Ok, so, there's been quite a bit of news on the upcoming fighting game, Granblue Fantasy VS Rising, that I meant to post about earlier but forgot. News ended up being spread out across two streams and they JUST announced a delay on the release date, so I guess procrastinating paid off lol. The two streams themselves are kind of boring and only the second one has a showcase of any value when it comes to actual fucking fightan gameplay, so won't bother linking them here.
So here's the news for it.
>Game's current release schedule is for December 14, pushed back to such date from November 29 since devs want to polish it some more.
>Beta for PS5 and Steam ver on November 11-14 across varying hours. Beta can still be launched in offline mode once it's over for training mode shit only. Will not have Nier or Grimnir as playable characters unlike full release.
>Characters now get alternate outfits alongside recolors. Only Gran, Djeeta, and Seigfried (Helmet alt) have one right now but this probably means several characters will get alt outfits, probably based on their "Grand" alts.
>New character important to the story mode named Rein, not much info given about her but she's a childhood friend of Gran/Djeeta and will be important to the new RPG mode chapters somehow, doesn't seem to be playable.
>"Grand Bruise Legends" mode that's basically a fall guys knockoff that the devs are shilling super hard for some reason.
>"F2P" version of the game that's more like an extended demo. lets you choose between Gran and 3 rotating characters, also lets you play the fall guys knockoff mode freely.
>Photo/Diorama mode added, very in-depth too.
>Frame data viewable in training mode. Alongside a ton of other convenient features for training mode and load time improvements.
>Metric assload of changes based on feedback from the PS5 beta. There's a LOT of changes and I can list them if someone wants to but I put the most notable ones in the OP via screenshots of the stream.
>Notable change not mentioned in any image was the MASSIVE increase to meter gain to encourage more usage of unique skills over just spamming raging strike.
>Director went back on his stupid "leveling the playing field" bullshit with gutting motion inputs. Motion inputs now do 10% more damage in neutral but have no difference mid-combo.
>Light DPs no longer have I-frames on them.
>New lobby for online multiplayer that has some minigame shit to do in it.
That's about it for the notable things, I think? A lot of the issues from the first beta got fixed so I don't really have that much to bitch about, but with the very BP-focused combat now I'll have to mess around with it, seems like it'll be more fun now at least.