Thursday, November 5, 2026

Punch Upon a Time - Following Improvements I Want

Punch Upon a Time is a platform fighter that came out in Early Access. I have pretty much enjoyed it, even though I was having trouble queueing up due to low ping issues. But there are some areas in the game that need to be polished, so today, I'm gonna state the following improvements Punch Upon a Time needs. Let's jump right in.

In today's post, I'm gonna talk about a game for the very first time in its full-fledged state, Punch Upon a Time. I have been playing and livestreaming a decent amount of Punch Upon a Time lately since the game is in Early Access and I genuinely loved it. I pretty much enjoyed the goodness and concept of fairy tale and fable characters beating each other up for sport and supremacy. But there are some areas that need improvements, so that said, I decided to list following improvements Punch Upon a Time needs.


Before I can actually get to the improvements, let's take a look at the roadmap of planned content coming to Punch Upon a Time. Up next on the docket are a bonus new character, post-match stats and the saga rank system. They are coming out in December. In Spring and Summer 2027, we're getting three new DLC characters and one new voted character. There are tons of new content coming throughout 2027 as you can see the arrow pointing right to indicate that there will be more content beyond this roadmap. That includes console development, balance changes, new content and new characters.


The next character is getting closer to their reveal. Looking at the silhouette, the new character looks hardcore. We don't know who this is, but we know it's not a gorilla because gorillas don't have tails. And it's not an ogre either.

With that out of the way, on to the improvements.

Fancier Ultimate Gauge:

I am loving the Ultimates so far. But the Ultimate gauge looks plain and boring. When filled up, the button callout to active your Ultimate appears in your perspective and it's pointless to have that. But what if we can make the Ultimate meter fancy? It can work. Not only that, the current Ultimate meter needs to be moved to a circular gauge around the character's portrait. It is fancy enough to justify an Ultimate meter.

Lv. 2 and Lv. 3 Ultimate Attacks:

Even if my suggestion of a fancier Ultimate gauge comes to fruition, Ultimates having just one level is just plain, so I think we can spice it up with Ultimates that come in two higher levels, with lv. 2 Ultimates that work similar to Final Smashes with the exception of cinematics and have effects in the background specific to each character and lv. 3 Ultimates that are cinematics with character-specific jingles. Think of it as PlayStation All-Stars. I believe that it can spice up the Ultimate gauge. I do love seeing cinematics since they are fun to experience. If you don't know what I'm talking about, hang on. Let me give you an example.

Let's take Snow Queen for example. Snow Queen is pretty much a decent character I loved. She resembles Elsa from Frozen, but she had to be distinguished from Elsa into her original design to avoid infringing Disney's copyright. Her lv. 1 Ultimate is relatively decent that she can call ice stalagmites from below. But we could give Snow Queen her hypothetical lv. 2 and lv. 3 Ultimates to spice things up. Let's take a look.

First, Snow Queen's hypothetical lv. 2 Ultimate is Snow Dance. Snow Queen dances to channel her energy that freezes opponents for a duration. And for her hypothetical lv. 3 Ultimate, Blizzard of Judgment. When it connects, Snow Queen calls upon a blizzard against her opponents. And that's it. These are Snow Queen's hypothetical lv. 2 and lv. 3 Ultimates.

Now this is where we hit a bit of a snag when it comes to higher level Ultimates. Punch Upon a Time is more than just fighting. It's about having fun beyond fighting and various minigames. I don't think that it's gonna be a snag.

Ultimate Cutouts:

Punch Upon a Time used to have Ultimate cutouts until they were removed. I like for them to return, but with a little kick. But having one would be boring, so let's spice it up with more dedicated cutouts for lv. 2 and lv. 3 Ultimates.

Victory Screen and Jingles:

Smash became known for having victory jingles in the screen where the character performs their victory pose. They are the best in Smash. We currently have characters standing on pedestals at the end of each match, which is just boring. But we can change that from characters standing on pedestals to a victory screen that shows the character performing their victory pose while their victory jingle plays at the end of each match. The devs have planned to implement post-match stats and that is a good thing. We can't have a victory screen without post-match stats to determine their performance.

Online Free-For-All Queues:

Smash became known for four-player free-for-all matches. 2v2 queues are back, but online free-for-all queues are missing. This is something that needs to be implemented. Local matches are being planned and it's also something that can't be absent, especially when in a competitive scene.

1v1 Intro Dialogues:

1v1s have been a staple in competitive Smash. They became very competitive and they have items off. The 1v1 battles in Punch Upon a Time are pretty decent. And do you know what would make it even more decent? 1v1 intro dialogues between certain characters. Games like Mortal Kombat 1 and Tekken 8 have intro dialogues and they are fun to hear. For example, if there is a 1v1 match between Big Bad Wolf and Red Riding Hood, you would hear the dialogue between them to honor the lore within the iconic Little Red Riding Hood.

If you're around the same age on that time, an animated movie that launched 21 years ago called Hoodwinked!. I do love me some Hoodwinked! and I watched it when I was like eleven years old. Great movie, by the way.

3v3 Battles

Punch Upon a Time has queues 2v2 battles and they are fun as that of the ill-fated MultiVersus. But I think we need to have 3v3 battles. It can't be just for mini games. It can also be for battling each other.

International Expansion*:

Many games have international releases across multiple countries. Currently, Punch Upon a Time supports English text and voice language and sticking it to just one language is just boring. But it can be spiced up by expanding Punch Upon a Time to many countries to have various languages other than English like Japanese, Dutch, French, Spanish, Korean, Chinese and Russian. With localization, matchmaking would be improved to cover all countries internationally since the game is gonna have rollback netcode to provide a buttery smooth and lag free online experience no matter how high the ping is.

However, this one is having an asterisk because I think a publisher might or might not be required for this to happen.

In Game Subtitles:

Subtitles are beneficial for a global audience to understand what characters are saying. I would love for Punch Upon A Time to have in game subtitles, but work similarly to Crash Bandicoot 4: It's About Time's subtitles to have the text of the character name at the beginning with a text color varying by character, making it unique and cover voice lines pertaining to getting a kill, intros, intro dialogues, jokes and taunts.

Character Skins and Recolors:

Character skins and recolors are known for giving characters flair and changing appearances and providing effects specific to skins. They are the best and they provide unique personalities. They can also distinguish things. Character skins would be awesome in Punch Upon a Time. The perfect example of a character skin would be Fire Queen Snow Queen.

In Game Currency:

And let's not forget about something that most games have; in game currency. I like to make myself clear that the in game currency in Punch Upon a Time should be free currency to be earned through all means like finishing matches and clearing daily and weekly missions.

Daily and Weekly Missions:

Speaking of daily and weekly missions, I am also suggesting this one so that it can make grinding for in game currency easier when it comes to getting skins.

In Game Crest Effects:

The best thing about Punch Upon a Time is that when you click on a character in the gallery, they have a character crest to represent their personality and they are in the same level of uniqueness and distinctiveness as that of the crests in BlazBlue. I think we should see crest effects in game. Only for when a character uses their Ultimate to make things easy to tell.

Unique Character Portraits:

Currently, there are character portraits, but they look dull. But they can be spiced up by having character-specific crests you see on the hub attached to them.

Let's put together the suggestions as a summary. I would like for Punch Upon a Time to have the following improvements below.

-Fancier Ultimate Gauge
-Lv. 2 and Lv. 3 Ultimates
-Ultimate Cutouts
-Victory Screen and Character Jingles
-Online Free-For-All Queues
-1v1 Intro Dialogues
-3v3 Battles
-International Expansion
-In Game Subtitles
-Character Skins and Recolors
-In Game Currency
-Daily and Weekly Missions
-In Game Crest Effects
-Unique Character Portraits

All of these suggestions above are gonna make everything up to snuff and ensure everything is complete and polished.

That is my feedback to make Punch Upon a Time the best it can be. If you're interested in getting Punch Upon a Time, here's the link to the game below.


And do you know what I like about Punch Upon a Time? It is developed by a smaller and independent team, Supersaurus Games. The game was met with a lot of positivity because of innovative gameplay, various mini games, fairy tale and fable characters battling each other for supremacy, unique Ultimate attacks and the potential inclusion of chaotic 12-player brawls containing four teams of three characters, though there is criticism towards how weak Captain Hook's lv. 1 Ultimate is because her pistol doesn't even launch opponents at higher launch rates after she catches them with her hook, so I'm gonna add this suggestion; make Captain Hook's pistol launch opponents at higher damage during her lv. 1 Ultimate.

While Punch Upon a Time is a Smash Bros.-like platform fighter, I think they are not being influenced. Let's look at MultiVersus. During Open Beta, the game became a success, but during full release, it became a flop due to aggressive monetization mechanics contributed by replacing Gold with two currencies that are earned through limited means and can't be used to purchase recolors or decorative skins like the Friday the 13th mask, indicating that Gold was why the Open Beta was better.

But since Supersaurus Games is an indie studio, it will never be the case because like other indie devs, they will not only avoid priortizing monetization, but will always remain committed to listening to player feedback and priortizing player engagement during active development of Punch Upon a Time, making it a spiritual successor to MultiVersus.

And speaking of player engagement, I did a post explaining how Arc System Works would be a perfect licensee candidate to Riot Games to give 2XKO's development cycle a second wind since 2XKO is ending active development in early December. If you're interested in learning more about how Arc System Works would give 2XKO a second wind, you can click the link to it below.

Tuesday, October 13, 2026

2XKO Under Arc System Works - Will It Be a Possibility? + Key Benefits

2XKO is a free-to-play tag fighter set in the League of Legends universe that is primed to end active development while leaving the servers online for the foreseeable future after an ephemeral one-year development cycle due to its low player retention. I mean Sonic Racing: CrossWorlds is getting another year of content despite its low player engagement and Brawlhalla stood a chance, so why couldn't 2XKO? But there is a little hope because I have thought of something. What if Riot Games licensed 2XKO's development cycle to Arc System Works? Let's jump right in.

I'm back with a new post that is a follow up to the update in regards to 2XKO's 2026 characters. So, with 2XKO ending active development due to poor engagement, the team is ending most of the comms from 2XKO with the exception of some coverage for remaining competitive events and patch notes. On the previous post, I said that Arc System Works is the perfect licensee candidate for 2XKO's development cycle. Now that we're here, we can now go into detail about this.

Arc System Works, the Japanese company responsible of the Guilty Gear and BlazBlue franchises, became an ideal licensee candidate in association with Bandai Namco, Cygames, Nexon and Marvel to make licensed fighting games that use anime-style models and cel shading, which 2XKO essentially uses in its DNA. And Arc System Works might be the perfect company to be in association with Riot Games as the fifth big company. That said, I decided to list the key benefits to 2XKO continuing active development under Arc System Works in association with Riot Games.

Motion Inputs:

We'll start with something that 2XKO never had. Motion inputs consisting of quarter circles, half circles, full circles, dragon motions and charge motions are always important when it comes to fighting games. Some fighting games like Street Fighter 6 have simple controls that involve one button combos and one button specials with directional influences Smash uses. Invincible VS only uses one button specials with directional influence. 2XKO uses two special buttons that have directional influence.

We can actually keep the S1 and S2 buttons and one-button specials with directional influence, but we make specials also performable with motion inputs and pressing any attack button and supers also performable with QCF/QCB + B + C. Motion input specials deal a little more damage than one-button specials with directional influence. It is what the "Good!' means in DNF Duel and Marvel Tokon.

Long-Term Sustainability:

When 2XKO came out on console, half of the team behind it was laid off, citing that momentum has not been reached to the level required for long-term sustainability. They were committed until the news popped up that active development will end in December. Do you know who can provide enough energy and help cover costs and tackle challenges? Arc System Works. As I have said on X, with Arc's help, Riot will be able to have a sustained player engagement and looking at ways to cover and curb rising costs. If Marvel Tokon: Fighting Souls could get a long-term development cycle like Guilty Gear Strive is, then Arc System Works is the perfect licensee candidate to help Riot give 2XKO's development cycle a second wind.

Six Characters Per Year:

A lot of people were clamouring and complaining about fighting games like Street Fighter 6, Tekken 8 and even Marvel Tokon having a cadence of releasing four additional characters per year. 2XKO was originally supposed to have a release cadence of five characters per year, but changed it to six and to seven. We got Samira and Sett coming as the last two characters to complete the roster to 18 before active development sunsets. But ArcSys' help can help change everything. We could be seeing a release cadence of six characters per year while Arc System Works' help can curb rising costs. Now, agreeing or disagreeing with their complaints against a release cadence of four characters per year is up to you. But for me, I strongly agree, especially with characters coming out in each season.

Now, if two more characters are going to expand the roster to 20 if 2XKO's development was licensed to Arc System Works, and if we were asked who will be the next two characters are gonna be, I choose Miss Fortune and Gangplank. During the game's post-launch, Senna and Thresh came out on the same day to honor the lore in League of Legends. If we get to see another double-header release that honors the lore when Arc System Works became a licensee to Riot, Miss Fortune and Gangplank coming out on the same day would honor the Bilgewater lore.

Custom Lobbies:

Currently, we have private lobbies that are only meant for those you invited. I have been asking for custom lobbies to be both private and public, but the team seemingly doesn't have the resources for that. Arc System Works has a lot of resources to provide Riot with. With Arc's extra resources, Riot can make custom lobbies both private and public. It worked well with other fighting games Arc has done with.

Better Character Output and More Guilty Gear and BlazBlue Equivalents:

Arc System Works helping Riot can help deliver characters that could be Guilty Gear and BlazBlue equivalents in a better output. I went to the Champion Gallery in League of Legends in search of characters that could be equivalent to and have playbooks from the Guilty Gear and BlazBlue characters. Like, we know that Annie and Miss Fortune will have playbooks from Carl Clover and Noel Vermillion, and Zeri will have a playbook of Mega Man X, which, of course, has nothing to do with Guilty Gear or BlazBlue, but I'm just saying it for subjectivity. I have found one character who could have a playbook from one of the Guilty Gear characters. That is Shen. Yes, Shen could be an Answer equivalent. I had a stark interest in seeing these characters become playable in 2XKO, until we heard that active development is ending. But Arc System Works can help make that happen.

But something hit me. After I watched the Samira trailer, it turns out that she is not just a Dante equivalent, but a Noel equivalent as well with chaining together gun shots at a rank of A or higher and stylish gun shots, hence "stylish". I like to hereby state that Samira is, of course, a combination of Dante and Noel Vermillon and maybe 2B? She might be on par with 2B, I don't know.

Anyway, in other news, Arc System Works is opening a new Tokyo studio for their third original fighting game. Arc System Works' help can also help provide characters to have playbooks from the characters from their third original fighting game being developed by a Tokyo studio. This can unlock a lot of possibilities of seeing more characters to have playbooks from Guilty Gear, BlazBlue and the third original fighting game's characters.

These are the five key benefits to 2XKO continuing active development under Arc System Works. But there is one caveat to this. If Riot actually licensed it to Arc System Works, will it still be called 2XKO? Well, not necessarily. It can be rebranded to "League of Legends Versus," which I think it's a perfect name to pick up where 2XKO left off. If Arc System Works' licensed anime fighters could succeed, then there's a chance that a hypothetical League of Legends Versus can succeed.

Let me pitch my idea. I would love for 2XKO continuning active development under Arc System Works to benefit motion inputs, a release cadence of six characters per year, long-term sustainability, custom lobbies and better character output and more Guilty Gear and BlazBlue equivalents and equivalents of a third original fighting game.

I have said that Sonic Racing: Crossworlds is getting another year of content despite its low engagement while Brawlhalla stood a chance. How come Sonic Racing: CrossWorlds and Brawlhalla stood a chance despite their low player engagement while 2XKO isn't? Well, there is one obvious reason.

Like Marvel Tokon, Sonic Racing: CrossWorlds is not a full-fledged live-service game. Non-live service games tend to sustain player engagement like glue without the use of live-service elements. We did realize that many live service games like 2XKO aren't as sustainable as we once thought, so sunsetting them was the only choice they have as it will cost them more if they continued active development while retention is low. That's how Highguard became an utter failure that Wildlight should've delayed it for quality.

Brawlhalla is considered a live-service game, but it is actually developed by an indie studio. Indie live service games actually tend to sustain player engagement without facing a round of layoffs and have the tendency to maintain sustainability. That's the point to this.

With Arc System Works' help, Riot will be able sustain player engagement, revive most of the comms, put competitive events in their own league circuit and explore the possibility of confirming Malcolm Graves, Twisted Fate, Zed, Leona, Veigar, Lucian, Camille, Garen, Vayne, Sona, Miss Fortune, Gangplank and everyone else in a giant pile of legendary characters! Again, no slant on 2XKO ending active development at 18 characters. It's a decent even number of characters in a 2v2 tag fighter. It's an outcome I refuse to reject. You should accept it.

Losing 2XKO in favor of Marvel Tokon getting long-term support, we can compare it to that one part in Mega Man X: Command Mission; losing Spider in favor of Zero's sustainability with the Anti-Rebellion League. It's something that I hope a hypothetical "Bug Fables 2: Dawn of the Four Kingdoms" doesn't have that.

While it sucks that 2XKO could not stand a chance to get a Year 2 like Sonic Racing: CrossWorlds is because of ending active development after a short one-year run due to low player engagement, the game is in public hands and its servers are gonna remain online for the foreseeable future so that people would run community 2XKO tournaments beyond 2026 and that's what matters, right? Now, this is where you'll might say, "Wow, 2XKO feels different." And it will be different. It'll be a good difference for 2XKO. A Cinderella story for us fighting game fans for when Riot licensed 2XKO's development cycle to Arc System Works for Miss Fortune and Gangplank to expand the roster to 20 characters, honoring the Bilgewater lore.

Speaking of a Cinderella story and Bilgewater, I said Brawlhalla is getting future content for years to come. But I came across a platform fighter that is not free-to-play, but is getting years of support, Punch Upon a Time. That's right, Punch Upon a Time, a Smash Bros.-like with fairy tale characters, is nearing its early access release as its second beta has concluded. This is a game I may be comfortable playing when I don't feel like playing competitive fighting games, including 2XKO. If MultiVersus had to die after a one-year run, Punch Upon a Time may serve as a spiritual successor to MultiVersus to recieve years of support.

Monday, October 12, 2026

Can We See The Lord of the Rings: The Third Age Come to the Classics Catalog Soon?

Hey, now that Mega Man X: Command Mission is available on the classics catalog on the PS4 and PS5, can we talk about seeing another turn-based RPG released in 2004 to be in the classics catalog, The Lord of the Rings: The Third Age? Let's jump right in.

I'm back with a new post that is gonna make me satisfactory. For quite some time, I have been playing a lot of Mega Man X: Command Mission since its release on the classics catalog on the PS4 and PS5. I did a lot better than the last time I played this game when I was young. But do you know what I like to see on the classics catalog? The Lord of the Rings: The Third Age. This is another turn-based RPG that is an adaptation of Peter Jackson's Lord of the Rings film trilogy and can most definetely go toe-to-toe with Mega Man X: Command Mission. Great graphics, serious tone and dialogue and a third-party perspective outside of combat.

This is another game I played back in the day when I was kid on the original Xbox. That game was hard, until I realized why it was so hard. I was rushing. The game has random encounters, but uses the Eye of Sauron as the signal of entering a battle. When this game comes out on the classics catalog, there is one thing that I am planning to do that I should've had done back in the day.

Have you heard of a slang term, level the playing field? The term means that if the enemy is higher than your level, you must level up your party to the same level the enemy is on to even the stakes. This means that instead of rushing through, I spend time levelling up the party up to the level I'm satisfied before facing the boss. This is something I plan to do once The Third Age launches on the classics catalog. Equipping stronger gear is also beneficial, but that alone is not enough to justify an advantage.

It turned out really well when I was playing an unhinged amount of Command Mission, especially when defeating bosses needed more time in the oven levelling the party up until I'm satisfied and equipping stronger weapons and weapons that exploit weaknesses. These are the two things you must do when playing an RPG game with a party system. Spending time levelling up the party until you're satisfied before facing the boss instead of rushing and equipping stronger gear.

Mega Man X: Command Mission came out within the same generation as The Lord of the Rings: The Third Age and has sold well. According to EA, the game has sold over an estimate of 1 million units worldwide, rendering it a commercial success. The Third Age also follows a similar formula compared to Command Mission; a sense of a fleshed-out party with original characters, random encounters and turn-based combat. Even though The Third Age is aimed at mature audiences, it became a cult fan favorite for quite some time.

A lot of people want to revisit this game and we can hopefully see it soon now that Command Mission is out in the classics catalog for the PS4 and PS5. And not just on the PS4 and PS5, but also on the GameCube through the Switch 2's GameCube catalog. Xbox players will be able to play original Xbox version of The Third Age on modern Xbox consoles and on PC through backwards compatibility. I didn't explain this fully on the post that talks about how the sixth generation of gaming became the sweet spot for many third-party titles because there are syntaxes in this post I won't fit there.

Now that we have Command Mission, let's hope that The Third Age follows suit soon so that we, gamers who were born in the mid 90s, can revisit this game. That's something we must chase for. If we have an EA Games title in the classics catalog, then The Third Age could make its debut to the classics catalog one day. I'm not confirming anything, just saying it's possible.

Thursday, October 8, 2026

2XKO 2026 Characters Theory (UPDATE 5)

In an event that I did not see coming, Samira will not be the only character on the docket because we have another character revealed to release alongside her before Evo France even began. Let's jump right in.

I am back with an update that I did not see that coming. Remember what I said that 2XKO will stop active development at 17 characters? Well, I got some good news for you. Samira will not be the only character to launch on October 27 because an we have another character coming to 2XKO to launch alongside Samira. And that is Sett, the Boss. That's right, ladies and gentlemen, Sett is officially coming to 2XKO as the 18th and final character. Now, who is Sett, you ask? Let's know about his lore and go over a couple excitements and one thing that I will never be experiencing.

Sett is the leader of Ionia's growing criminal underworld who rose to prominence in the wake of the war with Noxus. While he became a humble challenger in the fighting pits of Navori, he became a well-known fighter and gained notoriety for his savage strength to fend off the Noxian army within the "Rebellion Army" in Noxus.

Fourth Ionian:

A fourth Ionian is something I have been wanting and with Sett being the fourth Ionian in 2XKO, the placement has been put together. We now have two vastaya and two Japanese warriors all polished up and ready to go. I think that we're gonna see an all-Ionian match.

18th Character:

Originally, we were supposed to have 17 characters, but Sett is the 18th and final character to even out the roster. Having 18 characters in 2XKO is pretty much a sound and decent thing. 18 is essentially a decent number of characters in a tag fighter and is less claustrophobic than a smaller roster.

Planned Duo of Sett and Lux:

Lux is a shoto-inspired character in 2XKO, but Sett isn't a shoto, but a fighting-type character. I have planned a duo of the two fighting game-style characters along with another one for Akali and Samira. It's something I'll be looking forward to. I can kind of see why is Lux a pseudo-Star Gladiator character in 2XKO. I think she has more flexibility in 2XKO than in League of Legends and her baton glows. And with Sett on his way, I expect him to be a pseudo-Virtua Fighter character.

Double Boxer Synergy:

Vi is the boxer-type character that wields Hextech gauntlets and she will no longer be the only one because we're getting Sett as the second boxer. I think what is really cool is that like how we saw the strong synergy between Yasuo and Akali, two renowned warriors of Ionia, I think we're gonna see a strong synergy between two boxer-type characters.

Boxer and Kicker Duo:

Vi and Sett are boxer-types. However, there is one character that will never see the light of day. That is Camille. Yes, Camille would be straight up dope in 2XKO with her kicks. And sadly, our kicking android will never join the roster since 2XKO is ending active development due to low player retention while most of the comms are being disabled, with the exception of some coverage for remaining competitive events and patch notes. But there is still hope... Stay tuned until in the later stage of this post.

Final roster:

Ahri
Akali
Blitzcrank
Braum
Caitlyn
Darius
Ekko
Illaoi
Jinx
Lux
Samira
Senna
Sett
Teemo
Thresh
Vi
Warwick
Yasuo

I'm gonna take the final 18 character roster and divide into the final SEGA and Capcom sides across the board and state the key points for the final time. It has to be the final time since 2XKO is ending active development at 18 characters. As usual, we'll start with the SEGA side.

Ahri, Blitzcrank. Caitlyn, Ekko, Jinx and Samira and Warwick remain, Thresh moves and Sett is introduced. The final placement for the SEGA side is Ahri, Blitzcrank, Caitlyn, Ekko, Jinx, Samira, Sett, Thresh and Warwick.

Akali, Braum, Darius, Illaoi, Lux, Teemo, Vi and Yasuo remain and Senna moves. That puts Akali, Braum, Darius, Illaoi, Lux, Senna, Teemo, Vi and Yasuo on the Capcom side for the final time.

Final SEGA side:

Ahri
Blitzcrank
Caitlyn
Ekko
Jinx
Samira
Sett
Thresh
Warwick

Final Capcom side:

Akali
Braum
Darius
Illaoi
Lux
Senna
Teemo
Vi
Yasuo

Final key points:

Ahri on the SEGA side = NiGHTS
Blitzcrank on the SEGA side = Vectorman
Caitlyn on the SEGA side = Gain Ground
Ekko on the SEGA side = Pulseman
Jinx on the SEGA side = Jet Set Radio
Samira on the SEGA side = Valkyria Chronicles
Sett on the SEGA side = Virtua Fighter
Thresh on the SEGA side = The Mansion of Hidden Souls
Warwick on the SEGA side = Altered Beast
Akali on the Capcom side = Power Stone
Darius on the Capcom side = Knights of the Round
Lux on the Capcom side = Star Gladiator
Senna on the Capcom side = Darkstalkers
Yasuo on the Capcom side = Onimusha: Dawn of Dreams

So we now have the final standings for the SEGA and Capcom sides with final key points on the board. Since 2XKO's active development ends in December to indicate that there will not be any more characters beyond this point, everything have been finalized and cemented. This means no more changes to ever be made.

Where we stand now, this is the final update as we're less than two months away from 2XKO's development conclusion at 18 characters. But listen, I don't want to put a slant on 2XKO ending active development at 18 characters. 18 is actually good on a 2v2 tag fighter. Seeing Sett on his way must have driven me to still play 2XKO. I have a small spark of hope, but it's put out because a League of Legends MMO is in the works. But it came back because I have thought of something that hit me. I have said that there is still hope, so here it is.

I made a post on X suggesting that there is a company that Riot could potentially license 2XKO's development cycle to. That is Arc System Works. The Japanese company known for the Guilty Gear and BlazBlue franchises became a licensee for multiple companies they have been in association with to make licensed fighting games that use Guilty Gear Xrd's 2.5D models and take place within the established universes. I am going to forward this here with an imaginary and fun pitch. I want you to imagine 2XKO continuing development under Arc System Works in association with Riot Games. Yes, this is now a possibility.

I can actually cross Dragon Ball FighterZ out because despite Bandai Namco being a licensor for that game, it has certain characters that come in different forms and personalities, making it a personality-light game. Cygames has licensed the Granblue Fantasy Versus IP. When it sold like hotcakes, a sequel was localized to the West to have new characters, new features and even rollback netcode, the golden netcode to fight lag no matter the stage. Nexon forged a license to establish DNF Duel, but due to poor sales, a Season 2 was never materialized and has been left in the dust. Eventually, Disney has created a license for a Marvel fighting game for Arc to make Marvel Tokon: Fighting Souls since Disney owns Marvel as a whole and with strong sales that bring X-Men back into a fighting game, subsequent Year Passes are being guaranteed to potentially have more X-Men, like Gambit, Rogue and even Emma Frost.

Arc System Works never discriminated their licensors or let their licensed fighting games fall into irrelevancy after a short development cycle since they became so hype that they stood a chance and sustained player engagement for the games and never allowed the teams they work with to face layoffs. They became committed and obligated to building their games' future. If Arc System Works plans to become a licensee to the next big company that has never been associated with, Riot Games may be a perfect candidate as a licensor to them. Practically speaking, it takes a lot of resources to make a successful game and prevent the team from facing layoffs. And Arc System Works is the perfect company to be invaluable of giving Riot more than enough resources to give 2XKO a second wind and preventing the team from shrinking.

It's gonna have a part where a duo cosplays as Miss Fortune and Gangplank and travels to Los Angeles for Miss Fortune to point a pistol at their heads and for Gangplank to rob and pillage the studio to force them to do it to serve as a hypothetical teaser of Miss Fortune and Gangplank as the next two characters for a hypothetical Arc System Works era of 2XKO to expand the roster to 20 and these are the two characters I'm going to choose. Riot may be the perfect licensor to Arc System Works to continue active development of 2XKO. This is something that I want to go into detail in a future post where I go over the key benefits to 2XKO continuing active development under Arc System Works as a licensee in association with Riot Games. Stay tuned.

Tuesday, September 29, 2026

Can a Mega Man X: Command Mission Remake Work?

As you all know, Onimusha: Way of the Sword sold over 1 million copies worldwide and counting at launch, making it a commercial success along with Resident Evil: Requiem and the all new Pragmata. The game industry is struggling in 2026, but Capcom, of all companies, has developed a trifecta of critically acclaimed games. 2026 is set to become a career year for Capcom. With Onimusha: Way of the Sword becoming a resounding success and Mega Man: Dual Override on its way, Capcom is open to reviving most of their IPs that have been dormant for years to decades. Everyone is petitioning and pushing for different games to come back. One of them being a franchise that was left off in a cliffhanger, the mature take on the Mega Man series, Mega Man X.

It is a sub franchise of the original Mega Man franchise that can most definetely make a comeback. Different cast of characters, more serious and mature tone and the introduction of Reploids and Mavericks. Many people liked the series better than the original Mega Man because of its serious tone we'd experience in action cartoons. The first six games have 2D sprites and the last two games introduced 3D models in a 2D plane. There is a turn-based RPG on the franchise, Mega Man X: Command Mission.

This is a turn-based JRPG that became a cult fan favorite. Great graphics, Hyper Mode transformations, similar tone to the original Teen Titans and characters that never appeared in any of the mainline games. The PS2 version sold 36,635 units and the GameCube version sold 18,599 units. Now that Capcom is looking to revive most of their dormant IPs, I think it's time we get a modern remake for Mega Man X: Command Mission.

Here's the thing. If you're playing the PS2 version, it runs on a rough 30 FPS, but has a decent random encounter rate. You will notice that Command Mission is one of the third-party titles within the sixth generation era that has technical limits on the PS2 version. But throw the same game to the GameCube and you'll experience that the game runs on a buttery smooth 60 FPS, but has an annoyingly higher random encounter rate than the PS2 version. I think we can see the remake run at 60 FPS on modern platforms and have the use of the RE Engine at 1080p-4K resolution.

We can keep the random encounters, but to make it easier and less annoying, an option to toggle random encounters on and off like in Wild Arms 4 and 5 on the fly. These are actually the first two things I want for the remake; run at 1080p resolution in 60 FPS on modern platforms and the option to set the rate of the random encounter.

The next thing that is most obvious is an intro. When you start a new game, you'd realize that the game lacks an intro as many games have an intro. There is an outro that appears when you beat Redips. It's absurd for Command Mission to just lack an intro that entails the introduction of Giga City. I think an intro can work.

The next thing is innovative and cinematic combat system. The combat system in Command Mission is pretty much decent, but lacked some potential. But we can give it potential by bringing cinematic goodness to the combat system. This makes the pacing a lot better.

The next thing is obvious, changing the way we equip Force Metal, Giga City's trinkets that augment a character's stats. I liked the Force Metal system. But my main problem is having a limited amount of Force Metal slots. For example, X has four available slots, but not everyone because Massimo, for example, has two available slots. But I think we can change it to equipping Force Metals in the same style as how we equip badges in Paper Mario, meaning that we can equip Force Metals without the use of limited slots. But the penalty will remain. If the Alert sign appears when hovering the Force Metal that will exceed the max erosion, equipping it will have a penalty that lasts until the battle ends, so be careful and watch what you're equipping.

And last but certainly not least, a New Game+. Many games, especially in the modern generations have a New Game+ and it's unlockable after beating the game for the first time. With New Game+, the current level, Zenny, Force Metals and weapons you have and the progress made in the Deployment Center in the original playthrough you cleared will carry over to the beginning of the journey. It makes boss fights a bit easier and can soar through enemies.

Let me pitch my idea. I would love for a Mega Man X: Command Mission remake to have a 1080p-4K resolution at a buttery smooth 60 FPS on modern platforms, the use of the RE Engine, an intro, an option to toggle random encounters on and off, innovative and cinematic turn-based combat, change the way we equip Force Metals without the use of slots and a New Game+ to have all of the items you acquired and the progress you made in the original playthrough. All of this is to make things up to snuff.

I genuinely think that the music, combat, art direction, serious tone, Hyper Mode transformations and everything else in Command Mission is brilliant. But that brillance is sullied by the PS2 version running at 30 FPS and the GameCube version running at 60 FPS due to the PS2 version's technical limits, the combat system lacking some potential, lacking an intro and limited Force Metal slots. But a hypothetical remake can fix the respective issues. But overall, Command Mission is indeed a great game. But why is that important to talk about? I'm glad you asked. Because I'm gonna pull a Queen Elizant II and take off my mask and speak candidly about this.

Mega Man X is essentially a more mature and serious take on the original Mega Man. Many people liked it better than the original Mega Man because of its serious tone that many action shows and movies have and Mega Man X: Command Mission essentially has most of that.

It is is one of my childhood games I played back in the day that I wanted to revisit. Why I wanted to revisit Command Mission is not just the gameplay and story I missed experiencing. It's the more serious and mature tone than most of the mainline games that I missed the most. When it comes to confronting villains, the tone in Command Mission is quite serious as the tone in Power Rangers and the original Teen Titans, which I like way better than Teen Titans Go! and its bright and frivolous Johnny Test-style tone.

And 22 years later, I finally get to revisit the serious tone, thanks to PlayStation Plus. I am genuinely passionate about the more serious tone Command Mission beared. So, when you get to revisit this game, it's your day, right? Sure, if you are not soured by losing Spider, of course. While not critically acclaimed, it became a cult fan-favorite that it's one of the games my cousins and I played. I have even planned a Mega Man X: Command Mission Let's Play series to show people how I missed playing this game as a whole, but Remote Play on PC shuts down without warning, so I decided to find a Github account responsible of the PC port to have 1080p resolution at 60 FPS, better shading and lighting and new features never appeared in the original release.

During my childhood, I had trouble playing this game until I have gotten a bit better by equipping weapons that exploit weaknesses. And since the launch of the classics catalog, I have gotten a lot better. It's not just equipping weapons that exploit weaknesses. The thing is, I have thought about this and said, "Hey, this gives me an inking. I should spend more time levelling up the party until I am satisfied before moving on instead of rushing through. This also applies to keeping Cinnamon in the oven and out of battle until her level is up to par with the rest of the party since she starts at lv. 1 after she joins the party and inactive members earn the same of EXP as active members. This is important to remember that when Cinnamon joins the party, DO NOT bring her in battle until she's up to par with the rest of the party.

Now, if we compare playing a RPG with a party system to baking, spending more time levelling up the party until you're satisfied before moving on is a perfectly baked wedding cake made by a young inspiring chef, and rushing through is... eating a disasterously underbaked pizza dough.

I also did something that I hadn't done during my childhood, defeating optional bosses to get Ultimate Armor and Absolute Zero. I tested out the new Hyper Mode transformations and they both pack a punch. It occured to me that I should've had gotten them in the first place because this could give me the ultimate cheese against Epsilon. I'm not talking about a curd of milk. I'm talking about a sound strategy. And the Great Redips battle; I didn't beat it once, but twice. The second run was much faster than the first run, all because the new Hyper Mode transformations I acquired given me the ultimate cheese I need to defeat bosses in Chapter 10 in the fewest amount of turns.

Do you remember the Everlasting King battle in Bug Fables? It's quite similar to the Great Redips battle I have not beaten during my childhood. Over time, during my Bug Fables playthrough, it became essentially clear that the Wasp King literally has the same type of goal as Redips in terms of ruling fictional worlds. It's exactly like that. You'd expect the sour betrayal had shocked fans. In fact, this might apply to seeing a game to be made, so here's a little imaginary pitch. I want you to imagine Bug Fables 2: Dawn of the Four Kingdoms basically Paper Mario meets Mega Man X: Command Mission with a fleshed out party and Hyper Mode-style transformations in mind.

And speaking of Bug Fables, this leads me to my point. I know we're talking about Mega Man X: Command Mission today, but I need to take a detour in regards to my Bug Fables Let's Play series. After looking at it, guess what? I'm not happy with how it unfolded. The pacing was a bit off and my commentary was a bit off, so I decided to start from square one again and redo my Bug Fables Let's Play series. But the second playthrough will be better than the first playthrough when I do things I had not done in my first run; befriending Chompy and getting a couple of useful badges like the We Owe Ya badge, which makes the permit randomly manifest NPCs you helped in need to assist you in battle, making battles a lot easier. This is important to remember. I can probably do a Let's Play series for a hypothetical Bug Fables 2: Dawn of the Four Kingdoms for content.

With Capcom reviving dormant IPs, thanks to the success of Onimusha: Way of the Sword, not only I like to see Command Mission get remade with modern upgrades and innovative turn-based combat system in mind, because Capcom could purchase the Command Mission trademark and make it their IP like how Nintendo did with the Paper Mario and the Mario & Luigi IPs. I know the game was met with mixed critic reviews, but it at least sold well to be a cult fan favorite. It doesn't hurt to give cult fan favorites a remake because sales matter more than review scores.

Mega Man X: Command Mission coming out on the classics catalog on the PS4 and PS5 because of the Mega Man X Legacy Collections made my day, and hopefully the Lord of the Rings: The Third Age will follow suit soon to go toe-to-toe with Mega Man X: Command Mission like it did back in the day. Trust me, if you live through turn-based RPGs in the 6th generation era, I'm darn sure you'll know what I'm talking about.

And one turn-based RPG being Legends of Starkadia is basically Super Mario RPG. You can learn more about the game and how you can help make it happen by clicking the link to the post below.

Tuesday, September 22, 2026

PlayStation Fans Deserve Better Than This...

Wow... just wow. I have been playing Mega Man X: Command Mission for few days straight and I have actually enjoyed it. I'll tell you more about my experience in a future post. Then a huge drama among PlayStation fans have came out of the blue and... fans have been fuming.

PlayStation became a brand back in 1994 when the first console came out first in Japan and 30 years later, the brand has celebrated its 30th anniversary with deals and merch. It became even more exciting because we have the revamped PlayStation Plus offering classic games released on PS1, PS2, PSP and PS3. However, as we get to the second half of 2026, things have took a turn for PlayStation.

First off, discs are being phased out for games that release in 2028. This became the source of sparking backlash on all sides. Overtime, it grew. A Change.org petition was created to reverse Sony's decision and a week long boycott was planned to be put into motion, but failed because Sony's decision to end disc production remains firm. The agreement shows that digital purchases actually offer licenses. When your account is banned, all of your digital purchases are gone. Now, I need to be clear that digital purchases on a Sony console should provide ownership like physical purchases, not revocable licenses. Sony ending discs in 2028 would be the last straw that they are seriously switching to Steam.

It was clearly dunked on. The event has been the source of controversy that we own everything. It's not theirs to take. We can assume that Sony could follow Microsoft's footsteps by doing a disc-to-digital feature. July 1 came, they announced that disc production will end for games that release in 2028 and beyond and heard nothing for six days and made a post about the FlexStrike fight stick to ignore the backlash. In fact, the chat during the double-header State of Play was flooded with "No disc, no buy" and "Destiny 3" chants. Destiny 2 had to stop being supported as Bungie has to focus on Marathon.

If you were living under a rock, Guerilla was working on a live service game, Horizon: Hunters Gathering. This is a spin-off of the Horizon franchise that uses anime-style cel shading instead of realistic depictions the mainline games use. The game had a playtest and... whew. Negative feedback went all over the place that the entire development has been rebooted and left in the dust for quite some time. Now, if Hunters Gathering has been rebooted, they are starting all over and hopefully make it any less of a live service game since we noticed that live service games aren't sustainable as we thought. That's how Concord failed that it had to be shut down after its short-term development along with the studio.

It's also how 2XKO flopped despite all of the positive buzz. The team was laid off weeks after launch and six months later, active development ends, halting my opportunity to see Riven, Sett and anyone else in a giant pile of characters just itching to be in the roster. This had left us with the only tag fighter left to support, Marvel Tokon: Fighting Souls. But luckily, a new patch for Marvel Tokon is in development to remedy most of the major issues in the PC version that became the source of having mixed reviews on PC.

It became a de facto shortcoming for the gaming industry, with the exception, of course, of the ones that are still sustainable for years, whether it's PC only games like League of Legends, World of Warcraft or CSGO to console games like Valorant and even Marvel Rivals. Even Overwatch. Overwatch, of all games, remains sustainable after dropping the 2 from the title and keeping it free-to-play under the Overwatch name and shows zero signs of dying. I think the reasoning for Overwatch's sustained retention is because the Overwatch team is actually small from the start. They knew that smaller and leaner teams that work on live service games have the tendency to establish an overkill player engagement at launch by developing games the right way without making any bad choices that spark fan backlash.

Here's the thing. Look at Brawlhalla. This game became a success to have future content for years to come because it was developed by a smaller team from the start. Now, imagine if 2XKO was developed by a smaller team from the start. When it releases, its player engagement becomes high to overkill and would show no signs of laying off some of the team. This makes it a vendetta to larger teams that had to be shrunk weeks after release.

Speaking of a vendetta, this brings me to my next point, Hideo Kojima. Kojima is a Japanese video game writer. He was with Konami on that time when he was working on the Metal Gear franchise. He left Konami to form his own studio, Kojima Productions. You know that they are the developers of the Death Stranding series, with Kojima being the head of the team. But what does a vendetta have anything to do with Kojima? 

Well, Kojima has a new single-player game in the works, Physint. It is supposed to be like a spiritual successor to Metal Gear Solid since it has the "Tactical Espionage Action" label and was supposed to be a PS5 exclusive. Unfortunately, Physint is going to Xbox as Kojima left Sony for Microsoft. This is due to Sony dropping the ball. They pulled funding from Kojima, been ballooning budgets, missing deadlines and spent time funding on a live service game like Concord. We already knew that live service games aren't as sustainable as we once thought, so why fund Concord? They should've kept the funding on Kojima instead of funding Concord.

Fans were set ablaze that Sony's fumbles allowed Kojima to shift the development of Physint to Xbox. This darning news really sets the drama about the situation surrounding Kojima. Here's the Kojima clip of a Mightykeef skit about being a PlayStation fan in 2026.


Now, I had to edit the clip to mute inappropriate words so that we can keep this post family friendly for everyone to read.

Kojima Productions has issued a statement saying that the studio is still in good health and still has ties with PlayStation despite losing the project to Xbox. Kojima working with Xbox must have unlocked multimedia forms, but the game is still in early development. Does this mean Physint is gonna be an Xbox exclusive? Absolutely not. Its PlayStation release is still likely.

If Sony is going all-digital, at least follow Xbox's footsteps by doing a disc-to-digital conversion feature and also make so that we actually own digital games, not be offered revocable licenses. Also, funding should've remained intact with Kojima and shouldn't been funding on a dead live service game like Concord. That's my advice and rant that Sony needs to follow if they want to the backlash to pass and be alleviated and adressed.

Friday, September 18, 2026

Doom Turtle Needs Your Help...

There is an unfinished turn-based RPG that is developed by a small studio that needs your help making it complete. Let's jump right in.

I'm back with a new post that talks about a game that I heard about and played recently. As we know, turn-based RPGs have quite a dedicate fanbase for years. With the success of Expedition 33, it holds the future of turn-based RPGs to follow its footsteps, starting with People of Note. But there is one turn-based RPG that I heard them talk about subtly and it caught my very interest and blew my mind. See, when I was making a post talking about why I am so excited to revisit Mega Man X: Command Mission, I came across upon an unfinished turn-based RPG. I started to read more about it as much I could, so let's jump right into the post.

You would know that indie devs typically have the creative freedom in developing games to be able to take creative risks to provide gameplay innovations and have the tendency to make games without being burdened by shareholders and all that. These games have vibes from AAA games, ranging from Paper Mario-likes to Hearts-likes, Soulslikes and roguelikes. And there is one indie dev I heard about, Doom Turtle.

Doom Turtle is the developer of Ember Knights. And what they have is a turn-based RPG available in its unfinished state. And in a sense, a turn-based RPG that is basically Super Mario RPG meets Final Fantasy taking place in the solar system. No progress on it was made because they are currently working on their new deckbuilding roguelite, Welcome to Harmony. Now, it was originally an open world game, but it is now in a turn-based RPG format. The most accepted name is Legends of Starkadia. Like I said, this is basically Super Mario RPG meets Final Fantasy. From what I heard of, here is the essential story and explanation of the game before I give you the verdict of how I enjoyed. I may have some details wrong here, but this is what I have.

A bored Earthling teen named Mikey got accidentally sent into a Starkadian Empire. He lands face first in a battle between good and evil. Along the way, Mikey meets few of his new allies that he must make in the fight between good and evil and defeat the forces of evil, the Empire.

The field outside of combat has the top down view Super Mario RPG uses. There are enemies visible and simply getting into contact with it normally will get you into battle. Your party strikes first by touching the enemy from behind and an enemy blitzkrieg occurs when it touches you from behind. When you have more than one character, you can switch between leaders using the buttons that switch leaders. There's even the Cores system, but we don't know what does the Cores system do right now.

The combat in Legends of Starkadia is based on a traditional turn-based system and it's similar to Super Mario RPG because there are action commands that amplify a move's effects. They consist of timed button presses during an attack, defense, special move and item usage. And there are two things the Super Mario RPG remake has introduced, the chain system and the use of teamwork abilities.

The chain system uses a gauge that holds up to five levels. When you make a successful action command, you'll increase the chain gauge and keep it intact. The higher the chain, the higher the effects on regeneration and attacks. But blow an action command, you'll break the chain and have to start from square one. Successful action commands also fill up the teamwork gauge. It holds up to three bars and is consumed from using powerful teamwork abilities.

Teamwork abilities are powerful abilities that are quite similar to Triple Attacks in the Super Mario RPG remake. They vary by what characters you have in battle and require 1-3 bars of the teamwork gauge. Example, if you have Mikey, Frank and Drake in combat, they'll perform Rude Trip, which allows them to drive a vehicle and run over enemies, dealing a ton of damage. Each teamwork ability has action commands you must successfully make and the coolest thing about them; unique text cutouts of names of teamwork abilities. They are quite as powerful and proven useful as Super Mario RPG's Triple Attacks, especially on boss battles.

Each enemy has a weakness, so if any of the attacks match the picture, the enemies get stunned and they take a lot of damage. For example, if the enemy has the picture of a sword, sword attacks match the picture to stun the enemy. While stunned, the amount of damage dealt increases.

With the explanation out of the way, here's my verdict to what do I think of Legends of Starkadia so far. I'm gonna say, the game is so near perfect. The combat is great, making successful action commands increasing the chain is an interesting touch. The teamwork abilities are so unique that they each have a unique logo and text cutout.

As I have said, the game is unfinished because it currently spans on Scrap World and has two hours of gameplay on it. Doom Turtle stated that building the remaining planets is a massive gamble that they had to limit the game to Chapter 1. And thankfully, there is some great news for the future of Legends of Starkadia.

Doom Turtle has recently posted an article that tells us that the transition to the pricing model is live and we have changed everything. What does that tell us? Well, if you look closer at the part of the article...

It shows that the game roughly had 28,000 total downloads. As of now, it has officially surpassed 200,000 downloads, which became a huge wake-up call for Doom Turtle to realize how important it is to continue working on future planets beyond Scrap World. It's also more than enough player interest to convince the team to get back to work and offer us more ways to fund the development bucket, so we have several packs available.

The Supporter Edition comes with exclusive skins and the official soundtrack.

And here are the current tracks in the official soundtrack for Legends of Starkadia. There are currently nine tracks. According to the soundtrack as a whole, each planet will have their own combat and boss arrangement like that of Mugen Souls. If we look closer to the last three tracks...

There are three bonus tracks for the next three planets, Sci-Fi World, Library World and Prehistoric World. The soundtrack will have more tracks once the game is in its complete form.

Now, surely, we would see a party of seven. Surely, this game is gonna have a character that throws playing cards and have abilities named after poker hand combinations like Spider. Surely, devs can develop a character that specializes support abilities like Cinnamon, right? Well, sadly, that will not be the case.


According to the splash art, there are four characters to join Mikey's party to make a party of five. The names are Frank, the anthropomorphic pig, Drake, the anthropomorphic duck wearing a red hoodie and Mutt, the fat one holding a claw, who is actually seen at Scrap World, but will not be joining the party yet. The name of a blue-skinned pink-braided girl holding a pistol is unknown and she is likely to be seen at Sci-Fi World looking at her gear. We can be able to find out what her name is now that they are convinced to eventually get back to work on this game. The party is not quite as fleshed out as Mega Man X: Command Mission, but it seemingly contains characters with different weapons, abilities and their personalities and we do have Frank wielding giant axes and hammers like Steel Massimo.

The blurb currently reflects the game in its current state and it will be updated to reflect the game in its complete form. As of today, the news shows that we rallied together to fund and build the development bucket to give the project a fresh and new wave of momentum so that we can see more planets get added and find out what is the name of the girl holding a pistol on the splash art and what the Cores system does. 

This brings me to my point. Remember what I said that we won't be seeing the Spider and Cinnamon-likes in Legends of Starkadia because of the party of five? If funding and building the development bucket is gonna help them develop future chapters and planets, then this brings me to hereby believe that funding the development bucket even further should also help Doom Turtle develop the Spider and Cinnamon-like characters for this game to expand the party to seven. But that's just my thoughts. It's just me speculating. We can find out if they are coming to fruition or not.

The latest news from Doom Turtle is indeed hopeful while their time to continue development on Legends of Starkadia is inevitable, but Welcome to Harmony is their main focus right now while whether the Spider and Cinnamon-likes are confirmed or not remains a mystery. It is a bit too early and it's proven to be beyond my sight. Once that's done, then they can get back to work on developing more planets.

The base game is available for $2 and the Supporter Pack is available for $5. Every purchase directly funds the developers' bucket needed to build the remaining chapters beyond Chapter 1, so feel free to donate money to the team while they are working on Welcome to Harmony. The demo version of Welcome to Harmony is available now, so go check it out.

Here's the link to the base game and the link to the Supporter Pack below.

https://store.steampowered.com/app/2618160/Legends_of_Starkadia_Chapter_1/

https://store.steampowered.com/app/5243840/Legends_of_Starkadia_Supporter_Pack/

This is just the first post in regards to Legends of Starkadia. Stay tuned for follow ups to this post that cover updates.

Wednesday, September 9, 2026

BREAKING: Mega Man X: Command Mission is Coming to PlayStation Plus

In today's post that has some breaking news, I'm talking about a turn-based JRPG that I hadn't talked about in ages. And that is one of the turn-based JRPGs in my childhood, Mega Man X: Command Mission. Now, I played Mega Man X: Command Mission when I was a kid back in the day. I hadn't played this game for decades and guess what? It's apparently changing because Mega Man X: Command Mission is officially announced at State of Play to launch on the classics catalog September 15. If you're not familiar with this game, I'll explain it now.

Mega Man X: Command Mission is a turn-based RPG spin-off for the Mega Man X sub franchise primed to launch on PlayStation Plus Premium on PS4 and PS5. Command Mission contains the original characters that never appeared in any of the mainline games, the citizens of a manmade island known as Giga City. The original story involves X and his team's struggle against Epsilon, the commander and leader of the criminal organization, the Rebellion Army. His goal is to turn Giga City into their nefarious... Holiday Inn resort to make Reploids a part of the Rebellion. It's up to the Anti-Rebellion League to stop the Rebellion Army and bring peace to Giga City.

During combat, it uses a queue window to determine who is next to perform an action and is manipulated with decreasing or increasing speed. There are sub attacks that consume a small amount WE and Action Triggers that require at least 50% WE. The higher the WE, the more powerful they are. Each character has a Hyper Mode transformation, which offers temporarily fortified armor and augmented power. But not all characters have one Hyper Mode transformation. X and Zero have two Hyper Mode transformations and they are acquired after defeating optional bosses.

If you need a better plan, you can equip Force Metal, trinkets that augment the character's stats. I equip Analyzer on all characters to unlock Analyze on the combat menu. With it, I can pinpoint the enemies' weakness and strength. If the enemy's data shows that it can take 150%-200% damage from water, 100% damage from thunder attacks and 50% damage or absorb fire attacks, it is intended to show that the enemy is weak against water, but strong against fire and neutral against thunder attacks. Now this a sound strategy that is basically coined to explain how Honkai: Star Rail, Expedition 33, Persona 5 Royal and many other turn-based RPGs reward exploiting weaknesses.

But very loosely, it basically means the enemy, in this case, would be Mach Jentra, is weak against water, but resistant against fire.

Another way of determining the enemy's weakness is to switch things around. In this case, the enemy is weak against thunder, but water attacks will not do them any good. The perfect example is Ferham. So, yeah, Ferham is weak against thunder, but she is resistant against water as she's, of course, a water-type.

And finally, the enemy is weak against fire, but resistant against lightning attacks. The prime example is Scarface, so in a way, Scarface is weak against fire, but he is resistant against thunder since he is a thunder-type. Now, this is important to remember that equipping weapons that exploit weaknesses is a sound strategy and makes it more rewarding.

If we look at the Metacritic scores and the sales for both versions, the PS2 version scored a 69 out of 100 and sold 36,635 units. The GameCube version scored a 67 out of 100 and sold 18,599 units. The PS2 version is relatively better than the GameCube version in terms of the rate of random encounters. One battle system designer has expressed his stark interest in making a sequel, implying that a hypothetical Command Mission 2 would have enemies present and visible on the field instead of annoying random encounters and new features while Nintendo Life listed it as a game they like to see on the Switch. And guess what? Since we have GameCube games on the Switch 2, the GameCube version could one day be playable on the Switch. But I prefer the PS2 version.

Fortunately, there is one good news. With the success of Onimusha: Way of the Sword and Mega Man: Dual Override and a brand new Okami on its way, Capcom is looking to follow SEGA's footsteps by reviving more of their IPs that have been dormant for decades. Other than collections and the mobile game, Mega Man X could one day make a comeback. If Capcom acquired the Command Mission trademark, we can see a remake and sequels. And not just Mega Man X. Whether you're a fan of Asura's Wrath, Viewtiful Joe, Darkstalkers, Final Fight, Breath of Fire, whomever you can think of!

Speaking of Breath of Fire, this leads me to my point. Since Mega Man X: Command Mission will be the first turn-based RPG of the mid 2000s by Capcom to ever launch into the classics catalog, the notorious Breath of Fire: Dragon Quarter now has more of a chance to launch into the classics catalog. This allows a precedent to be set, especially for fans of turn-based PS2 JRPGs in the golden age of gaming.

I know what you're trying to ask. Am I excited to revisit Mega Man X: Command Mission? Obviously. This is one of the games I wanted to revisit. In fact, a lot of people hailed Command Mission as one of the games that has more seriousness than most of the mainline games and the same level of seriousness as that of the original Teen Titans because of its serious tone I missed experiencing. That's why I liked the original Teen Titans better than Teen Titans Go! and its Johnny Test-style tone. And revisiting it is likely gonna happen since it's coming to PlayStation Plus. But this time, it's gonna be way different than the time I played this game in my childhood. How is gonna be different?

Well, during my childhood, it was hard because I kept on escaping battles and rushing through the game. But I can change that by spending a little more time levelling up the party until I'm satisfied. Equiping stronger weapons and weapons that exploit weaknesses is also sound, especially when defeating the bosses after a fewest amount of turns, so when I'm going against Wild Jango, I need to equip fire-imbued weapons because thunder-type enemies like Jango are weak against fire.

However, defeating Epsilon is gonna require spending more time in the oven levelling up the party. Here's the beauty to this. If I get the party to lv. 35, I'll have a better chance of kicking Epsilon's butt and will be overkill during round two with Scarface. But if I get the party to lv. 40, I'll have a very overkill chance of defeating both Scarface during round two and an overkill chance of defeating Epsilon in a fewest amount of turns taken. In the sprit of commerce, I think I'll get the party to lv. 35, because I think it can give me a better chance of defeating Epsilon and subsqeuently quelling the Rebellion Army in the fewest amount of turns.

I have a Let's Play series planned for Command Mission, but for some reason, somehow, Remote Play shuts off on its own without warning despite plugging in an Ethernet cord, so sadly, it won't be until I figure out why it shuts down without warning. That or until someone makes a PC port.

Thursday, September 3, 2026

Marvel Tokon - First Impressions and Thoughts

"drinks water* Marvel Tokon is dope. In fact, the game is so good and popular, I think it's gonna be nominated for Best Fighting Game at the Game Awards, so today, I'm gonna share my first impressions and thoughts about what do I think of Marvel Tokon so far.

First off, if you have been living under a rock, Marvel Tokon has recieved a Metacritic score of 85 out of 100, making this a critically acclaimed tag fighter to secure a nomination for Best Fighting Game at the Game Awards, indicating that this game has killed it with a Sonic Heroes-esque format in story mode that has five stories, 4v4 tag mechanics and a decent cast of Marvel heroes and villains despite some challenges like issues on the PC version that are the source of mixed reviews.


Danger_Bot over on the official Marvel Tokon Discord announced that a patch is coming on Friday, which is old news, to include fixes to performance issues on PC and provide PC and PS5 stability improvements.


And there are reactions to the post that are overwhelmingly positive because the patch they pushed in had alleviated performance issues that became the continuous point of contention since launch. It also have emojis of Marvel Tokon characters. The one with the most reactions is Black Panther. Both Black Panther and Magik came nip and tuck to each other.


The most recent patch came out and it remedies the issues in the PC version and brings in stability improvements for both versions, including fixes for several crashes.


All of the reactions are positive, praising devs fixing issues on PC. This post has the Wolverine emoji having the most reactions so far to honor his Battle Reborn Suit being available to all players for free and his new game by Insomniac coming out soon. It's a good thing I'm not playing it online until the patch comes out to fix issues. But enough with the patch. Let's get into the nitty gritty of this post.

Marvel Tokon is near perfect. The gameplay is decent and its 4v4 tag mechanics became the best. The characters and environment having a blend of American comics and Japanese manga are incredibly charming. The special moves are the best in the game. It has two ways to perform special moves, one button specials with directional influences like in Smash and motion inputs and attack buttons. Both are the same, but the motion input versions deal 100 more damage than the one button versions, which is how the "Good!" text appears in game. The comic book-style cutscenes in the story are the best in the game. I could just sit there and watch them al day.


So, when you assign your team on Battle Settings, the main menu screen displays the four characters on your team and the trim color varies by character you make as leader. That is the coolest thing about this. What you're seeing now has parts of the main menu screen colored blue because Magik is the leader of my team. Now, I will be the first to say, I am not a pro with Magik as I typically am with Annie in Skullgirls or Akali in 2XKO and will be with Atom Eve in Invincible VS when it comes to playstyles. But regardless, I had fun with her and she marks one of the X-Men that never appeared in a fighting game.

And what is even cooler is that it generates a front cover of your four-person team when you lock it in on the character select screen. It has the Marvel logo with the player number below it, a barcode on the lower left hand corner and the name of your team. I did find me a team already. What is the initial team I'm using?


Well, ladies and gentlemen, I present to you, Hellbound Shapeshifters, featuring Magik, Ms. Marvel, Star-Lord and Green Goblin.

But there is a small caveat to this. I am still working on learning Green Goblin since an iconic Spider-Man villain rides on his glider in his Skill attack to contribute to his C-tier ease of use and his combos are a part of it. Star-Lord is relatively easy to learn. He gives you a nice dopamine rush when shooting projectiles as a typical gun and ball gamer. He is not a Noel-like, but he is fun, though. Ms. Marvel is essentially the Cerebella of Marvel Tokon with a lumpsum of punches. I did a livestream showcasing this team to use online. To make myself clear, the livestream dropped before the recent patch came out.

I can't help but wonder what this team makes me think of. I can't quite put my finger on it. Oh yeah, it sounds a lot like the Adventures of Flynt Buckler. You know, the fictional storybook in Escape From Ever After entailed Flynt's mission to defeat Tinder the Dragon became a backfire and new characters join in? It exactly sounds like that.

When you used the "It's Mahvel, Baybee!" term when Marvel Tokon was announced, it served as a spiritual successor to the Marvel vs. Capcom franchise. Marvel vs. Capcom has been a long line of tag fighting games for almost three decades, with games like Marvel vs. Capcom 2 being a masterclass in tag fighting. Marvel vs. Capcom: Infinite, however, sold poorly to not have a second season, citing a trimmed down roster and the lack of X-Men characters. Well, Marvel Tokon is a spiritual successor to Marvel vs. Capcom, but it's not Marvel vs. Capcom.

But to the general public, there's nothing that can come close to Marvel vs. Capcom 2, until one game that did. And that's Marvel Tokon. Marvel Tokon proved that you can make a new Marvel fighter to be a masterclass to the general public. Again, Tokon is the masterclass of a Marvel fighter to be met with overwhelming positivity. This shows that Marvel has been a product for decades with web-slinging, slicing with claws, causing destruction and so on. The success of Dragon Ball FighterZ allowed Marvel Tokon to come to fruition as the masterclass of a tag fighter because they have rich innovation, right tools and resources and a smaller team. Speaking of, I seem to realize something.

Remember what happened weeks after 2XKO came out on console? Half of the team was laid off due to its flop at launch. The cause of this is that 2XKO has started development when the team was large. However, that contributed to laying off half of the team weeks after console release and ending active development in December after a year due to low player retention falling short of revenue goals, leaving a long chain of disappointment and sadness and the game available and online for the foreseeable future.

They knew that larger teams have no idea what they are doing while smaller and independent teams have the creative freedom and tendency to stay focused on making games properly without the distractions and establish an overkill player base. That's how Highguard became an utter commercial failure to contribute to shutting it down.

Here's the thing. Marvel Tokon was developed by Arc System Works, a small studio that Sony doesn't own. They only helped publish it, which makes it a stark difference in comparison to a modern AAA studios today. Now, imagine if a smaller, independent and focused team started developing 2XKO while staying small. Upon launch, the game would have an overkill player retention and momentum would reach the level needed for long-term sustainability because small scale teams are always focused and have creative freedom to develop games well. This is something that is basically intended to explain how Overwatch is the only commercially successful live service game that survived the impact.

Marvel Tokon isn't the only tag fighter that was developed from the start by a small team. Invincible VS and even SEGA vs. Capcom: The Next Level were developed from the start by small teams of Quarter Up and 4CYDE Studios. 2026 now has a trifecta of tag fighters that were developed from the start by small teams that have the tendency to take creative risks and drive a high-to-overkill player retention at launch. However, they have made a rocky launch like 2XKO did.

We can cross out Invincible VS for now because I don't think that it's gonna have years of support, especially since over 20 employees were laid off from Quarter Up. We'll cross it out and move on. SEGA vs. Capcom will be getting years of support like Marvel Tokon is since we have a treasure trove of characters and character themes just straight up confirmed during the livestream I watched. That's something we'll be looking forward to and I have future plans for it.


Well, that one just aged... poorly. Apparently, SEGA vs. Capcom has been sadly shut down and was given a cease and desist order due to the use of Capcom's characters and likeness. While I'm saddened to hear this darning and devastating news, this one is not depressing nor maddening for me. It genuinely stinks, but that's how things go sometimes. They must've forgotten to pitch it to Capcom for approval. Now, with 2XKO ceasing active development in December and SEGA vs. Capcom shut down, we apparently only have Marvel Tokon left to support. But we were told to stay tuned to find out what original project 4CYDE is working on. What will the original project gonna be? Will it be an original 2v2 tag fighter to be a spiritual successor to 2XKO? We'll have to wait and see.

But look, I may not be able to pop some heads with Lucian since 2XKO is ceasing active development after an ephemeral run, but at least I can be able to pop some heads with Star-Lord. After all, they are planning to give it a long-term support. And... I guess that's how paid fighting games had to be supported long-term. Well, except for Mortal Kombat. That never gotten a long-term support.

Not only we have Marvel Tokon because we also are experiencing another tag fighter on the DC side of things. And that is DCKO, a 2v2 tag fighter with various characters across DC Comics. Suffice to say that DCKO is going to be left in the dust as it's gonna be a Mobile game.

Now, if there is one thing I want in Marvel Tokon, I would say an online co-op game mode. An online co-op game mode in Marvel Tokon sounds like a great idea to me. It allows four players on the same team to battle against four players, like how KOF and Dragon Ball FighterZ handled having an online co-op game mode to have three players against three players and how 2XKO handled Duo Play where two players work as a duo. Think about it, I can team up with three of my friends and take on four of our opponents. That would be straight up crazy, don't you think?

In conclusion and summary, Marvel Tokon: Fighting Souls is dope. I loved the comic book stylization and the designs that have a blend of American comics and Japanese manga for characters. I am loving every second of it. These are my first impressions and thoughts regarding Marvel Tokon. Evo France is around the corner and that's where Marvel Tokon will have its first appearance at. Expect announcements in regards to Marvel Tokon there.