People of Note Review – A Deeply Charming Rhythm-Based RPG

People of Note Review - A Deeply Charming Rhythm-Based RPG

The rhythm game genre has taken many forms over the years. What started as games that asked you to press a button when two shapes lined up to the rhythm of a beat has crossed over with other genres to create something new and fresh. Whether it’s a rhythm-action game or something more traditional, if you’re a fan of both music and video games, there are plenty of options out there for you. One of the most interesting examples recently is People of Note, which fuses mechanics from rhythm games with the RPG genre. 

People of Note takes place in a world where music itself governs society, politics, and the fate of the planet itself. It boasts a beautiful art style, unique gameplay systems, and fully animated musical sequences. This all sounds well and good, but how does it balance all of these different concepts without feeling bloated and unfocused? Well, thankfully, I had a fantastic time with People of Note, in spite of a few notable issues here and there. 

A Noteworthy Adventure

People of Note Story

In People of Note, you primarily play as a young, burgeoning singer named Cadence. She seeks to enter and win a competition that determines who the most prolific singer in the world (aptly named Note) will be. However, there are just two problems: the first is that for the last several years, the winners have exclusively been a boy band known as Smolder, which produces the same pop slop every single year. The second is that Cadence’s sound, by itself, is nowhere near enough to impress the masses of Note. 

As such, Cadence must venture out of her home city of Chordia to go to regions around the world to build a band capable of finally dethroning Smolder. What starts as a simple quest to win a music tournament quickly escalates into a battle against dark organizations that seek to collect musical keys capable of destroying the world itself. Soon enough, Cadence must decide what matters to her more: becoming the most loved artist in all of Note, or saving it alongside her new friends and bandmates. 

People of Note Story

At first, I wasn’t too sure about People of Note‘s story. A lot of its sequences and dialogue feel like an old Disney Channel movie, like High School Musical or Camp Rock, and it took me a while to adjust to it. For the most part, a lot of the plot beats play out exactly as you’d expect, with Cadence first having tension with the people in her band, before the four put aside their differences to save the world with the power of friendship and choreographed musical sequences. After a certain point, though, I found myself enthralled by the absurd charm of the game’s narrative. 

Part of that charm comes from the visuals. The art style of People of Note blends a cel-shaded visual direction with something you’d see right out of an old Cartoon Network show. The world itself looks absolutely gorgeous, and each area has its own unique identity. Each major location is based around a central music genre, and its style reflects that core idea. Durandis is one of the game’s earliest locations, and it’s a massive desert with skull-themed structures, which represent its core genre of rock, metal, and grunge. On the other hand, Lumina has an almost Blade Runner-esque look, which portrays its EDM scene clearly to the player. 

People of Note Visuals

Further, characters are drawn in very exaggerated proportions, with massive jaws and arms, or clothes that clearly communicate their personality. Take Cadence herself, for instance: her clothes are bright and pink, signaling her talent for pop music. However, one of the game’s other band members, Fret, wears a simple tank top and jeans—the kind you’d see on most rock stars from the early 2000s. Speaking of characters, they’re all written pretty well.

Despite the aforementioned cliches that each character fits into, such as Cadence being the hyperactive pop diva, while Fret has an intimidating presence even though he’s a gentle giant, their dialogue and arcs still feel really well done. The dialogue between each member of the core band feels natural, and their chemistry is what you’d expect from a band comprised of four very different people, each with a unique genre specialty. Synthia, in particular, was a personal favorite of mine, as her arc of coming to terms with her addiction and self-loathing feels very genuine and tastefully done. 

People of Note Writing
From left to right: Vox, Fret, Cadence, and Synthia.

Part of what made the writing go down easier, in spite of its similarities to old Disney Channel films, was how witty it was. There are some delightful little references to pop culture, popular music artists, and music as a whole. Even the names of the core band members, Cadence, Fret, Synthia, and Vox, are all nods to musical terms. Some of them made me chuckle, while others made me facepalm and groan in the best way possible. 

That is truly one of the best parts of People of Note: even if its story isn’t particularly deep and often feels very predictable, it’s designed to be a love letter to so many different forms of media first and foremost. It was hard not to smile at every reference or during every witty line of dialogue, because there’s something very earnest about the way each is presented. This style of writing may not be for everyone, but if you like tongue-in-cheek dialogue and a charming cast of characters inhabiting a massive world, then People of Note is the game for you. Who knows? Maybe some of the narrative beats will surprise you or even make you emotional. 

People of Note Story
Now who are these people…?

Let’s be honest, though: no one is playing a rhythm game for its story. What matters most of all in a game that combines RPG battle mechanics with rhythm game systems is the gameplay itself. For the most part, People of Note‘s gameplay is delightfully addicting, even if there are some problems here and there. 

Harmonic Convergence

People of Note Combat

For the most part, People of Note operates like a traditional turn-based RPG, but with a few additions. When you enter a battle, you can pick which of your party members acts first. At the bottom of the screen, you can see all of your enemies’ upcoming attacks, as well as a time signature that indicates how many actions both they and you have in a single turn (or stanza, in this case). Unlike other RPGs, though, there isn’t a defend or parry ability

To compensate, attacks can deal extra damage to your ability to tap the attack button in time with the beat. You’ll see circles on screen when you pick an attack, and if you hit them with either “Perfect” or “Great” accuracy, it deals extra damage. If you miss the prompts, the attacks deal lower damage than normal. At first, I thought this mechanic was pretty limited, but as it progressed, I found myself enjoying and even mastering it. 

People of Note Combat

The best part about the combat of People of Note is the degree of strategy it forces you to employ. For example, as you gather more members of your band, certain stanzas will prioritize a certain genre. Not only will the battle theme change to suit that genre, but attacks from a character that specializes in it will deal more damage.

If you perform an attack with Cadence on a hip-hop stanza, it’ll still do sizeable damage, but it won’t compare to the devastation you can cause with her in the pop stanza. You can even forcefully trigger a genre focus by using a mashup attack, which blends the forces of two or more party members to trigger a specific effect, like raising your HP or delivering a devastating attack to all of your opponents. 

People of Note Mashup

Throughout the game, the difficulty will ramp up more and more and more. Enemies may have started the game with 100 HP, but by the end, you’ll be fighting boss fights with a whopping 3000 HP. Yet, thanks to the aforementioned strategy, you can find yourself running circles around enemies in your way.

One of my favorite experiences during my time with People of Note was understanding the power of BP. BP is a stat that allows you to deal attacks, and the more BP you have, the more powerful attacks you can perform. As time goes on, you can find an ability that will let you raise your ally’s BP. When you unlock it and upgrade your most powerful attacks, you will quickly find yourself dealing damage that goes into the 200s. 

People of Note Mechanics

There’s even more strategy you’ll quickly need to wrap your head around. Much like other RPGs, you’ll need to best utilize purchasable items that raise your HP, offense, and defense. Similar to Final Fantasy VII, though, one of the core mechanics in your customization is the soundstones. These take the role of materia, and with each weapon you purchase, you’ll need to adjust the placement of the soundstones in order to make the most out of your toolkit. Maybe you want to lower the BP cost of a higher damage attack, or make it more powerful. It’s up to you to figure out how best to utilize these features. 

You’ll often find these soundstones as you explore the world of Note. There are numerous dungeons throughout the game, where you’ll often fight random enemies, challenge boss fights, and solve puzzles. There are no random encounters, though you can trigger one with the push of a button if you just want to grind for more XP. There are a lot of features of People of Note to understand and get used to, and it may get overwhelming at times. Thankfully, though, if you find yourself struggling too much with combat and puzzles, you can lower the difficulty of both. 

People of Note Puzzles

I definitely appreciated these options, though I never really needed them. The puzzles, in particular, are great brain teasers that managed to strike the right balance in difficulty. Overall, the gameplay loop of People of Note is fun and satisfying, especially if you’re a fan of other role-playing games in the medium. Still, this doesn’t mean it’s perfect. For starters, several glitches almost ruined my entire experience. 

There were a few times when my character would go off in a random direction without me controlling them, getting stuck and leaving me unable to move at all. In the late game, there was an odd situation where, during a cutscene, a white square flashed over Cadence’s character sprite. Most alarming of all was in the late game, after a key cutscene, I was locked in an empty environment—unable to move or even see my character at all. Thankfully, while these temporarily softlocked my game, they never broke it completely, thanks to the addition of back-up saves as a lifesaving feature. Still, I hope these are fixed soon. 

People of Note Glitch
This is creepy.

My biggest issue with People of Note, though, is easily the musical segments. Throughout the game, the dialogue will shift from speech bubbles to fully animated and choreographed sequences, where the characters sing out their thoughts and dance as they explain their motivations and inner thoughts. I really enjoyed these sequences, and it only furthered the game’s similarities to old Disney films. However, they feel remarkably static, in that there is no opportunity for the player to take part in the singing or dancing. 

I would’ve loved for there to be minigames during these sequences, where I press buttons in time with the music. Instead, I just put my controller down and watched the scene, which made me feel like an inactive participant in the action. I understand that adding in any gameplay element to these sequences may have distracted from how beautiful they are, and don’t get me wrong, the music and animations are incredible. Even still, the last thing I want to do in a rhythm game is watch other characters perform while I am simply watching the screen. 

People of Note Musical

Still, despite these issues being somewhat distracting, they weren’t enough to ruin my enjoyment of People of Note. This is a fantastic experience from beginning to end, that manages to balance elements from both rhythm games and RPGs without losing any aspect of what makes the two genres special on their own. 

A Sound Mashup

People of Note Conclusion

For a band to succeed, they need more than just the right sound, the right instruments, and the right audience. They need a proper sense of cohesion and chemistry between the sum of all of its parts. The same can be said for any video game, especially one of the rhythmic variety. If one stray element is off, whether it’s the story, the gameplay, or the visuals, then the rest falls apart. As such, despite the new renaissance of rhythm games, not all of them have landed for the general public. I am glad to say that People of Note doesn’t fit into this category.

The story is delightfully charming, even if it falls into some predictable territory, thanks to a great cast of characters and visual direction. The gameplay may be simple on the surface, but thanks to a wide variety of unique mechanics, it’s deeply fun to master. Further, while there are a few glitches here and there, they don’t affect the overall gameplay systems and prevent it from being anything other than fun. 

People of Note Conclusion

Sure, there are still some key issues. While the musical sequences are a visual treat, they feel frustratingly limited from a gameplay standpoint. The aforementioned glitches, despite not ruining my enjoyment of the experience, did sometimes pull me out of it. Plus, the writing’s emphasis on witty quips and simple character arcs may not click for everyone. Yet, these problems are somewhat minor in the grand scheme of things. 

If you’re a fan of just rhythm games or RPGs, then maybe People of Note isn’t for you. However, if you grew up watching campy musicals from the early 2000s and like both the rhythm and RPG genres, then this is absolutely a must-play. It’s a delightful time from beginning to end, and I treasured my time with it. I can’t wait to see what the developers come up with next. 

Disclaimer: Annapurna Interactive provided a PlayStation 5 copy of People of Note for review purposes. 

Xenosaga and .hack Soundtracks are Getting Re-Released in Japan

The official X (formerly Twitter) account for composer Yuki Kajiura’s staff announced that the soundtracks for Xenosaga II, Xenosaga III, and the .hack series will be re-released physically on CD in Japan on May 27. The release is being handled by the FlyingDog record label, and pre-orders for the reissued Xenosaga and .hack soundtracks are available at Amazon Japan, Victor Online Store, and other participating retailers.

The soundtracks that will be re-released include:

  • Xenosaga II MOVIE SCENE SOUNDTRACK – 3,080 yen (tax included)
  • 『ゼノサーガIII [ツァラトゥストラはかく語りき]』ORIGINAL SOUND BEST TRACKS YUKI KAJIURA SELECTION – 3,080 yen (tax included)
  • .hack//SIGN ORIGINAL SOUND & SONG TRACK 1 – 2,860 yen (tax included)
  • .hack//SIGN ORIGINAL SOUND & SONG TRACK 2 – 2,860 yen (tax included)
  • .hack//Liminality ORIGINAL SOUNDTRACK – 3,080 yen (tax included)

Previously ,CyberConnect2 president Hiroshi Matsuyama has confirmed that new .hack revival game .hack//Z.E.R.O. will release worldwide as a multi-platform title designed for home consoles. Matsuyama also emphasized that .hack//Z.E.R.O. is not a “social game,” which likely means that it will release as a single-player focused title like past .hack entries.

.hack//Z.E.R.O.’s development team consists of veterans who worked on previous .hack games and younger staff who grew up playing the games. The development of the Fuga: Melodies of Steel series and the “Revenge trilogy” (Fuga, Tokyo Ogre Gate and Cecile) served as the groundwork for .hack//Z.E.R.O.’s development system. The story of .hack//Z.E.R.O. is not connected to previous .hack titles, so newcomers can jump right into this game without prior knowledge. 

Fans of .hack and newcomers can replay or catch up with the .hack series with .hack//G.U. Last Recode, which is available now for Nintendo Switch, PlayStation 4, and PC via Steam

KILL BLUE Anime Premieres on April 11 Worldwide

KILL BLUE

DMM has announced that the TV anime adaptation of Tadatoshi Fujimaki’s KILL BLUE manga series will premiere on April 11 worldwide across various streaming platforms, including Netflix, Crunchyroll, Amazon Prime Video, and the It’s Anime YouTube channel in North America. Considering the breadth of confirmed streaming partners, the upcoming premiere of KILL BLUE will be one of the most accessible anime releases in recent memory

Here’s a breakdown of all the streaming platforms that will feature KILL BLUE per region:

North America

Prime Video, Netflix, Crunchyroll, Rakuten Viki, Plex, It’s Anime FAST Channel (Samsung TV Plus, Vizio WatchFree+), It’s Anime YouTube

Latin America

Prime Video, Netflix, Crunchyroll, Plex, Rakuten Viki (Mexico & Brazil), It’s Anime YouTube

Europe

Netflix, Crunchyroll, Prime Video (except Russia, German-speaking Europe & Italian-speaking Europe), Rakuten Viki (UK & France), ADN (except UK & Ireland), Aniverse (German-speaking Europe), Plex, It’s Anime YouTube(except Russia, German-speaking Europe & Italian-speaking Europe)

MENA

Netflix, Crunchyroll, Prime Video, Plex, It’s Anime YouTube

CIS

Crunchyroll, IVI

Oceania

Netflix, Crunchyroll, Prime Video, Rakuten Viki (Australia, New Zealand, Guam), Plex, It’s Anime YouTube

Asia

Netflix, Crunchyroll, Prime Video(Except South Korea, Taiwan, Hong Kong, Macau), Plex (except North Korea, Taiwan, Hong Kong, Macau), Bilibili, TRUE iD (Thailand), It’s Anime YouTube (except China, South Korea, Taiwan, Hong Kong, Macau), Bahamut, ChungHwa Telecom MOD & Hami Video, LiTV & ofiii,Line TV, MyVideo, Catchplay, friDay (Taiwan)

KILL BLUE anime second key visual

In Japan, the KILL BLUE anime will also air on TV Tokyo and affiliate channels, starting April 11.

aespa performs the opening theme song “ATTITUDE,” and RIIZE performs the ending theme song “KILL SHOT.” 

The cast of the anime includes:

  • Shinsuke Takeuchi as protagonist Juzo Ogami in his adult form
  • Yūko Sanpei as Juzo Ogami in his kid form
  • Fūka Izumi as Noren Mitsuoka
  • Shūichirō Umeda as Kotatsu Nekota
  • Takeo Ōtsuka as Tenma Tendo
  • Atsumi Tanezaki as Chisato Shiraishi
  • Yumi Uchiyama as Eri Wanibuchi
  • Daisuke Sakuma as Shin Kohazame
  • Shoya Chiba as Kazuma Rindou
  • Yoshiki Nakajima as Eiji Rindou

Hiro Kaburagi is the director of the KILL BLUE anime. What’s more, Miho Daidōji is the character designer, and CUE is producing the animation.

The KILL BLUE manga received a new novel adaptation, titled Kill Ao Secret Report (Kill Blue Secret Report), by Kiyoko Hoshi. The novel shipped on December 4, 2025 alongside the manga’s 13th and final compiled book volume. Shueisha serialized the KILL BLUE manga in Weekly Shonen Jump.

Lastly, here’s an overview of the series, via Shueisha:

A legendary assassin at 39. Starting over… as a middle schooler. 

Jūzō Ōgami is a legendary hitman who has never failed an assignment, no matter how  impossible. One day, after wiping out a powerful organization, he is stung by a mysterious wasp and collapses. When he wakes up, the fearsome 39-year-old assassin has been transformed into a 13-year-old boy! Before he can even process what happened, his boss delivers a new order: “In that body, infiltrate a middle school.” What awaits him is an unexpected school life filled with colorful classmates, youthful chaos, and looming danger. Can Jūzō ever return to his original form? Or will the assassins closing in on him end his second life before it even begins!? 

How NOT to Summon a Demon Lord Season 3 Anime Announced

How NOT to Summon a Demon Lord ULT

The staff for the TV anime adaptation of Yukiya Murasaki’s How NOT to Summon a Demon Lord light novel series confirmed that the anime’s third season, titled How NOT to Summon a Demon Lord ULT, is in the works. To celebrate the announcement of How NOT to Summon a Demon Lord ULT, light novel series illustrator Takahiro Tsurusaki released a new visual for the anime. 

How NOT to Summon a Demon Lord Season 3 key visual
©むらさきゆきや・講談社/異世界魔王ULT製作委員会

The first season of the How NOT to Summon a Demon Lord anime premiered in July 2018 in Japan. Crunchyroll streamed the anime outside Asia, and Funimation streamed the anime in the U.S., U.K., Canada, Ireland, Australia, and New Zealand. Funimation streamed the anime with an English dub. 

Season 2, titled How NOT to Summon a Demon Lord Omega, premiered in 2021. Crunchyroll and Funimation both streamed the anime, with Funimation provided an English dub once more. In 2023, the Australian Classification Board listed the anime in refused classification, banning the anime’s sale and legal import in Australia.

Satoshi Kuwabara directed the second season at Tezuka Productions and Okuru to Noboru. Kazuyuki Fudeyasu handled series composition for both seasons, and Shizue Kaneko returned to design the characters of the second season. The cast includes Masaaki Mizunaka as Diablo, Yū Serizawa as Shera L Greenwood, and Azumi Waki as Rem Galleu.

14 volumes of How NOT to Summon a Demon Lord have been released, and the manga adaptation by Naoto Fukuda has released 28 compiled book volumes. The 29th volume of the manga will release on April 9 in Japan. 

J-Novel Club releases the novels in English, and Seven Seas Entertainment and K MANGA release the manga in English. Over 4 million copies are in circulation.

The World’s Strongest Rearguard – Labyrinth Country’s Novice Seeker Anime Reveals New Cast Members

The World's Strongest Rearguard - Labyrinth Country's Novice Seeker

The official website and X (formerly Twitter) account for the TV anime adaptation of Tōwa’s The World’s Strongest Rearguard – Labyrinth Country’s Novice Seeker light novel series confirmed three new cast members for the series.

The new cast members include:

  • Kaede Hondo as Misaki
  • Kanon Takao as Madoka
  • Yuka Aisaka as Melissa

The World’s Strongest Rearguard – Labyrinth Country’s Novice Seeker will premiere in July 2026 on the Tokyo MX, BS11, and Sun TV channels.

Redhair Rosy performs the opening theme song “license.” 

The anime’s main cast includes:

  • Yoshitsugu Matsuoka as Arihito
  • Aoi Koga as Theresia
  • Sakura Nakamura as Kyōka
  • Yui Ishikawa as Elitia
  • Saori Hayami as Suzuna

Yūji Yanase directs the anime at Maho Film. Deko Akao is in charge of series scripts, and Eriko Yanagimoto is the main character designer.

The World's Strongest Rearguard - Labyrinth Country's Novice Seeker key visual
© 2026 とーわ・風花風花/KADOKAWA/世界最強の後衛製作委員会

Tōwa launched the The World’s Strongest Rearguard novel on the Shōsetsuka ni Narō website in April 2017. Kadokawa published the novel’s first volume, featuring illustrations by Kazabana, in November 2017. 

In March 2018, Rikizo launched the manga adaptation on Kadokawa’s Comic Walker web manga site. Kadokawa published the first compiled book volume in September 2018. Yen Press also publishes the manga adaptation in English.

Yen Press licenses the manga and novel in English and describes it as follows:

Corporate slave Arihito Atobe’s death in a freak bus accident marks the beginning of his new life as a kind of adventurer called a Seeker. Reborn into a fantasy world, he settles into a previously unknown job class called “rearguard,” capable of providing his (all-female) party with critical attack, defense, and recovery support. And it comes with an added bonus: Simply being at the back of the party line increases his companions’ fondness for him! Freed from the shackles of corporate life, Arihito is eager to start fresh as a newly minted Seeker!

2XKO Version 1.1.5 Patch Notes Revealed

2XKO Version 1.1.5 Patch Notes Revealed

Riot Games has released the patch notes for version 1.1.5 of 2XKO. The update will also feature the previously announced new character, Akali

The major highlights of the new update are as follows:

New Champion: Akali

Akali can be purchased immediately with 1,000 KO Points, one Champion Token, or the Ultra Battle Pass bundle. You can also unlock her for free through her Champion Recruitment Event, which lasts for three weeks.

After three weeks have passed, Akali will become purchasable for 10,000 Credits. If you want to get a sense of how a new champion plays before you unlock them, all champions are available to everyone in Training and Offline mode, even if they haven’t been purchased.

Local Duos

Local Duo mode is available April 7 on all platforms. Grab a second controller and an IRL friend to duo on the same device and play together online.

  • While playing in a Local Duo, your duo’s chosen champion will also progress your account’s Champion Mastery and all of your champion-specific missions.
  • Account experience and Credits rewarded per match are DOUBLED when you have a Local Duo! Farm those Credits with a friend
New Event: Spirit Blossom

In Ionia, the door to the spirit world opens once a year, marked by sacred pink flowers that bloom across the land. Celebrate the Spirit Blossom festival in 2XKO with our in-game event, live April 9-30 2026.

Complete missions to collect:

  • Spirit Blossom avatar outfit (6 items)
  • Spirit Blossom emote
  • Spirit Blossom sticker
  • Spirit Blossom player title – “In Full Bloom”
  • Spirit Blossom player title – “Best Bud”
Replay Options

Replays are getting an upgrade. When you’re viewing a match Replay, you can now pause to open a menu of viewing options. Use it to enable hitbox/hurtbox/collision display, the frame data bar, input history, and more. Try it out and level up your VOD review.

Community Event Support

In case you missed our short update at PAX East, we’ve officially launched our Community Event Support Program worldwide. By participating in locals that are part of the program, you can earn in-game currency and exclusive avatar items.

System Changes

Our main system changes this patch will smooth off the edges on bugs that affected our core system mechanics. We’ll continue to clean up Happy Birthday consistency and see how those changes land with each patch. 

Core Gameplay
  • Handshake Tag now has 3 frames of recovery when an Assist does not make contact with the opponent.
    • In neutral, Handshake Tag will be a slightly worse option, while on-block and on-hit situations are unchanged.
    • On offense, early Handshake Tag to beat parry will be significantly less attractive.
    • Also, the math now works in the favor of the defender if the Assist does not make contact, so champions with 7 frame jabs never lose the mathematical frame war after tag.
  • You can no longer perform parry after Handshake Tagging for 15 frames.
    • Handshake Tag into parry was a very powerful strategy that made an impact on all high level matches, even if it wasn’t always visible. To combat this, we’re adding 15 frames until you can parry after a Handshake Tag.
    • 15 frames is short enough to block a jab and decide to parry, but also long enough that a Handshake Tag into parry is rarely a good idea.
  • Limit Strike now builds 20 meter (decreased from 40 meter).
    • Limit Strike was building too much meter for how easy it was to access for some champions. We expect Limit Strike to still be a choice you make in combos, while removing the ability to loop metered super combos in some situations.
  • Nerfed the amount of Super meter gained from performing long combos, and performing certain actions. Long combos now generate less meter than before. This shouldn’t be felt by most players, only those who are using the long combos.
    • Meter adjustments:
      • Retreating Guard meter gain: 5 -> 4
      • Parry projectile meter gain: 10 -> 6
      • Parry physical meter gain: 5 -> 0
    • Combo length penalty:
      • Old values:
        • 8 seconds: 80% meter
        • 11 seconds: 50% meter
        • 16 seconds: 10% meter
      • New values:
        • 6 seconds: 75% meter
        • 9 seconds: 50% meter
        • 12 seconds: 25% meter
        • 15 seconds: 10% meter
  • Break Meter now accumulates faster while in combos.
    • Old values:
      • 8 seconds: 3x Break
      • 11 seconds: 8x break
      • 18 seconds: 16x break
    • New values:
      • 6 seconds: 3x Break meter
      • 9 seconds: 6x Break meter
      • 12 seconds: 9x Break meter
      • 15 seconds: 18x Break meter
        • We’re increasing Break meter gain to tip the scales more towards resets, and less towards long combos.
  • Rules on when you can Break have been updated.
    • You can’t break when getting hit by a Super.
    • You can’t break during a Super’s startup.
    • You can break when being hit by an attack that is not a Super.
      • This generally buffs Jinx, as opponents can no longer Break out of her Supers and Ultimates. This also adds additional play/counterplay during Super > Tag in Double Down.
  • Air counterhits no longer count as a minor reaction.
Input Adjustments
  • Rolls are no longer performed by holding down-left or down-right. Rolls are now performed by holding directly away from the opponent, or up and away from the opponent.
      • Rolls will now be more consistent to perform, and you can now hold diagonal or forward on wakeup to block.
  • You can now perform Supers while holding an attack button.
  • Break will no longer be performed when you return to neutral after performing a directional special.
Bug Fixes
  • Fixed bug where opponent did not have throw protection after being hit with Eject in Juggernaut.
  • Fixed a bug where performing a knockdown in specific situations triggered Limit Strike Bonus.
  • Fixed a bug where it was possible to psuedo-unblockable opponents with Handshake Tag.
  • Fixed a bug where launcher could occasionally perform an extremely small jump if the opponent is hit by a low-launching Assist or projectile during hitstop.
  • Fixed issue where transitioning from running to crouching, then holding back, would cause the champion to be in a block reaction for 5 frames.
  • Fixed an issue where the player indicator persisted on screen.
  • Hitting an opponent during a Backslide reaction no longer causes “dropped” to display, even when it’s a true combo.
  • You can no longer cancel midscreen Tumble Limit Strike into a run when performed low to the ground to gain extra frame advantage.
  • Fixed a bug where Break Bonus was applying inconsistently during combos.
  • You can no longer perform a Break while in Juggernaut after being KO’d in rare situations.
  • Fixed a bug where performing a Fury Break the frame before an Assist died would not apply the Fury Break buff.
  • Champions can no longer perform a Fury Break after dying from chip damage inflicted by Bleed in rare situations.
  • Getup attack no longer pushes the attacker back when used against aerial opponents in the corner.
  • Fixed an issue where using save states in Training mode would occasionally cause a crash.+ team input.
  • Fixed a Training mode save state issue that allowed activating Fury while already in Fury.
  • Training mode save states now store/load the correct amount of Super meter
  • Fixed an issue where bots were not correctly performing their set reversal option while in the air.
  • Fixed an issue where the Assist cooldown was not grayed out while Assist was unavailable.
  • If both a “Roll” and a “Reversal” option are selected in training mode, the bot will now properly roll then do the reversal, instead of just the roll.
  • Fixed a bug where setting the bot to “No Air Tech” would result in the bot performing an Air Tech.
  • Defeating two opponents with Limit Strike bonus damage now properly triggers a 2XKO.
  • Fixed an issue where the match start text persisted when viewing a replay.
  • Champions are now invulnerable during Super animation.
    • Champions can no longer be hit while performing the cinematic zoom-in that occurs during Supers. This invulnerability wears off as soon as gameplay action resumes.
Champion Adjustments
  • Akali
    • She’s new, and she’s perfect.
  • Ahri
    • No major changes to Ahri, but we’re pulling back some power from Wild Flares (S2). This move was generating quite a bit of meter, and interacting with it after pushblock was difficult due to its deceptive range.
    • We’ve also reduced the overall length of S2 slightly through hitstop and blockstop to get back into the action even faster.
  • Blitzcrank
    • Blitzcrank is continuing to get buffs via hurtbox adjustments to their Rocket Grab (S1) and Rocket Punch (S2) suites. We saw a positive impact with their previous hurtbox adjustments, and we expect these tune-ups to do the same.
  • Braum
    • We’re removing some power from Braum’s Stand Behind Me (left-S2) and Stand Behind Me Assist (left-T) to make fighting the big guy a little easier. Braum is now easier to jump over as he performs these moves, and Stand Behind Me Assist’s smaller collision pill will make it easier to interact with. Also, now that Handshake Tag is -3 across the board, we expect that the power of Stand Behind Me Assist will be significantly lower.
  • Caitlyn
    • Caitlyn is undergoing some significant consistency improvements to improve her overall quality of life. Comboing as Caitlyn and converting off stray hits will be more reliable, particularly with down H, and Aerial Sniper Assist (T).
    • Caitlyn felt particularly stuck in the mud when performing normals, so we’ve improved her run momentum on attacks so that she can poke more effectively and chase rolls adequately. She’s still not an expert at this, but it will feel more in-line with the rest of our champions.
  • Darius
    • We think Darius is in a good spot, but we’ll continue to keep an eye on how he’s performing.
  • Ekko
    • Ekko is beginning to stabilize in the meta, but there are two remaining options we want to remove from his kit before we say we’re feeling good about his power level. We’re removing two particularly strong power spikes Ekko has: performing a Replay after being hit by Break and getup attack, and performing extremely long break-safe combos while Tangled Timeline (S2 Super) is active.
  • Illaoi
    • Even with erratic tentacles, Illaoi was still quite strong. We’re removing the ability to charge down [S2] on tag-out, and made some adjustments to Prayer in Stagnation (diagonal S1) so that it no longer leads to unblockables. In return, we’re fixing a quirk where tentacles will attempt to pick up knocked-out invulnerable opponents.
  • Jinx
    • Jinx is underperforming in the meta. We’re giving Jinx some buffs to her normals to help her better fight at the mid range and improve her consistency. In addition, we’ve adjusted hitboxes on mid-air H and mid-air down H to allow her to combo airborne opponents easier.
    • Finally, we gave Chompers some love by increasing its projectile durability and reducing the launch height, so it’s easier to convert if it attaches while the opponent is airborne. We’ve also fixed some damage scaling issues on P’Choo Bang Pew Pew Boom Boom (S1 Super), improving Jinx’s overall damage. 
  • Teemo
    • Teemo’s in a good position right now, so he’s getting minimal adjustments this patch.
  • Vi
    • Vi is receiving two major adjustments in this patch to help remove some unintended power spikes.
    • Vault Breaker (S1) will now autofire when you Handshake Tag while charging the move. While there are some combo impacts, the difficulty of interacting with this post-Handshake Tag was creating unhealthy play patterns.
    • Also, you can no longer call an Assist after Blast Shield (down S1) activates. This move was doing too much damage when Assists were used to help convert, and now Vi will need to go right into Super.
  • Warwick 
    • Not a lot of big changes for Warwick this patch. We’re making one small adjustment to help players achieve Bloodlust easier when performing a Pulse Combo as we wait to see how the previous patch impacted Warwick’s performance.
  • Yasuo
    • The last patch made a big impact on Yasuo, and we’re comfortable leaving his power where it is for now as we analyze his spot in the meta. We have one bug fix for Yasuo that slightly lowers his damage in some situations, but we don’t expect this to change win rate.
Quality of Life Updates
  • Weekly and daily missions can now be progressed while in a Private lobby.
    • Per-game Credits, Battle Pass experience, and Champion Mastery will still only be rewarded in a Casual/Ranked lobby. 
Bug Fixes
  • Added missing VO for some champions when using Tag Launcher.
  • Fixed an issue where the mission “Land a special 75 times in a matchmade lobby” would not progress properly.
  • Fixed an issue in the post-match screen where the ranked animation would repeat.
  • Fixed an issue that prevented certain missions from appearing in the mission menu.
  • Fixed an issue that impacted navigating the mission panel with inverted controls on console.
  • Fixed a bug where the “Perfect” graphic would sometimes persist between rounds.
  • Fixed a bug where the launch cinematic ignored audio settings.
  • Increased the overall volume of the game to be more in-line with other games.
Store and Cosmetics
  • Akali Launch Bundle
    • Featuring Akali, Silverfang Akali, plus a lot more—available for purchase for a limited time starting April 7, and may be available to purchase through other means at a later date. Check the in-game store for more details.
  • Spirit Blossom Megabundle
    • Featuring Spirit Blossom Teemo, Ahri, and Yasuo, plus a lot more—available for purchase for a limited time starting April 9, and may be available to purchase through other means at a later date. Check the in-game store for more details.
  • Blood Moon Megabundle
    • Featuring Blood Moon Yasuo, Akali, and Ekko, plus a lot more—available for purchase for a limited time starting April 30, and may be available to purchase through other means at a later date. Check the in-game store for more details.
  • Run It Back Megabundle
    • Featuring Dynasty Ahri, Foreseen Yasuo, Resistance Illaoi, Zombie Slayer Jinx, and El Tigre Braum, plus a lot more—available for purchase for a limited time starting April 9, and may be available to purchase through other means at a later date. Check the in-game store for more details.
  • Run It Back Megabundle 2
    • Featuring Sandstorm Ekko, Neon Strike Vi, God-King Darius, Omega Squad Teemo, and Boom Boom Blitzcrank, plus a lot more—available for purchase for a limited time starting April 9, and may be available to purchase through other means at a later date. Check the in-game store for more details.

Lastly, 2XKO initially entered early access on October 7, 2025 for PC (client download), followed by the full launch on January 20 for PC, PlayStation 5, and Xbox Series X|S

Kunio-kun and Double Dragon Creator Yoshihisa Kishimoto Has Passed Away

Kunio-kun 40th anniversary

Kunio-kun and Double Dragon series creator Yoshihisa Kishimoto has died at age 64 on April 2, according to a new post made by his son on X (formerly Twitter). The post was made just a few weeks after the 40th anniversary website for the Kunio-kun series was opened.

Kishimoto’s son said, “This is the son of Yoshihisa Kishimoto, the director of Kunio-kun. I’m sharing this notice to inform you that my father passed away on April 2, 2026. Please feel free to contact me at any time for further details. I deeply appreciate all the information shared with Kunio-kun fans over the years. Thank you for your continued support.”

Kishimoto began his career in the gaming industry at Data East, where he worked on Cobra Command and Road Blaster before joining Technos Japan. At Technos Japan, Kishimoto created Renegade (Nekketsu Kouha Kunio-kun) and Double Dragon. He also went on to direct Double Dragon IV and Stay Cool, Kobayashi-san!: A River City Ransom Story.

The Kunio-kun series continues in River City Saga: Journey to the West, a new roguelike action game for Nintendo Switch, PlayStation 5, and PC via Steam. River City Saga: Journey to the West will launch in 2026, and the game was playable for the first time at Taipei Game Show 2026, which ran through February 1 at Taipei Nangang Exhibition Center in Taipei, Taiwan. The official website features an overview of River City Saga: Journey to the West‘s story, gameplay systems, and characters.

Fire Emblem Heroes Reveals Special Heroes: Unforgettable Summoning Event

Fire Emblem Heroes Reveals Special Heroes: Unforgettable Summoning Event

Nintendo has officially revealed the new Special Heroes: Unforgettable summoning event in Fire Emblem Heroes. The event will release on April 7 and feature younger versions of several beloved characters. 

The event features young Felix (Lucien Dodge), Claude (Joe Zieja), Ingrid (Brittany Cox), and Edelgard + Dmitri (Tara Platt + Chris Hackney) from Fire Emblem: Three Houses. A Paralogue Story featuring these characters will also be available. Check out the trailer showcasing the new characters featured in the upcoming Special Heroes: Unforgettable event in Fire Emblem Heroes below:

Fire Emblem Heroes is available now for Android via Google Play and iOS via App Store worldwide. The former describes it as follows:

Fight battles customized for touch screens and on-the-go play. Summon characters from across the Fire Emblem universe. Develop your Heroes’ skills, and take them to new heights. This is your adventure—a Fire Emblem that’s like nothing you’ve seen before!

The game features an ongoing, original story where new characters and dozens upon dozens of battle-tested Heroes from across the Fire Emblem universe meet.

There are over 2,900 story stages available as of February 2026! (This total includes all difficulty modes.) Clear these story stages and you’ll earn Orbs, which are used for summoning Heroes. New story chapters are added frequently, so don’t miss out!

Take part in strategic turn-based battles streamlined for on-the-go play with maps that fit in the palm of your hand! You’ll need to think hard about the advantages and disadvantages of each Hero’s weapon…and even evaluate the map itself as you battle. Lead your army with easy touch-and-drag controls, including the ability to attack by simply swiping an ally over an enemy.

Star Detective Precure! The Movie Opens September 18 in Japan

The staff of the Star Detective Precure! anime series confirmed that Star Detective Precure! The Movie will open in theaters on September 18 in Japan. A new trailer and key visual for Star Detective Precure! The Movie were also revealed.

© 2026 映画名探偵プリキュア!製作委員会 リンク

Crunchyroll is currently streaming the Star Detective Precure! anime in North America, Central America, South America, Australia, New Zealand, Europe, Africa, the Middle East and CIS.

Ami Ishii performs the opening theme song “Heart ni Hint! Detective Precure!” (Hint In My Heart! Star Detective Precure!). Meanwhile, Akane Kumada and Yūka Masui will perform the ending theme song “Naze? Nazo?! ANSWER” (Why? Mystery?! ANSWER). The cast and staff of the upcoming anime are as follows:

Cast

  • Hikari Senga as Cure Answer/Anna Akechi
  • Kaede Hondo as Cure Mystic/Mikuru Kobayashi
  • Nao Tōyama as Cure Arcana Shadow/Ruruka Moria
  • Emiri Katō as Pochitan
  • Hina Yomiya as Mashtan
  • Yūki Kaji as Jet Senpai

Staff

  • Director: Kōji Kawasaki
  • Series’ Scripts: Isao Murayama 
  • Character Designer: Akane Yano
  • Lead Art Designer: Miki Imai 
  • Chief Art Director: Eiji Hamano
  • Lead Color Designer: Satoshi Takezawa
  • Compositing Director of Photography: Yoshiyuki Anzai 
  • Composers: Erika Fukasawa and Misaki Umase

Recently, the You and Idol Precure film began screening in theaters on September 12, 2025 in Japan. Crunchyroll is currently streaming the You and Idol Precure weekly anime series, which premiered on February 1, 2025. Lastly, Crunchyroll describes the series as follows: 

Middle school student Uta Sakura loves to sing any chance she gets. But music becomes more than a hobby when she meets Purirun, a fairy whose hometown has plunged into darkness. The Chokkiri Gang took over her land and began stealing her people’s sparkle. Determined to help, Uta is transformed into the legendary protector Cure Idol and vows to return their sparkle through song.

Tomodachi Life: Living the Dream ‘Part-Time Jobs and Full-Time Friends’ Trailer Released

Nintendo has released the “Part-Time Jobs and Full-Time Friends” trailer for Tomodachi Life: Living the Dream to give fans another preview before the game’s launch.

Check out the new Tomodachi Life: Living the Dream trailer below:

Tomodachi Life: Living the Dream launches on April 16, and pre-orders are available now on the Nintendo eShop. A free demo is available now, allowing players to make a few Miis and try out some of the game’s features. Save data from the demo transfers to the full game. For completing the demo, you get a free hamster costume, which will also carry over to the final version. 

The eShop describes the game as follows:

Create all sorts of Mii characters based on your family and friends, someone you admire, or someone completely original! From their appearance to their personality traits and even little quirks, there are all sorts of ways to customise your Mii characters – including face parts that are unique to this game.

Adjust each individual detail to your liking or create Mii characters by answering a series of simple questions. Help them explore their likes and dislikes, form relationships, and get up to all sorts of wacky fun. Your Mii characters are bound to surprise you as they take on a life of their own!