Kill La Kill The Game: IF Nintendo Switch Update Adds New DLC Character For Free

Kill la Kill the Game: IF has a new update on Nintendo Switch that brings a bevy of changes to the 3D brawler, including the introduction of fan-favorite Mako Mankanshoku. The patch also addresses various bugs, implements a bunch of balance adjustments and changes, and much more.

This new Kill la Kill patch first launched on PC and PlayStation 4 in November 2019. That update, version 1.05, features many of the same adjustments and tweaks as this newly-released Nintendo Switch update.

Kill la Kill: IF’s Switch update adds Mako to the game’s roster for free. The plucky high schooler uses her two-star Goku Uniform in battle, which allows her to power-up over the course of a match. She’s just as fearless in the game as she is in the anime. Check out Mako Mankanshoku’s character introduction trailer below.

We gave the game a 7/10 in our Kill la Kill the Game: IF review, saying, “Kill la Kill IF is clearly designed for fans of Kill la Kill who are looking for more ways to enjoy the characters, music, and battles of the anime series.”

Check below for a breakdown of Kill la Kill the Game: IF’s latest patch.

Full Kill la Kill the Game: IF Patch Notes

New Contents

  • Added new playable character, Mako Mankanshoku.
  • *Playable in all versus modes and Gallery mode.

Balance Changes

  • Adjusted the actions of each character.
  • Fixed a bug where displayed damage values weren’t added for some moves.

Character Balance Changes

  • Universal Balance changes
    • Fixed a bug where SP gauge spenders could sometimes be used even when the SP gauge was not quite full enough.
    • Fixed a bug where in training mode, enemies hit by certain attacks would go through damage animations after their position was reset.
    • Fixed camera issues in training mode and tutorial mode
  • Ryuko Matoi (Single-blade)
    • Long-range dash
    • Long-range ground attack
    • Ground break
    • Air break
      • Fixed a bug where if the target’s limit value was 0, further attacks would not change the limit value.
    • Time up defeat
      • Character size adjusted.
  • Satsuki Kiryuin (Single-blade)
    • Long-range ground attack
    • Long-range air
    • Ground break
    • Ground break attack
      • Fixed a bug where if the target’s limit value was 0, further attacks would not change the limit value.
    • Long-range ground attack
      • Added 25 to the limit value when the limit value was 200 or less with Ketsui Lv1 or higher. In addition,
        attacks other than mash cancels can now be chained under the circumstances above.
    • Close-range ground 1 vert
      • Adjusted the timing for long-range cancels.
    • Close-range air attack
      • Adjusted Ketsui Lv 1 and higher movement and close-range attack collision detection.
    • Close-range special
      • Fixed a bug where characters would move toward the center of the stage before the last attack after hit animations.
    • Time up defeat
      • Character size adjusted.
  • Ira Gamagoor
    • Close-range special (Whip throw finish)
      • Fixed a bug where if the target’s limit value was 0, an attack would not change the limit value.
    • Time up defeat
      • Character size adjusted.
  • Uzu Sanageyama
    • Action camera
      • Adjusted camera behavior when Sanageyama is close to the screen.
    • Break attack
      • Fixed a bug where pursuit dash inputs were not registered during guard breaks and counter hits.
    • Close-range air 1
      • The cancel route into a break was changed into a dash break.
      • Fixed the cancel route during counter hits so that it is the same as during normal hits.
  • Nonon Jakuzure
    • Concussion shot
      • Changed the timing so that when equipped, the shot fires at the start the action when performing a pursuit dash.
      • Added horizontal tracking when the equipped shot is fired.
    • Ground break
    • Long-range special
    • Long-range super
    • Special break
      • Fixed a bug where if the target’s limit value was 0, further attacks would not change the limit value.
    • Time up defeat
      • Character size adjusted.
  • Houka Inumuta
    • Close-range ground cloak 2
    • Close-range ground cloak 3
    • Close-range air cloak
      • Fixed a bug where if the target’s limit value was 0, further attacks would not change the limit value.
    • Long-range ground cloak 1
    • Long-range ground cloak 2
    • Long-range air cloak
      • Fixed a bug where bunshin attacks would not activate when the target blocks the cube.
      • Fixed an animation but with bunshin attacks.
    • Air cloak break
      • Adjusted behavior for close-range air attacks after pursuit hits.
    • Special break
    • Super break
      • Damage is now displayed along with hit count during demo animations.
  • Ragyo Kiryuin
    • Special break
    • Super break
      • Fixed a bug where if the target’s limit value was 0, further attacks would not change the limit value.
    • Time up defeat
      • Character size adjusted.
  • Nui Harime
    • Close-range air 2
    • Dash break
      • Fixed a bug where if the target’s limit value was 0, further attacks would not change the limit value.
  • Ryuko Matoi (Dual-wield)
    • Close-range ground form 2
    • Long-range ground form 1
    • Long-range ground form 1
    • Long-range air form
    • Long-range special 2
    • Long-range special 3
      • Fixed a bug where if the target’s limit value was 0, further attacks would not change the limit value.
  • Satsuki Kiryuin (Dual-wield)
    • Air break
    • Long-range special
      • Fixed a bug where if the target’s limit value was 0, further attacks would not change the limit value.
    • Air step cancel
      • Fixed a bug where an update to increase attack power by 50% was not implemented correctly.
    • Time up defeat
      • Character size adjusted.
  • Nudist Beach D.T.R
    • Close-range ground 2 horiz
    • Close-range air 2
      • Fixed a bug where if the target’s limit value was 0, further attacks would not change the limit value.
    • All long-range attacks
      • Additional damage from accumulated sticky shots now increases the combo count.
      • The amount of accumulated sticky shots to deal additional damage adds up each time.
        However, at Ketsui Lv1 or higher, this count is reset.
      • The amount of sticky shot hits are counted separately for Ketsui Lv0 and Ketsui Lv1 and higher.
    • Close-range super
      • Accumulated sticky shot hits are now reset after the animation is complete.

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Best Steam Winter Sale 2019 Deals: Sekiro, Disco Elysium, And More

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Resident Evil 3 PC Pre-Orders Are 25% Off Right Now

If you’re excited for the upcoming Resident Evil 3 and want to pick it up on PC, then there’s a pretty awesome deal on a pre-order. Green Man Gaming has Resident Evil 3 for 25% off with a special promo code: 25RE3. For more information on all versions, check out our Resident Evil 3 pre-order guide that includes information on the popular Collector’s edition.

All you need to do to claim this PC deal is head over to Green Man Gaming, add Resident Evil 3 to your cart, and use promo code 25RE3 during checkout. You’ll get Resident Evil 3 for $45 instead of $60. Codes aren’t available to redeem on Steam at the moment, but Green Man Gaming will send you an email once they arrive. This deal is valid everywhere Green Man Gaming operates, which includes the US, Canada, and UK.

Resident Evil 3 is set to release for PS4, Xbox One, and PC on April 4. It’s focused on Jill Valentine’s attempt to escape Raccoon City and the terrifying Nemesis, a monster that’s hunting down all STARS members who could possibly bring the evil corporation Umbrella to its knees. The original was slightly more action-oriented than the original Resident Evil 2, so it’ll be interesting to see how that translates to Capcom’s new remake framework.

If you’re interested in getting any of the other Resident Evil games on PC at a discount, there are a ton of others on Green Man Gaming. We’ve collected some of the best, and you can see them in the list below.

In related news, there are quite a few other winter sales going on as well. Steam and Epic Games recently kicked off their holiday sales, the Xbox One’s winter sale is underway right now, and GOG has a bunch of deals worth checking out as well.

Now Playing: Resident Evil 3 Remake – Developer Gameplay Features Walkthrough Trailer

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How Star Wars: The Rise Of Skywalker Ends For Every Major Character

Assassin’s Creed, Far Cry Director’s New Studio Sold To Google Stadia

Google Stadia, the nascent streaming service, is bulking up its game development pipeline. The company has announced it’s acquired Typhoon Studios, the independent game studio founded by Assassin’s Creed III and Far Cry 4 director Alex Hutchinson.

Google’s gaming executive Jade Raymond–who herself was instrumental in the creation of the Assassin’s Creed franchise–announced the acquisition on Google’s blog. “Typhoon Studios has built an incredible team of industry veterans who are committed to the player experience,” she said.

Typhoon will become part of the Stadia Games and Entertainment studio located in Montreal. Sebastien Puel, who also formerly worked at Ubisoft on the Assassin’s Creed series, heads up the Stadia team in Montreal. Terms of the acquisition were not disclosed.

Typhoon is currently working on Journey to the Savage Planet for release on January 28, 2020, and Raymond said the team will continue development as they become part of the Stadia team. The game was already announced for PS4, Xbox One, and PC with 505 Games as the publisher.

Journey to the Savage Planet will go ahead as a multiplatform release, but Hutchinson said on Twitter that Typhoon will make Stadia-exclusive games in the future.

Typhoon’s other founder, Reid Schneider, also worked at Ubisoft from 1998-2002 before moving to Electronic Arts and later Warner Bros.

Google Stadia launched in November with one exclusive game, Gylt. In addition to additional exclusives from Typhoon, Google is making more exclusives from its own internal game development teams.

Now Playing: Google Stadia Final Review Chat

Star Wars Jedi: Fallen Order Update Fixes Combat Responsiveness; Full Patch Notes Listed

Respawn Entertainment has released a brand-new patch for its third-person character action game, Star Wars Jedi: Fallen Order. The update addresses a number of issues, including combat, traversal, and more.

The small patch, available now across all platforms, makes some notable changes to protagonist Cal Kestis. Thanks to the update, Cal should be more responsive in combat, with Respawn making various adjustments to his animations. This includes tweaks to his stagger reactions, kicks, sprint attacks, and more.

Ledge grabs and climbing has also been addressed in the new Jedi Fallen Order update. Respawn says both actions should function properly now.

Elsewhere in the patch, Respawn made some adjustments to BD-1’s scanner. Cal’s droid companion should now scan as expected. The update also fixes a bevy of other issues, including collision problems on Bogano and Zeffo, inappropriately timed audio cues, general stability improvements, and more.

Star Wars Jedi: Fallen Order Full Patch Notes

  • We’ve updated Cal so that he is more responsive during combat. This change includes tweaks to stagger reactions, kicks, flybacks, staff parry, and sprint attacks.
  • Fixed an issue that would cause ledge grabs and climbing to sometimes behave incorrectly.
  • Fixed an audio issue that would sometimes cause sound effects to play in the incorrect order.
  • Multiple collision fixes across both Zeffo and Bogano.
  • BD-1 would sometimes not scan one of the Zeffo Villagers after a shutdown during saving. Everyone’s favourite droid is now scanning as expected.
  • Terrarium sometimes wasn’t a very nurturing environment, preventing seeds from growing. It should now give your plants the love and care that they deserve, encouraging them to grow properly.
  • General stability improvements.

Now Playing: Star Wars Jedi: Fallen Order Is A Huge Step For Respawn

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Star Wars: The Rise Of Skywalker – 48 Easter Egg From Past Movies

Star Wars: The Rise Of Skywalker Expected To Have Worst Opening Weekend In New Trilogy

The big new Star Wars movie, The Rise of Skywalker, opens in theatres around the world this weekend. It is expected to be a juggernaut at the box office, but just how much will the sci-fi epic pull in over its first weekend? According to The Hollywood Reporter, estimates show the movie is tracking to make between $175 million and $200 million for the first weekend in the US and Canada alone. That would make it the lowest-performing film of the new trilogy that began in 2015.

Disney’s own estimates are lower, at $160 million. It’s common for big film studios to be overly cautious with their estimates, for a variety of reasons.

A $200 million opening for The Rise of Skywalker would be less than the $220 million that The Last Jedi made over its first weekend in 2017 and below the $248 million that The Force Awakens pulled in when it hit theatres in 2015.


Check out all the Star Wars: The Rise of Skywalker Easter eggs you might have missed in the new movie!


The final weeks of December are historically the biggest of the year for box office ticket sales, as people generally have more free time thanks to the holidays to spend on leisure activities like a trip to the local cinema.

Global estimates for The Rise of Skywalker are not available at this point. Also unknown is what impact, if any, the relatively low review scores for the film will have on box office results.

The Rise of Skywalker did not scare off all the competition at the box office, as Universal is releasing its wacky and weird Cats movie on December 20 as well. It’s expected to make as much as $17 million over its first weekend, according to the box office estimates. The Rise of Skywalker’s bigger competitor is likely Jumanji: The Next Level, which enters its second weekend after a strong $59.3 million opening weekend.

For more on The Rise of Skywalker, check out GameSpot’s review: Star Wars Episode 9: The Rise Of Skywalker Review – A Galactic Disappointment.

Read next: Star Wars: The Rise Of Skywalker – 48 Easter Egg From Past Movies

Now Playing: Star Wars: The Rise Of Skywalker – Official Final Trailer

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GameSpot’s Best Of 2019: Editor’s Highlight Awards

I’m going to try to convey the impact of the greatest moment in Final Fantasy XIV: Shadowbringers without spoiling it. Let’s see how this goes.

Shadowbringers introduces so many new, fascinating narrative threads that build upon the already-detailed lore of FFXIV. Even its days as a bad game in 2010, prior to its redesign and relaunch, remain imperative to the ongoing story. However, this expansion seemingly distances itself from the established world by taking you and your companions to an all-new realm, one that’s completely separate from, yet intertwined with, your own.

You unravel the history and plight of this other realm, ravaged by a calamity, clinging onto hope, holding off what seems to be inevitable extinction. You dig deeper into who your longtime enemies are and where they came from. And with each story beat comes revelations about your place in FFXIV’s universe–none more powerful than the scene that leads into the final boss fight.

The Crystal Exarch, your mysterious but reliable ally, is responsible for bringing you across realms, though much of his work is done in the background. And what he does in this penultimate scene is powerful and stunning not just as the culmination of his work and a way to set a grand stage, but for what FFXIV means as a game outside the confines of the core narrative. It puts so much of FFXIV’s lore in a new light, and also shocks you with how, in a swift moment, this being an MMORPG and requiring other players to join you in fights makes perfect sense.

In a matter of seconds, all these narrative pieces fell into place. It wasn’t done in through a big lore drop or in a detailed monologue, either. It was an overwhelming moment of clarity. And with the outstanding use of its soundtrack, this scene in Shadowbringers brought me to tears. I usually get emotional about gut-wrenching story beats or saying goodbye to favorite characters, but in FFXIV, it was that overwhelming sense of clarity.

“Let expanse contract, eon become instant,” says the Crystal Exarch, befitting the awe-inspiring scene. I also think of it as a cue to the player that this game’s long, detailed history is being recontextualized in that very moment. And by showing rather than telling you about its biggest implication leading into the conclusion is nothing short of amazing. Shadowbringers, whether intentionally or not, has affected the past, present, and future of FFXIV, and I’ll never forget the feeling it gave me. | Michael Higham