SUPER ROBOT WARS Y is set to release on 28 August 2025! https://ift.tt/zX9GAnw
The release date for “Super Robot Wars Y,” the latest in the “Super Robot Wars” series for console, has been set for Thursday, August 28!
All included titles have been revealed, along with key visuals and new systems. The newly released trailer features a wealth of up-to-date information, including battle animations of the included titles, original characters for this game, and the opening theme song “Hangeki Fight Back!” by JAM Project.
All titles and key visuals have been newly revealed!
This title will feature new appearances by SSSS.DYNAZENON, Godzilla Singular Point, and Mobile Suit Gundam the Witch from Mercury Season 1 among many others.
Macross Delta: Passionate Walküre and Getter Robo Arc are also included for the first time in the console series.
In addition, it also includes titles familiar from past series such as Reideen the Brave, COMBATTLER V, and Aura Battler Dunbine, as well as titles from a wide range of generations such as Majestic Prince and Code Geass Lelouch of the Re;surrection
Featured Series inSUPER ROBOT WARS Yinclude:
Reideen the Brave
COMBATTLER V
Aura Battler Dunbine
New Story of AURA BATTLER Dunbine
Heavy Metal L-Gaim
Mobile Suit Z Gundam
Mobile Suit Gundam Char’s Counterattack
M-MSV
Mobile Fighter G Gundam
Mobile Suit Gundam Wing: Endless Waltz
Mobile Suit Gundam SEED Destiny
Mobile Suit Gundam the Witch from Mercury Season 1
Mazinkaiser VS the Great General of Darkness
Getter Robo Arc
Majestic Prince
MACROSS Delta
Macross Delta: Passionate Walküre
Code Geass: Lelouch of the Rebellion III Glorification
Code Geass Lelouch of the Re;surrection
Godzilla Singular Point
SSSS.DYNAZENON
Download the image
The key visual is a new illustration, featuring a background represented as a torrent of light, inspired by the “Y” in the title.
Download the image
Details of the original characters are revealed!
One of the main characters is Cross Tsukinowa, the Head of a NINJA group “Special Stealth Forces Haze”.He puts the mission first and doesn’t allow his feelings to interfere with the job.
The character is voiced by Kazumasa Fukagawa. The unit he flies is the Lunedrache, a ninja-motif unit with a distinctive scarf.
Download the image
Another original character is Forte Tsukinowa, a member of the NINJA group “Special Stealth Forces Haze,” she may be inexperienced and somewhat immature for her age, but her positive attitude helps her overcome challenges she regularly faces. She is voiced by Aya Yamane. The unit she flies is the Lunedrache II.
Download the image
The last characters to introduce are A. Advent and Echika Y. Franburnett, the mainstays of this story.
A. Advent is a massive 3-kilometer-long ship with a city in the dome of its deck.
Characters from different titles, each with their own unique backgrounds, gather here and travel around the world.
Echika Y. Franburnett is the legal owner of the Mobile Fortification A. Advent. She approaches everything she does with utmost seriousness, but she can sometimes be clumsy when communicating with others.
At the beginning of the story, Echika Y. Franburnett’s late father suddenly entrusted her with A. Advent on her 14th birthday. Without any explanation, she was given this powerful vessel. Although confused, she struggles to use its power for the right reasons. The character is voiced by Manaka Iwami.
Download the image
Introducing the new system and training element: Assist Link!
Assist Link is a new system in the game designed to enhance the fun of the Super Robot Series. It allows players to focus resources on their favorite units and titles, making them play a major role in battles.
Unlike past series where only combat personnel like pilots and units could be enhanced, Assist Link lets users give attention to non-fighting characters such as heroines and sub-characters.
These non-pilot characters support battles as sidekicks, using “Assist Commands” on the tactical map to provide various advantages.
Assist Crew members can be trained and ranked up by clearing missions and using Assist Commands, with new effects added or existing ones powered up. The more you use Assist Link, the more it grows, with the maximum rank being RANK 4. At RANK 4, graphics change and players can enjoy a special conversation called “Assist Talk”.
Download the image
Download the image
Download the image
We believe Super Robot Wars offers a unique opportunity to discover and deepen the love for new robot animation works. We are committed to creating Super Robot Wars Y to ensure this culture thrives in the future. More information will be shared soon, so stay tuned for updates. Meanwhile, pre-orders are now available in our digital store!
Days Gone Remastered accessibility features detailed https://ift.tt/E7dDiAS
With the launch of Days Gone Remastered for PlayStation 5 just around the corner, we’re excited to spotlight our expanded suite of accessibility features. Taking the foundation of our baseline list from Days Gone in 2019, we made it a priority to evolve and improve accessibility to make the player’s experience more accessible and customizable when hitting the Broken Road on April 25. Let’s dive right in!
Visual features
Subtitle customization is now vaster than ever before in Days Gone. We added a total of 11 subtitle colors for you to choose based on your preference, which can also be used for the speaker’s name. Want to mix and match? No problem! Choose the subtitle text to be one color and the speaker’s name to be another color. On top of color customization, we also expanded the options for subtitle background. Originally, this could only be toggled on or off. Now, you can select between default (transparent), darkened, light, and black.
One of the biggest accessibility expansions coming to Days Gone Remastered is a fully customizable High Contrast Mode. This pairs with our High Contrast HUD that was implemented in the original game to assist with easier navigation and visibility. With High Contrast Mode, you can quickly apply predefined settings with two preset options – Primary and Secondary. However, you can also customize it to your preferences by setting the hero, friendly NPC, enemy, and interactable colors based on the 11 total color choices you also have with the subtitle settings. These contrast options are designed to increase visibility for the player during gameplay.
Subtitles and High Contrast Mode, along with other commonly used settings, can be accessible to select before even entering the game with our new Initial Setup screen as you boot up Days Gone Remastered for the first time. Further adjustments can be made in the Accessibility tab via the Options selection on the main menu, which also received an uplift providing real-time preview panels to display your chosen settings without going in-game.
Audio features
Including a fully revised and improved audio mix in Days Gone Remastered, two new audio accessibility options make their debut in Days Gone for the first time – UI Narration and Collectible Audio Cues.
UI Narration activates audio descriptions for the user interface reading out key information to aid players in navigating on-screen items such as all menu options and in-game Touchpad options including Inventory, Skills, and Storylines. This setting will be set to ‘ON’ as default when booting up Days Gone Remastered for the first time and can be toggled ‘OFF’ if you prefer from the Initial Setup screen.
With 240 collectibles scattered across the sprawling Pacific Northwest open world, we’ve added the option to turn Collectible Audio Cues on to sound notifications to help locate collectible objects more easily. Whether you’re playing through the Story or cleaning up open world activities, this distinct sound will help you track down those hard-to-find collectibles. In addition, you will feel increased haptic feedback through your DualSense controller mimicking the sound as you get closer to the collectible.
Gameplay features
Fighting hordes, riding your Drifter bike, and sneaking through ambush camps calls for more accessibility features for you to enjoy the game at your own pace and in your own way. Take on the brutal and dynamic world of Days Gone with Customized Controls! The power is now in your hands to customize your playstyle any way you like with fully remappable controls with your DualSense controller. This is also compatible with the fully functional PlayStation Access controller.
Another exciting feature coming to Days Gone Remastered is Game Speed. Game Speed determines the speed of gameplay ranging from 100% to 75%, 50%, and 25%. Game Speed is ideal for players who might feel overwhelmed in certain situations or have difficulty with various inputs in high pressure moments, specifically fighting off hordes of Freakers. Hordes are a pillar in Days Gone gameplay and with our new Horde Assault mode arriving in the remaster, we wanted to make this unique combat experience more accessible to our players.
Additional features coming to Days Gone Remastered include Recenter Camera on Attack, Haptic vibration intensity sliders, Field of View, and Persistent Center Dot. We also made a quality-of-life change to our auto-complete QTE feature. Before, it was only usable on Easy difficulty. Now, you can turn on this setting in any difficulty from Easy to Survival II.
Most new accessibility features are coming to Days Gone on PC as well.*
At Bend Studio, we strive to create experiences that leave a lasting impact on our players. The pursuit of allowing players of all abilities to share our joy of play together inspires our work every day. We hope you enjoy the definitive version of our open world epic, and we can’t wait to see you hop on the Drifter bike and experience all Days Gone Remastered has to offer on April 25, 2025.
*Update to version higher than Build ID 10034136 via Patch 1.08 required. UI Narration is not supported for Broken Road DLC on PC. Compatible controller required for haptic feedback and customized controls. For DualSense controller, wired connection required to experience the full range of in-game controller features.
Fatal Fury: City of the Wolves combo showcase https://ift.tt/fa8SXHA
Hi everyone, I’m Yasuyuki Oda, the producer of Fatal Fury: City of the Wolves. The dev team and I wanted to bring you an overview of how you can utilize the REV System to your advantage to tackle even your most formidable foes and opponents. We’ll also cover some flashy combos you can pull off and our roadmap for the Season 1 Pass DLC characters as well. Now without further ado, let’s get you all trained up and ready to jump into the world of Fatal Fury!
Use the REV System to get a leg up on the competition
The key to snatching victory from the jaws of defeat is proper utilization of the REV System. REV Arts allow you to power up your special moves, whereas REV Accel is a great way to create flashy combos and pressure your opponent. The REV System can also be used defensively by using the REV Guard button (R1) to help keep your opponent at bay and increase your chance of securing the win. REV Guard can be performed by pressing just one button so it’s a good strategy to use when you think your opponent is going to go in for a cross-up. Some moves this works well against are Kain’s Schwarzes Rondo setups or attacks made after B. Jenet breaks her Gulf Tomahawk. REV Guard also allows you to input other actions while it’s being pressed, so you can hold down the button and use your grab to break out of an opponent’s oncoming grab attempt or use a hop to strategically maneuver your way out of a sticky situation. Try to make it a habit of holding REV Guard on wakeup to help protect yourself in battle.
The REV System can allow you to create a wide variety of different sick combos
What better way to introduce some of the coolest combos in the game than our flagship returning characters, Mai Shiranui, Rock Howard, and Terry Bogard! Follow each character’s step-by-step guide to perform high-level combos you can use against your friends or online against opponents from all around the globe.
Mai Shiranui
(Close) Neutral HK > Feint > (Close) Neutral HP > HP Hana Arashi (braking) > REV Ryuuenbu ~ REV Sayo Chidori > HK Hissatsu Shinobi Bachi (braking) > REV Hissatsu Shinobi Bachi ~ REV Hana Arashi (braking) > Kagerou no Mai
Rock Howard
(Close) Neutral HK > →+Feint > ↓HP > REV Hard Edge ~ REV Rage Run Type: Layup > HP Rising Tackle (braking) > HP Reppuu Ken > REV Rising Tackle ~ REV Shippuu Ken > Raging Storm
Terry Bogard
(Close) Neutral HP・→ HP > →+Feint > (Far) Neutral HP > REV Burning Knuckle > REV Crack Shoot > HK Power Dunk (braking) > REV Power Charge > REV Burning Wave > REV Power Dunk > (perform in air right before landing) REV Blow > Cosmic Strike Geyser
Season Pass 1 includes 5 additional characters
To start off the Season 1 Pass, Terry Bogard’s brother, Andy Bogard, makes his triumphant return, utilizing a combination of Koppo and ninjutsu to take down his opponents. Hokutomaru shares some moves with Andy so anyone looking to play the younger of the Bogard brothers can start out training with Hokutomaru to get ready for when Andy will become playable later this year.
Joe Higashi is a Muay Thai master and is well known for being both friendly yet hot blooded in the heat of battle. Joe, Terry, and Andy make up the legendary group of three friends that represent the Fatal Fury series, so when Joe returns this Fall, it will be a momentous occasion for fans of this legendary fighting game series.
One of the major antagonists from the Art of Fighting series, the big boss man himself, Mr. Big, also makes his devious return. He utilizes bojutsu and street fighting techniques to take on the other fighters of South Town.
Last but not least, we are proud to have two characters from the Street Fighter series make their appearance in the world of Fatal Fury as guest characters: Ken and Chun-Li. Look forward to when worlds collide in this legendary collaboration.
PlayStation 5 Pro Teardown: An inside look at the most advanced PlayStation console to date https://ift.tt/fZzJ79q
PlayStation 5 Pro console — the most innovative PlayStation console to date — elevates gaming experiences to the next level with features like upgraded GPU, advanced ray tracing, and PlayStation Spectral Super Resolution (PSSR) – an AI-driven upscaling that delivers super sharp image clarity with high framerate gameplay. Today we’re providing a closer look at the console’s internal architecture, as Sony Interactive Entertainment engineers Shinya Tsuchida, PS5 Pro Mechanical Design Lead and Shinya Hiromitsu, PS5 Pro Electrical Design Lead, provide a deep-dive into the console’s innovative technology and design philosophy.
*In this article, we refer to the PlayStation 5 model released in 2020 as the “original PS5,” the PS5 released in 2023 as the “current PS5,” and the PS5 Pro released in 2024 as the “PS5 Pro.”
*Do not try this at home. Risk of fires, and exposure to electric shock or other injuries. Disassembling your console will invalidate your manufacturer’s guarantee.
Name: Shinya Tsuchida (PS5 Pro Mechanical Design Lead) (Right of photo)
Name: Shinya Hiromitsu (PS5 Pro Electrical Design Lead) (Left of photo)
An exterior design featuring three distinct horizontal lines
Tsuchida: Before we begin the teardown, I’ll start by going over the PS5 Pro’s exterior design. PS5 Pro is a high performing console, so it requires more air to cool it down. The distinctive three slits are new airflow paths that were not present in the original PS5, or the current PS5. This design was conceived through extensive discussions between the engineers and designers, and we refer to them as ‘blades’ within the engineering team. The slits enhance airflow while also acting as a design element.
Exterior design comparison between the original PS5 (left), the current PS5 (center) and PS5 Pro (right). PS5 Pro is slightly smaller in size compared to the original PS5.
While the look of the PS5 Pro is consistent with the rest of the PS5 family of products, it features three distinct blades that contribute to improved ventilation.
‘Louvers’ between the main unit and cover help to make the console quieter
Tsuchida: Inside the PS5 Pro, there is a structure called a “louver” that sits between the main unit and cover, which looks like a series of slats or fins. While it’s part of the design, it also prevents some of the fan noise from escaping the console towards the front direction. Since most users will play games while facing the front of the console, we intentionally designed the system to make it harder for players to hear the fan.
Rear changes for more efficient airflow
Tsuchida: Next, let’s take a look at the back of the console. We place importance on the types and arrangement of the input/output ports. Since the power button is something everyone uses, there’s been a shared understanding among our successive design teams that it’s better to have it positioned at the bottom rather than the top when the console is placed vertically. On the other hand, the positions of the HDMI, LAN, and USB ports are placed slightly higher compared to the current PS5. This is because the PS5 Pro’s mainboard features a high-density circuit design, and the port placement has been adjusted to accommodate the change.
The vent (exhaust vent) surface is also larger compared to other PS5 models, and air is taken in and exhausted from the rear and bottom surfaces. The size of the intake and exhaust vents is important for better ventilation, and we knew from preliminary research that they needed to be larger than the current PS5, so we decided on the size after discussing with the design team.
The teardown begins
Tsuchida: Let’s start the teardown. On the top side, just like in previous PS5 models, a dust catcher is provided for cleaning purposes. On the bottom side, there is an M.2 SSD slot, a disc drive connector, and a hatch for inserting a coin cell battery.
Tsuchida:The screw holding the battery is intentionally designed to stay attached to the battery cover, preventing it from being lost or accidentally swallowed—a thoughtful safety feature.
A new fan that quietly increases air flow
Tsuchida: After disconnecting the fan cables, we can now remove the blades and inner shell. I’m also removing the fan itself. Like I mentioned earlier, the PS5 Pro requires more air for cooling, and the fan is designed to generate airflow more efficiently. The overall size of the fan is larger than the current PS5 model’s as well.
Comparison of the PS5 Pro’s fan (left) and the current PS5 model’s fan (right)
Tsuchida: The two fans have the same number of blades, but our teams re-designed the blade shape for further optimization. If you look closely, you can see that there are even smaller blades in between each blade. Generally speaking, if a fan has good airflow efficiency, it’s considered better and higher performing. However, we designed our fans to be more than that — we wanted our fans to produce more air “quietly.” It may be generally acceptable for fans to be louder as long as it’s creating more airflow, but this isn’t the case for game consoles as it can disrupt the gameplay experience. I think this specific design philosophy is unique to PlayStation consoles.
Screws to suppress electromagnetic noise
Tsuchida: Now let’s remove the metal shield located further inside the cabinet. The shield is secured to the mainboard with a large number of screws—and there’s a reason for that. Most components on the mainboard generate electromagnetic noise. Since this noise can interfere with nearby electronic devices, such as smartphones, and potentially disrupt their operation, we must suppress the amount of electromagnetic emissions to be kept below a certain threshold. The screws securing the shield are strategically placed to reduce electromagnetic interference.
An evolved motherboard that achieves heightened gameplay
Tsuchida: Once we remove the top and bottom shields, you’ll reach the PS5 Pro’s motherboard. One characteristic of PS5 consoles is that they leverage liquid metal with excellent thermal conductivity for the TIM (Thermal Interface Material) of its main processor. Before we get into details, I’ll provide some explanation using a board before the liquid metal is applied.
PS5 Pro’s motherboard is larger than that of the current PS5. The current PS5 model’s board is curved where the fan sits, but the PS5 Pro has a larger board due to the increased number of circuits required to achieve PS5 Pro’s enhanced performance, which changed the position of the fan. As I mentioned earlier, you’ll notice the location of the input and output ports on the back of the unit is different as well.
The top side of PS5 Pro’s motherboard.
The top side of current PS5 model’s motherboard.
Hiromitsu: The SoC (System-on-a-Chip) is the large chip you see on the center of the board. This chip handles the rendering of high-resolution, high-frame-rate graphics, including the PlayStation Spectral Super Resolution (PSSR), which uses AI-enhanced resolution for ultra-high-definition gameplay. To maximize the performance of the SoC, the power delivery lines have also been enhanced compared to the current PS5.
In addition, PS5 Pro’s board has more layers compared to the current PS5. If you look closely at the surface of the current PS5 model’s motherboard, you can see the traces that connect the SoC and RAM. However, on the PS5 Pro’s board, the traces are barely visible on the surface. This is because the PS5 Pro’s motherboard was designed with additional internal layers, which allows signal traces to be routed more efficiently through the inner layers achieving even faster memory performance.
Now let’s compare the back side of the motherboards. The main visible difference is that the number of RAMs placed around the SoC has increased from eight to nine. All PS5 consoles up to the current PS5 were equipped with eight chips of high-speed GDDR6 memory, which handled high-speed rendering for games as well as low-speed processing for the rest of the OS. In the PS5 Pro, we added a ninth DDR5 memory which is dedicated to the slower processing, while the remaining eight GDDR6 memories handle all the high-speed rendering required for gameplay. The GDDR6 RAMs themselves have also been improved and are faster than those equipped on the previous PS5 models as well.
The back side of PS5 Pro’s motherboard. A ninth DDR5 memory chip was added to the upper right corner (circled in red in the photo), in addition to the eight GDDR6 laid out in a circle.
The back side of the current PS5 model’s motherboard.
The innovative use of liquid metal became an integral piece of technology that has been carried over to successive PS5 models.
Tsuchida: Using liquid metal as the TIM in the original PS5 was quite challenging at the time. Since liquid metal has far superior cooling capabilities compared to conventional TIMs, we adopted it after conducting various tests to ensure its safety.
We spent quite some time conducting research on insulation when we were designing the original PS5. The basic structure remains the same in the PS5 Pro, but we made some improvements by adding fine grooves where the liquid metal is applied, so that the cooling effect is more stable. When we were doing research for the original PS5, we anticipated that semiconductors would continue to advance and become much denser, so we believed liquid metal technology would become crucial. It turns out we were right, and it was integral when designing the PS5 Pro.
For more stable cooling, grooves have been added where the liquid metal is applied.
Developing a larger power supply unit with higher output
Hiromitsu: This is the power supply unit. The PS5 Pro outputs about 48W more compared to the current PS5 and is also larger in size. The curved power supply units are meticulously designed for each PS5 iteration, so that it fits perfectly into the chassis. Fun fact, the unit has “Sony Interactive Entertainment” engraved near the bottom, so it’s easy to tell which side is the top or bottom. This obviously isn’t immediately visible to the consumer, but it is a small detail that indicates the correct orientation when the console is placed vertically.
A perfectly placed heat sink
Tsuchida:The heat pipes are made of copper. The silver components of the heat sink are made of aluminum to dissipate heat, and the rest of the gray parts are made of steel.
PS5 Pro’s heat sink has more heat pipes, as the console requires a more powerful heat sink to support its high performance. The heat pipes are located next to the SoC, and the fins that transfer heat from the heat pipes are divided into two sections. A heat sink’s cooling capabilities vary greatly depending on its placement, so we put a lot of effort into finding the perfect layout.
Adopting Wi-Fi 7 for even faster connectivity
Hiromitsu: On the top side of the mainboard, you’ll find the Wi-Fi 7 module. Wi-Fi 7 is a new standard released in 2024, and we chose to adopt it for the PS5 Pro based on its high performance and future potential.
During the development of the PS5 Pro, Wi-Fi 7 had not yet been officially released, which made the validation process quite challenging. But we were glad we were able to become early adopters for a gaming console when we got it certified in time for launch in regions that supported Wi-Fi 7.
The white section visible at the bottom right of the top side of the board is the Wi-Fi 7 module. An antenna is also located just beneath it.
And that’s a wrap! We hope you enjoyed getting an inside look at the internal architecture of the PS5 Pro. Each component works together in harmony to realize the console’s innovative features, like stunning graphics and smooth gameplay.
Share of the Week: The Last of Us Complete https://ift.tt/vFxZGJ1
Last week, we asked you embark on Joel, Ellie, and Abby’s full journey in The Last of Us Complete using #PSshare #PSBlog. Here are this week’s highlights:
Wulfsychicshares Joel walking away from the guitar, in focus in the foreground
FranTGPshares a detailed shot of Ellie’s iconic tshirt
PattyGnandshares Ellie making funny faces at Joel in the mirror
ipecartsshares older Ellie staring down heavily at a gun in her hand
Search #PSshare #PSBlog on Twitter or Instagram to see more entries to this week’s theme. Want to be featured in the next Share of the Week?
THEME: Nature
SUBMIT BY: 11:59 PM PT on April 23, 2025
Next week, we’re feeling earthy. Share plants, trees, and all things nature from the game of your choice using #PSShare #PSBlog for a chance to be featured.
Bringing Stadium to Overwatch 2 on April 22 https://ift.tt/SE8f4yZ
Overwatch 2 is on the verge of releasing the biggest new way to play since Overwatch was first announced in 2014. Stadium is the new best-of-7 mode where you’ll upgrade your Hero over multiple rounds with more powerful abilities to transform what it means to play Overwatch.
On a team of five, you’ll earn Stadium Cash each round based on how well you do through eliminations, healing, damage mitigation, and more, using that Cash to buy Items between rounds that will improve things like survivability or damage done. You’ll also be able to select all-new abilities, like Moira having three-orbs or Reinhardt converting his shield into a healing barrier. It’ll take strategy and adaptation to excel when Stadium launches on April 22.
To talk about how Stadium’s unique new abilities and Hero builds came together, we talked with Senior Game Designer, Dylan Snyder!
How did your team approach building Stadium compared to the core version of Overwatch 2?
Snyder: Stadium is the Overwatch team trying to push player fantasy, play expression, and strategic gameplay to their limits within the core Overwatch that you know and love. We have long wanted to have a test ground for some bigger-than-reality ideas for these heroes. But the core gameplay of Overwatch 2 really focuses on competitive integrity, so we approach Stadium as kind of a place to go nuts to let loose a little bit and that’s Stadium.
What are the different types of upgrades players can make to their Heroes?
Snyder: A huge component of Stadium is the Armory; it’s where you start every match, and it’s where you return when in your spawn room between rounds. We wanted an easy to read yet fun way to spend Stadium Cash on your Heroes. In the Armory, you can buy Items that offer a range from simple Stat boosts to your damage or healing output, to ones that punch up specific abilities. Then there are Powers that are unlocked before rounds 1, 3, 5, and 7, and they are incredibly cool ways to play with really strong new abilities. You want to shoot Ana’s Nano Boost ultimate at your teammates through walls? Because with the right Items and Powers, you can shoot Ana’s Nano Boost ultimate at your teammates through walls.
What are some of the popular Builds and abilities on the dev team?
Snyder: There are so many. One of the really fun things we’ve seen in playtests has been the huge number of ways people find to play their favorite Heroes. A few people on the team have latched onto a really fun Double Helix build for Soldier: 76, which can be devastating against opponents that haven’t focused much on upgrading their survivability. But one of my personal favorite builds is focused on Ana’s Nano Boost; you can boost your entire team through walls. This has proven clutch for me personally in matches where I am killed while in overtime but still able to support my team before getting fully back to the fight.
Are there any builds or abilities that surprised you?
Snyder: A build that I’ve come to love that I didn’t ever expect to is for Junker Queen. I am not a Junker Queen main and have probably played her the least of any Hero live, but for whatever reason, she is my favorite Tank to play in Stadium. Specifically, because I can swing the axe so much more often, and I can turn it into a leaping strike. Nothing feels better than surprising a Juno or Mercy mid-air by hopping up to meet them with a Carnage swing; it never gets old. And you can spec into everything causing wounds, keeping you alive! It’s wonderful. It’s like the version of Junker Queen that was made for me, who is terrible at staying alive in fights. And that’s all I ever wanted, to not die in embarrassing fashion in front of lots of people, but I didn’t know until Stadium.
What are some starting tips for players?
Snyder: Use the suggested Example builds! And have fun testing things out in the Practice Range. Knowing what your Hero can do will make countering the other team, and building synergy with your teammates, that much easier.
Are there any abilities or Items that didn’t make into Stadium that you hope to add in the future?
Snyder: Nothing I can go into detail just yet! In the course of developing Stadium, we have quite a backlog of really exciting and promising ideas that we just weren’t able to implement ahead of Season 16. We’re pretty focused on developing a strong, solid foundation to set ourselves up for future Seasons with more Heroes, modes, maps, and abilities, and we feel that we’re in a really good place. And so some conversations are happening about some of those earlier ideas that didn’t quite make it. That can add even more variety to the round to round experience that players have in Stadium.
Stadium launches when Season 16 goes live, on April 22! With initial Heroes, more will be added every Season so stay tuned for more updates and details! Thank you.