightly increased.

Michael Cripe is a freelance contributor with IGN. He started writing in the industry in 2017 and is best known for his work at outlets such as The Pitch, The Escapist, OnlySP, and Gameranx.

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