Street Fighter V Looks Incredible on PC

When it comes to the graphical end of things, Street Fighter IV started showing its age quite some time ago. Sure, if you run the Steam version you can crank up the antialiasing and particle effects or tweak the shadows to help spruce things up a little. You can even add after effect filters if you want a slightly different look. But even with these bits of polish, we’re still left with many of the same models and stages that we’ve been looking at since the game hit arcades back in 2008. Seven years is a long time, especially in video game years.

With Street Fighter V looming in the near future, we’ve got modern graphics to look forward to in addition to the new mechanics and characters. To show off just how far the graphics have come, the folks at PC Master Race–thanks to their early access key on PC–cranked things all the way up to 4K and sent us some amazing screenshots of the four characters that are currently playable.

We’ve included a handful of our favorite images below; be sure to click on each one to see it in its full resolution. Loads more can be found in the full gallery.

Click to view slideshow.

They also uploaded a couple of gameplay videos to show Street Fighter V in action with the same ridiculous settings. The first video shows regular, plebeian 1080p, but the second cuts no corners, offering match footage in glorious 4K resolution. Let the buffering begin!

Street Fighter V’s beta will open to PC players starting tomorrow at 9 AM PDT, 12 PM EDT. More details on what it have in store can be found here.

Source: PC Master Race Latinoamérica

UDON Releases ‘Capcom Fighting Tribute’ Art Collection

After first releasing it at San Diego Comic Con, UDON Entertainment’s Capcom Fighting Tribute is now available for purchase online. A collection inspired by franchises like Street Fighter, Darkstalkers, Rival Schools, and more, this book highlights the global art community doing what they do best: putting out beautiful illustrations.

You’ll find a few previews in the gallery below, featuring work from artists like James Franzen, Aki Li, Adam Hoppus, Andrea Cofrancesco, and even Skullgirls creator Alex Ahad.

Click to view slideshow.

Similar, individual collections for Street Fighter and Darkstalkers are planned to release next month.

Capcom Fighting Tribute is priced at $59.99. Details on where to purchase this book, through both physical and online retailers, can be found here.

Source: UDON Entertainment via Game Informer

King of Fighters XIV Playable at PlayStation Experience in December

Last month, Sony revealed a first look at King of Fighters XIV during their presentation at Tokyo Game show. While it came as a surprise that SNK Playmore was readying a follow-up to 2010’s King of Fighters XIII, the biggest shock was likely the title’s moving away from sprites to 3D models.

The footage shown in the teaser was incredibly brief, but players will be able to learn more about King of Fighters XIV and even get their hands on a playable demo at PlayStation Experience. Between this and Capcom Cup’s Street Fighter competition, the convention is quickly turning out to be a rather enticing visit for fighting game fans.

And, as the rather unpolished look of the trailer gave many members of the community pause, this could be just the thing King of Fighters XIV needs to establish a more promising foothold in the genre before its release on PlayStation 4 next year.

PlayStation Experience is scheduled for December 5-6 in San Francisco, California. More details can be found here.

Source: PlayStation Blog via IPLAYWINNER, tip via NightmareSteam

Next Level Battle Circuit Adds Guilty Gear Xrd -SIGN- Next Week

Next Level Battle Circuit’s lineup has been a constantly shifting entity since transitioning from Big Two back in January 2013. While Street Fighter has been a constant since the beginning, the weekly tournament has featured competition in Ultimate Marvel vs. Capcom 3, Mortal Kombat X, Under Night In-Birth Exe:Late, Injustice: Gods Among Us, King of Fighters XIII, Divekick, and Street Fighter x Tekken, with varying success.

With the rise of interest in Guilty Gear Xrd -SIGN-, the organizers are ready to add another title to that list. Starting next Wednesday, October 28, fans of the anime fighter will be able to join in on the fun and get some practice.

Of course, its spot in the lineup will likely rely on consistent attendance, so let’s hope the Guilty Gear heads show up in full force and make this a regular thing.

For more information on Next Level Arcade, feel free to visit their official website.

Source: Henry Cen, special thanks to Mynus for bringing this to our attention.

Capcom Hotfixes Street Fighter V’s Matchmaking Servers

Last night, Street Fighter V launched into its second beta with a bit of a problem. While opening itself didn’t provide any issues–folks were even able to get in early in some instances–Capcom ran into an unforeseen matchmaking error.

“Unfortunately, several new issues arose last night in regards to our matchmaking system and the rate at which matches were made,” associate producer Peter “Combofiend” Rosas relayed to the community, “and we are not confident that the matchmaking rate will improve significantly throughout the course of this beta period.”

That being said, things appear to be looking up. According to new details, Capcom applied a hotfix to the matchmaking servers this morning to address the situation. This update was used to improve connectivity between players, and early reports indicate that things have smoothed out since then.

If training mode has already lost its luster in your eyes and you’re looking for real-life competition, try hopping back into Street Fighter V to see what you can find. More details on what you can expect in the beta have been compiled here.

Source: SFV Server via 00000000

Rising Thunder Patch to Bring New Edge Special, Better Defensive Options for Crow, and More

Earlier today, the folks at Radiant Entertainment released a preview of Rising Thunder’s upcoming patch, which will go live next Tuesday, October 27. This update brings about plenty of small, general tweaks, including alterations to how players gain both Overdrive and Kinetic meters as well as shifts in the scaling of juggle combos.

Of course, it’s always exciting when characters receive new special moves. This patch will add a new third special variant to Edge, replacing his Guy-style run. Merciful Gust, as the move has been named, promises to allow Edge a way to create space between himself and his opponents and should offer synergy with Tranquil Thunder.

Additionally, Crow players will be pleased to know that the Korean bot has seen improvements to his defensive options across the board, including better invulnerability frames on Riposte follow-ups as well as his back dash. These aren’t quite as handy as an attack with full invulnerability, but they’ll definitely give him more of an edge when facing overwhelming pressure.

For a full list of changes, check out the box below.

Rising Thunder 10/27/15 Patch Notes Preview

System Changes

  • Overdrive meter gain has been increased by 10%.
  • Kinetic Advance meter gain has been reduced by 20%.
  • Starting a combo with an instantly invincible or armored attack now applies 50% damage/dizzy/meter reduction to the rest of the combo.
  • Instantly invincible and armored attacks now generate much less meter.

Dev Notes: The ability to make invincible reversals safe using Kinetic Advance is an extremely powerful tactic, which can feel fair if properly costed. However, Kinetic Advance meter wasn’t precious enough at the previous build rate. Also, the utility of kinetic-canceled invincible and armored attacks is simply too high for them to function as full-damage combo starters. Therefore, the damage output of combos starting from instantly invincible and armored attacks has been greatly reduced. We’ll continue to refine these systems as necessary.

  • Juggle combo reduction now drops as low as 15%, rather than stopping at the 20% minimum.
  • The following attacks have been marked as power hits, increasing their minimum damage reduction to 33.33% and ignoring the juggle damage penalty, similar to Overdrives:
    • Dauntless’ Dust Breaker, charged Piston Tremor, Revolving Hook, and Vandal Hook
    • Chel’s Crush Breeze ender and Soaring Wind
    • Crow’s charged Devil’s Halo and Soul Cleaver
    • Edge’s Judgment ender, Reckless Lightning ender, and Relentless Tempest
    • Talos’ Titan Smash and Titan Wreck
    • Vlad’s Revolutionary Rocket and charged Cosmonaut Liftoff.

Dev Notes: Several of our variant designs are based on the tradeoff of increased damage at the expense of reduced utility. However, Rising Thunder’s steep damage reduction curve makes it difficult for high-damage attacks to stand out during even slightly long combos. Introducing power hits gives us a way to highlight the damage potential of these attacks, without increasing their base damage.

  • Kinetic Deflect meter gain is now tied to lifebar percentage loss, rather than hit point loss.
  • Pre-match UI timing is more consistently timed, especially in rollback situations.

Crow

  • Riposte forward dash is now invulnerable during the first 6 frames.
  • Riposte backdash invincibility has been increased from 8 frames to 12 frames.

Dev Notes: While Crow players have been finding lots of uses for the neutral jump version of Riposte, the forward dash and backdash versions still haven’t seen much play. Adding a little invincibility to Riposte forward dash should open up some new avenues for innovative tricks, and extending Riposte backdash invincibility should get Crow out of some nasty situations.

  • Backdash invincibility has been increased from 8 frames to 10 frames.

Dev Notes: Crow’s normal backdash invincibility has been increased slightly, since he struggles on defense without an instantly invincible attack. This should make it a little easier for Crow players to evade pressure and bait other characters’ invincible reversals.

  • Charged Devil’s Halo discs no longer hit crouching opponents during their first 6 active frames.

Dev Notes: Crow players found a particularly nasty corner trap involving Crow’s c.H canceled into charged Devil’s Halo. It was especially effective against characters without invincible reversal attacks, such as Talos and Crow himself. This change preserves the intended usage of Crow’s c.H -> S1, while eliminating that loop.

  • Aerial Core Slicer now has three different forward impulses, one for each jump type: forward, neutral, and back.
  • Aerial Core Slicer forward reach has been reduced slightly.

Dev Notes: The forward jump version still travels far enough to retain all of Crow’s old Devil’s Halo kinetic-cancel combos. The neutral jump version stays in front of opponents more consistently at close range, so it whiffs over opponents less often. The backward jump version still travels forward, but not quite as far, because it simply covered too many options before.

Edge

  • New S3 variant! Merciful Gust is an advancing strike which deals good damage and knocks opponents away, clearing some breathing room for Edge.

Dev Notes: Merciful Gust synergizes well with Tranquil Thunder, creating separation after basic combos without putting S2 on cooldown. S3v2 also synergizes with Kinetic Deflect, since it cancels directly into Overdrive without requiring a dash-cancel.

  • S3v1 slide recovery has been increased by 2 frames, S3v1 overhead recovery has been increased by 1 frame, and S3v1 wallbounce recovery has been increased by 1 frame.

Dev Notes: S3v1 simply didn’t have enough drawbacks to compensate for having a built-in high/low mixup that led to significant damage. Making S3v1 slide unsafe adds more compelling risk management to the equation, and Edge still has ways to make it safe. Also, the new S3v2 is (just barely) safe on block and leaves Edge close to opponents, so he can still play the same pressure guessing game using S2 if he wants – just without the high/low mixup. These changes may finally cause Edge to surrender his title as the strongest character in the game, but we don’t expect him to drop very far – and he’ll be more interesting to play as and against!

  • F+M recovery has been increased by 1 frame.

Dev Notes: Increasing Relentless Cyclone recovery necessitated this change, to retain distinct risk/reward roles for both overheads. Otherwise, F+M would be strictly better than S3v1 overhead. Anyway this move is so useful that it would remain strong even with 5 additional recovery frames.

  • Standardized c.H dizzy to 150 (previously 125).

Talos

  • Close s.H damage and dizzy have been increased, and pushback has been reduced slightly.

Dev Notes: Since F+H range was reduced in a previous patch, it began whiffing after close s.H -> close s.H from certain distances. This change restores Clap-Clap-Boot consistency, and gives Talos a few extra pressure options. The other upgrades are meant to improve his damage output, specifically from combos involving close s.H – because finding an opening to land such a slow attack typically requires skillful play, which should be rewarded.

  • F+H damage has been increased slightly, and active area has been extended downward to reach low profile attacks such as Edge’s S3v1 slide consistently.
  • Backdash invincibility has been increased from 8 frames to 10 frames.

Dev Notes: Talos’ backdash is meant to support his close-range throw mixups, by evading invincible reversals and staying close enough to capitalize with full combos. This change should make it slightly easier to execute that gameplan, without going too far overboard and making it the dominant option.

Vlad

  • Revolutionary Rocket dizzy amount has been increased from 100 to 125.

GGPO Performance

  • Ping calculation is a more accurate representation of actual ping during a match.
  • Improved correction when the rift between two clients is high.

Bug Fixes

  • Dauntless’ charged Piston Tremor now applies block stun properly.
  • Spectating should no longer be desynced when joining a match that is past the first game.
  • Spectating dialogs have been updated to reflect the current state of the game, and where it will send you.
  • Loading screen now provides a bit more information after loads are complete.

Crash Fixes

  • Received an update from Unreal to potentially fix XAudio crash that happens occasionally during gameplay.
  • Dev Notes: We’ve been unable to consistently reproduce this crash, so we can’t verify that it’s fixed. We’ll be monitoring crash reports and player feedback to see if it resurfaces.
  • Fixed crash that would occasionally happen when doing a ping test with potential opponents.
  • Fixed crash in the UI when the escape menu was slow to come up and was brought up again.

Visual Improvements

  • Corrected Crow’s disc rotation in several animations.
  • Slight recovery pose improvements for Crow’s Devil’s Halo.

Source: Rising Thunder via Patrick Miller

Here’s Everything You Need to Know About the Upcoming Street Fighter V Beta

Street Fighter V is just a couple of hours away from entering the long-awaited follow-up to its first beta phase, giving players another chance to jump into the game, see what they can learn, and provide feedback before the game’s release early next year. Unfortunately, early access, complicated schedules, and more have made keeping up with all the beta details quite a chore, so we’ve gone ahead and compiled all the information you need to know heading into the weekend.

First of all, let’s talk about gaining access to the beta. Folks in North and South America need only pre-order Street Fighter V through GameStop, Amazon, Best Buy, the PlayStation Store, or Steam for guaranteed entry, but the process is a little more random in other parts of the world. Asia, Europe, the Middle East, and various other regions will need to sign up, either through the online portal or in the beta client itself, for a chance to participate. Of course, all of this is moot if you happened to take part last time as you should be good to go this time around.

Much like last time, Street Fighter V’s second testing period will start out exclusive to PlayStation 4, but PC competitors will be thrown a bone later on down the line. This will give Capcom a chance to implement cross-plaform play and see how it functions in the current build. Unlike home consoles, however, the PC version comes with a list of recommended specifications, which you’ll find in the box below. Make sure your rig is up to the task before heading to the lab or you’ll only be setting yourself up for disappointment.

System Requirements

As for characters that will be available this time around, Capcom has done away with the entire cast of the first beta in favor of providing an entirely new group of fighters to get acquainted with. Testing will start with Ken, Necalli, Vega, and R. Mika playable, with Rashid and Karin joining up later on during separate updates.

Feel free to click on the images below for previous reports on each character’s gameplay mechanics.

sfv-ken-art-smallsfv-necalli-art-small
sfv-vega-art-smallsfv-rmika-art-small
sfv-rashid-art-smallsfv-karin-art-small

But cross-platform play and playable characters aren’t the only additions the beta has seen. This time around, Capcom has implemented ranked matchmaking, allowing folks to pair up with players around their skill level, rank up, and move onto better foes. If you’d rather play with friends, a new competitor search function will give you the opportunity to do that as well. Lastly, combined leaderboards will highlight the best of the best across both PlayStation 4 and PC.

While Fight Money, the in-game currency that can be used to purchase additional content, was present in the previous beta phase, players weren’t given the ability to track their progress or spend it on items. Now, you can watch your Fight Money accrue during your adventures, and will even be able to pick up new titles as well as the Kanzuki Estate stage should you earn enough. Please note that none of this will carry over the full game, so have fun with it while it lasts!

We’ve included the official schedule below if you missed out on it before, so plan out your time accordingly and put Street Fighter V through its paces as much as you can. Also, keep your eyes on the Shoryuken home page throughout the beta, as there’s sure to be a crazy amount of content coming our way from dedicated players gathering as much information as they can.

Beta Schedule

Street Fighter V will launch for PlayStation 4 and PC sometime next spring.

Source: Capcom-Unity

Street Fighter V Beta Preload Now Available on PC

Although it went live a little sooner than was expected, the official launch of Street Fighter V’s second beta phase is almost upon us. One of the biggest details this time around is that players on PC will be able to join in on the fun, starting at 9 AM PDT on October 23.

If you count yourself among those excited to try the game on PC, do yourself a favor and boot up Steam. Capcom recently announced that the beta client will be available for preload starting…oh, right about now.

Those who have pre-purchased Street Fighter V should have seen the title appear in their library around 10 AM PDT, giving them the ability to get the download over with and jump into the beta as soon as it goes live on PC. Like many things, that time was an estimate, so give it a little bit if the client has yet to show up.

Street Fighter V is set to launch for PlayStation 4 and PC sometime next spring. The second beta will be live today around 6 PM PDT; the full schedule can be found here.

Source: Steam Community Forums

Dissidia Final Fantasy Arcade Release Confirmed for November 26

Square Enix has confirmed that Dissidia Final Fantasy will launch in arcades on November 26.

This news comes after promotional materials spotted at Kyoto’s Playland King Nanajo game center teased a November release. It was still up in the air at the time, but now fans can look forward to the new title arrive late next month.

Dissidia Final Fantasy forgoes the one-on-one battles of its predecessors by focusing on groups of three characters facing off in a similar arena style. This release marks the franchise’s debut in arcades and welcomes Team NINJA as the lead developer.

Be on the look out for more information on Dissidia Final Fantasy as we near its release date. Until then, check out Square Enix’s latest screenshots below.

Click to view slideshow.

Source: Square Enix via Gematsu

Rivals of Aether Patch Brings Balance Changes, Halloween Character Colors

Rivals of Aether has received a few small batches of bug fixes since the last official patch, but none of those were quite so sizable as the update that went live earlier today. Appropriately dubbed “The Pumpkin Patch,” this update boasts system changes as well as balance adjustments for each character, from reductions to Maypul’s camping ability to more tweaks to Kragg’s pillar and a even a massive list of changes to Forsburn. Each character has seen adjustment in this update, so be sure to check out the full patch notes below to see how your favorite Rival was affected.

Rival of Aether ver.0.0.7 Patch Notes

General:

  • One additional Halloween themed color palette available for each Rival.
  • You can no longer immediately air dodge when exiting a hitstun state to halt your momentum. Your character must return to a slow air speed before you can air dodge again.
  • Players can perform a neutral jump out of dash by quickly hitting the opposite direction during the jump squat frames.
  • Threshold for Down Hard Lowered slightly. It should be a bit easier to get Fast Falling and Dropping through platforms to trigger.

Zetterburn:

We are not changing much about Zetterburn. His Neutral Special was a little too disjointed considering it is meant to be a combo extender or close range punish. It is not meant to stuff approaches like it can currently.

  • Zetterburn’s Uncharged Neutral Special Hitbox size reduced from 85 diameter to 75 diameter.
  • Bug Fix: Fixed a Bug where Zetterburn’s Up Special would sometimes block projectiles during the startup when it was never meant to.
  • Reflecting a Zetterburn’s projectile no longer changes the flame color to default.

Kragg:

Now that Kragg is a big pumpkin, he is definitely more lovable, but we still have some issues with his Pillar. We are making the pillar a bit more punishable by melee attacks while simultaneously making it less punishable by projectiles. This should weaken its on-stage presence slightly.

  • Destroying a Pillar while Kragg is still in Up Special animation will cause Kragg to enter fall state now.
  • Kragg’s Pillar can no longer be destroyed by projectiles while Kragg is still in his Up Special Animation.
  • Bug Fix: Kragg’s Pillar will no longer go down or be destroyed when a player pivots away from a wall on the left side of them.
  • Bug Fix: Kragg’s Rock should no longer loop between destroyed and falling which would cause infinite damage on a spinning Kragg.
  • Bug Fix: Kragg can no longer Jump out of Maypul’s wrapped state when he is caught while using his Defense Ball.
  • Bug Fix: Fixed a bug where two rocks descending on a pillar caused the higher rock to become a hitbox over and over.

Forsburn:

Our spooky friend Forsburn has a few changes in store. His gameplay was becoming too reliant on his Down Special and getting early KOs with it. We have stripped back some base knockback on the Down Special and gave him some reliability on his Forward and Up Strongs to level him out. We also looked at some degenerate strategies including Smoke Stalling and Clone Camping and put in some fixes to limit his camping potential.

  • Reliable Capes: The Cape hits of Forsburn’s Up Strong and Forward Strong can no longer be teched and the base hitstun has been increased so opponents cannot air dodge out.
  • Forsburn’s Up Strong Second Hit: Base Knockback decreased from 8 – 6. Knockback Scaling decreased from 1.1 to 1.0.
  • Forsburn’s Forward Strong Second Hit: Base Knockback decreased from 8 – 7. Knockback Scaling decreased from 1.1 to 1.0.
  • Forsburn Up Strong and Forward Strong: Startup increased from 12 -> 14. Recovery (End Lag) on Knife attack increased from 28 -> 32.
  • Forsburn’s Down Special: Base Knockback decreased from 7 -> 4. Knockback Scaling increased from .75 -> .85.
  • Forsburn Cape hitstun no longer scales with Strong Charge. This was causing issues with Cape getting opponents locked into hitstun after bouncing off a wall.
  • Smoke Stalling: Forsburn can no longer Smoke Stall indefinitely. He can now teleport into two clouds before touching the ground. When attempting to teleport into the third, it will be destroyed as Forsburn reappears.
  • Clone Max: The clone can now perform 10 attacks before it bursts on its own.
  • Clone Deception: Getting a third smoke charge will burst your clone as you are giving up deception for your powerful combustion technique.
  • Teleport Control: Forsburn teleport now takes your input when you disappear instead of right before you re-appear.

Orcane:

Orcane is a spooky ghost now. Best character in the game no doubt.

  • Orcane’s Up Strong Hitbox Active time increased from 5 to 8 frames.

Wrastor:

Wrastor changes are to get his aerials a little more in line with the rest of the roster. This one percent increase won’t change his style as it does not affect knockback but it will allow him to get to kill percents slightly faster which should help in some of his harder matchups.

  • Wrastor’s Forward Air: Damage increased from 5, 4 sour to 6, 5 sour.
  • Wrastor’s Back Air: Damage increased from 4 to 5.
  • Wrastor’s Neutral Air: Damage increased from 4 to 5.
  • Wrastor’s Up Air: Damage increased from 6, 6 sour to 7, 6 sour.
  • Down Special Visual Update.

Maypul:

The defender of the forest has some upgrades coming her way. Her parry is now the same as the rest of the roster and her Neutral Air can now help her get out of some aerial combos. We also looked at some degenerate strategies on Maypul including Plant Camping and Up Special > Down Special Spam. Both of these strategies are not enjoyable to go up against and can slow the pace of the match down at multiple skill levels. We want to keep Maypul fast and fun without having her rely on camping to win close sets.

  • Plant Camping: Maypul’s Fat Plant now goes away after 15 seconds. You can not extend this time by feeding or taunting.
  • Maypul Fat Plant only takes 3 seeds to be fully fed now.
  • Maypul Down Special (Plant) Recovery reduced from 16 – 14 frames.
  • Maypul’s Strong Wrap base time increased from 24 frames to 30 frames.
  • Maypul’s Back Air Damage increased from 4,6 to 5,6.
  • Maypul’s Neutral Air Startup Decreased from 8 frames to 6 frames.
  • Maypul’s Parry active increased from 6 to 8 frames. Now all Rivals with the exception of Forsburn have the same Parry data.
  • Maypul’s Sling Shot Recovery (5 Frames long) can only be cancelled when Maypul is in the air. You must wait 5 frames before doing a ground attack now.
  • Maypul’s Aerial Down Special Startup increased from 10 – 13 Frames.
  • Maypul’s Up Tilt hitboxes adjusted to match the visuals.
  • Opponent Invincibility at the start of a Wrapped State removed.
  • Bug Fix: Maypul should no longer teleport when Sling Shotting toward an opponent that dies.
  • Bug Fix: Maypul should no longer go further during hitpause of Side Special.

Practice Mode:

  • CPU controlled players will no longer spawn on an invincibility platform or have invincibility.
  • B Button will unpause training mode.

Online:

  • The timer should no longer count down in a dead lobby even if you are ready.
  • We have made some adjustments to hopefully time out dead lobbies in the hopes of removing them going forward.
  • Bug Fix: Leaving while your opponent disconnects should no longer cause the main menu to be unresponsive.
  • Added a filter for tags online. Tags that do not meet the filter will not be displayed to opponents but will be displayed to players.
  • During any three consecutive online matches, you can no longer get the same random stage.

Menu / UI:

  • Added a Large Damage Option to the “HUD Damage” option in the Graphics Menu.
  • Added a Display Tags Option as “HUD Names” to the Graphics Menu. You can use this to turn all tag display on or off.
  • The last color you use for each character is saved to your profile save file.
  • Turning on Simple Effects turns off Wrastor’s current transparency while the current is active.

Bug Fixes:

  • Fixed a bug that only allowed players to fastfall once per air time.
  • Tap Jump was updated on the keyboard controls to jump earlier.
  • Fixed a bug with the default stage setting.
  • Fixed a bug where Orcane and Maypul’s hurtbox was a pixel lower than the other characters.
  • Fixed some lingering hitbox issues including Maypul Neutral Air and Forsburn Back Air.

As a seasonal treat, the update also includes some great color swaps for the existing members of the cast. These are Halloween-inspired, so there’s plenty of black and orange to go around as well as a great ghost costume for Orcane.

Rivals of Aether Halloween

Now these weren’t the only announcements to come today, but the rest relates to an upcoming addition to the cast. Since Dan Fornace has chosen to keep most information surrounding this character beneath (a very easy-to-open) lock and key system, we’ve decided to keep it hidden in a spoiler box ourselves. If you’d prefer to be surprised, you can skip on by this box and wait to see them in the game.

Super Secret Character Stuff

 

Source: Dan FornaceRivals of Aether