Capcom released Exoprimal worldwide on Xbox Game Pass, Xbox Series X, Xbox One, PS5, PS4, and Steam last month. I enjoyed my time with it quite a bit despite the issues and slow opening. Read my Exoprimal PS5 review here. Today, Capcom detailed the Exoprimal Free Title Update 1 by revealing more information about Alpha Variant Suits and more. Watch the Exoprimal launch trailer below:
Exoprimal Title Update 1 contents
Capcom released a Steam blog post detailing Exoprimal Title Update 1. I’ve included the relevant information below:
New Modules and more Alpha Variant Suits: Title Update 1’s new Variant suits are intended to change the combat range and strategy of each of the default suits by giving them different weapons, so we took a moment to speak with Exoprimal’s Director Hiraoka to get the finest of combat data on these upcoming additions!
How to unlocking Alpha Variant Exosuits
Once Title Update 1 is live, all 10 of the Alpha Variant Exosuits will be available to unlock and use in the wargames. To unlock and use the Alpha version of a given suit, you just need to get the base version of that exosuit to suit level 20. If you already have your favourite exosuits at level 20 or higher, you’ll be able to immediately access the Alpha versions for use in the wargames.
Now you know how to unlock the new exosuits, let’s see what exciting new info Director Hiraoka has to share on the new modules and a selection of the Alpha variant suits!
Director Combat Data – Additional Modules
Title Update 1 will see the addition of new modules, both the base modules that any suit can equip, as well as suit modules for the Variant Alpha suits, as well as action modules that either the default or Variant Alpha suits can use.
These modules can be unlocked by raising your level – for base modules, this means your player level, while for the suit and action modules, you need to level up the relevant Variant Alpha suit.
Let’s take a look at one of each type module.
The Renewal base module increases the HP that friendly suits will have after you recall them during battle when they are downed. Equipping this module on a tougher Tank suit or, say, Nimbus, which can use its Holo Warp to quickly reach downed allies, is sure to help your team shore up its frontline defences.
Next is the D – Linear Thrust action module for Deadeye. Equipping this lets you repulse enemy Exofighters and small dinosaurs when using the charged Strike Thrust. It’s almost as if Deadeye is able to use Zephyr’s Linear Strike! This module is equippable by both the standard and Alpha Variant of Deadeye.
A total of 34 new module are being added in this update, so I hope you look forward to trying them out on both kinds of suit and coming up with new loadouts and strategies!
Director Combat Data – Alpha Variant Intel
Zephyr Alpha: Energy Chakram
The default Zephyr is specialised for melee attacks, and you need to get close to enemies in order to hit them with its Tonfa Blitz attack, but since the suit has low HP, you need to make good use of the Turbine Step to avoid taking damage. Another key factor in using this suit effectively is keeping an eye on the cooldowns of Linear Strike and Sky High, and using those moves at just the right moments when you need a burst of firepower.
In contrast to the close range style of the standard suit, Zephyr’s Alpha Variant is more mid-range and uses the chakram on its arms to shoot energy halos. These have a critical distance at which they can do the most damage, so unlike the default suit you’ll want to manage your distance from the enemy and not be too close-up.
Since Linear Strike or Sky High won’t connect at a distance from your foes, Turbine Step changes from a dodge move to a gap-closer that lets you take advantage of opportunities to get up close, use melee moves and then get back to your critical distance.
Roadblock Alpha: Fortress Shield
Roadblock is, in its default form, the epitome of the Tank role, drawing in enemies with its taunt and taking their attacks for the team. Using its shield to hold back hordes of Raptors or a Triceratops is one of those quintessential Exoprimal moments that makes this such a reliable Exosuit.
While the default Roadblock is designed to become the frontline, the Alpha Variant lets you place a shield called a Sentinel Wall to create that line. This means you can draw enemies in towards your shield while you yourself move to another position, and your strategy is centred on where to place the shield rather than where you should be.
Retrieving the shield causes it to explode, which damages nearby enemies, so choosing the right moment to do so is a fun and useful technique!
Krieger Alpha: Charge Shotgun
Krieger’s default K-40 Repulsor Minigun is effective at suppressing enemies using its wide-range firepower, and its active skills Dome Shield and Stunlock Missile work well in combination to stop the enemy onslaught in its tracks.
For the Alpha Variant, we’ve replaced its weapon with the A-40 Pulverizer, a massive shotgun. Each shot is more powerful than those of the minigun, but the ability to charge shots is the most unique aspect of this weapon
Uncharged shots have a wider spread, allowing you to damage multiple enemies in front of you, while charged shots compress the shot into a pinpoint attack on a specific spot which not only causes damage but can even knock smaller enemies back. This makes Krieger Alpha great at tackling specific enemies that need taken care of.
Witchdoctor Alpha: Duality Beam
Witchdoctor’s default Neuro Rod generates electricity which has a paralyzing effect across a wide area, so it doesn’t require especially precise aiming to be effective. This lets players focus more on their positioning relative to their teammates and the timing at which to use this move.
This contrasts with the Alpha Variant of Witchdoctor, which uses a Quantum Rod which is more like Skywave’s Aether Lance, in that it both damages enemies and heals allies. Its range is also changed to be a direct beam, so players will need to decide more specifically who they are aiming their attack or heal at. That said, even its normal attacks have a healing effect on allies, so if you position yourself well, you’ll be able to put out more heals than with the default suit.
In addition, the longer you keep attacking an enemy, the strong the effect becomes, so moving around to keep your beam focused on one enemy will become a crucial technique on the battlefield.
Intel Summary
How was that for a new intel drop from Director Hiraoka! So to summarise:
- 34 new modules, some that work with both base and Alpha suits, with others are designed specifically for Alpha Variants.
- Alpha Variant’s new weapons carve out dynamic new strategies.
- Unlock a suit’s Alpha Variants by getting the base version of the suit to level 20.
- Total playable exosuits are being doubled from 10 to 20 on August 16th!
Exoprimal Steam Deck Playable
While it isn’t Steam Deck Verified, Exoprimal is marked as Playable because it sometimes shows non Steam Deck controller icons and has some text that is difficult to read on the small screen. Hopefully Capcom can sort these so it can be Steam Deck Verified like Street Fighter 6 and Resident Evil 4 soon.
Exoprimal post launch roadmap
The post launch roadmap is below:
Exoprimal Season 2 date and Street Fighter 6 collaboration
Exoprimal Season 2 kicks off in mid-October 2023 and will feature the next title update, which brings in the Street Fighter 6 collaboration. This season also adds in a new map and Final Mission, plus more rigs and modules.
Exoprimal Season 3 date and Monster Hunter collaboration
In January 2024, Exoprimal Season 3 will see Beta variant Exosuits added. This season will also add a new foe to battle, the Neo Triceratops. A Monster Hunter collaboration will be included in Season 3.
Exoprimal releases on July 14 for PS5, Xbox Series X|S, PS4, Xbox One, and PC platforms. It is also in Xbox Game Pass from day one. Check it out on Steam here.